The `clans` board carries every clan the game will list, with its roster
and roles, plus the facts the website needs to trust it: enabled,
backend, supported, truncated, and whether the optional uMod Clans
plugin is loaded. It is re-sent on connect and on the 60-second cadence,
and a few seconds after any membership change. The five events are
clan.created, clan.disbanded, clan.member.added, clan.member.left and
clan.member.kicked.
What the game's assemblies dictated:
- The game has no enumerate-all call. The clan leaderboard is the only
listing, and the game clamps it to 100 clans. A board at that ceiling
says `truncated`, as does one that would not fit in 768 KiB (the
sidecar drops lines over 1 MiB).
- The local backend is synchronous behind ValueTask. A task that has not
completed means another backend (Nexus), which is refused with a reason
rather than waited on from the main thread.
- A clan id is not an identity, so every frame carries createdMs.
- OnClanMemberAdded hands over a bare id before the game's cache
refreshes, so the clan is read back, with a fallback to the id alone.
- uMod Clans raises OnClanDisbanded(string, List<ulong>), which has the
same name and arity as the game's hook, so the bridge types it exactly.
A member's LastSeen is never sent: it is presence (PLAN.md §23).
overlay.toml moves to protocol 6 and drops Clans from requires_plugins
(D47): Teams come from the game's own clans.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E14m6SuuY6i1vASFeGDBeY