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wtclaude 7e08a55f76 docs(modules): the Rust dry run, revisited for Teams
The kit's README sends a reader here FIRST - it is the shortest honest picture of
the whole job - and it predated Teams, so it taught a second game to build its
teams as private module data and never mentioned the provider. The two places the
contract changed since it was written are now in it, and nothing else moved:
all four findings stand, including the identity gap, which is still the one a
real second module hits first.

What Rust adds that UO does not, and why it was worth revisiting rather than
noting:

- externalId must survive a rename and a Rust team HAS no name - it is a numeric
  team id in the save. The right answer, and the one a designer is least likely
  to reach for.
- `complete` is per SERVER, not per community. Six servers are six team spaces,
  so a provider that can reach five must leave `complete` off or core archives
  every team on the sixth.
- A wipe empties every team, so { ok: true, complete: true, teams: [] } is TRUE
  once a month and core archiving all of them is correct - which is exactly why
  an unreachable RCON must answer { ok: false } instead. The two states are one
  API call apart and only the module can tell them apart.
- The team route carries a server id as well as a team id, so the external id is
  <serverId>:<teamId>. Core stores that and never parses it; an external id is
  opaque to core by design, and this is the case that shows why.

Also: rust_teams stays the module's table and core's teams stays core's, which is
the boundary worth stating in the one document where both appear; and the kit is
nine members now, not seven.

Co-Authored-By: Claude <noreply@anthropic.com>
2026-08-19 03:51:07 -05:00
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