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feat(site): phase 17 - per-game module pages, /runicnpc/, and checkTerms over the built site
PLAN.md §16 phase 17, built on the org lead's answers of 2026-10-22,
recorded as D75-D79 (count of record 79).

- D75: core marketing pages describe what a game module adds in core's
  words. "Game intelligence" became "What a game module adds"; each
  game's own list moved to src/data/games/ and renders only on the new
  /modules/uo/ and /modules/rust/. /modules/ is a card per game.
- The page-side capability check is per game (assertGameCoverage), the
  item phase 13 moved here.
- D76: the homepage keeps its game screenshot, labelled. screens.mjs
  entries may carry `game` (D67); Screenshot.astro and the app grid
  print the game's name and mark the figure data-game.
- D77: /app/ describes the Rust screens (released the same day).
- D78: /runicnpc/, the standalone page, is in the header and footer;
  the narrow header was re-measured so five links keep two rows.
- D79: checkTerms.mjs --built reads every built page's visible text
  after the build; game routes and data-game elements allow their
  game's words. Proven against ten plants. Still the twelfth check.
- Re-read fixes: /architecture/'s "two machines is also the maximum",
  Discord "guild" on /integrations/, and collection.mjs against what
  Steam sign-in and the Rust module keep (PLAY_DATA_SAFETY.md
  regenerated; the Play answers are unchanged).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E14m6SuuY6i1vASFeGDBeY
2026-10-22 20:10:51 -05:00

399 lines
13 KiB
Plaintext

---
import Base from '../layouts/Base.astro';
import PageHeader from '../components/PageHeader.astro';
import NotBuilt from '../components/NotBuilt.astro';
import SupportedGames from '../components/SupportedGames.astro';
import platform from '../data/platform.json';
import { games } from '../data/games/index.mjs';
/**
* `/modules/` — PLAN.md §13 phase 4, restructured in §16 phase 17.
*
* §10 gave this page four jobs: what a module is, a worked example, writing your own, and
* the Integration Kit with its draft badge (D8). They are in that order because they are
* increasing commitment — a reader deciding whether to install one, a reader wondering what
* they get, a reader considering building one.
*
* ---------------------------------------------------------------------------------------
* TWO GAMES, EACH ON ITS OWN PAGE
* ---------------------------------------------------------------------------------------
* The worked example was the Ultima Online module, listed in that game's words. Since phase
* 17 there are two modules, and D63 keeps a game's vocabulary on its own pages, so this page
* is core: a card per game, in core's words, from `games/index.mjs`, each linking to
* `/modules/uo/` or `/modules/rust/`, where the game's real feature list is (D75). What the
* modules share — a sidecar, their own tables, their own releases — stays here, said once.
*
* ---------------------------------------------------------------------------------------
* THE DRAFT CHIP IS A DECISION, NOT A DISCLAIMER
* ---------------------------------------------------------------------------------------
* D8 marks the Integration Kit draft until a second module is successfully built against
* it by somebody outside this project, and requires that status to carry its removal
* condition. Both are here: the chip, and the sentence that says what takes it down. The
* same absence appears in `notBuilt.mjs`, so a reader who scrolls past the chip meets it
* again in the list of things that do not exist.
*/
const title = 'Modules';
const description =
'What a module is, the two game modules that exist — Ultima Online and Rust — and what it ' +
'takes to write one for another game.';
const gitea = `${platform.gitea.base}/${platform.gitea.org}`;
const docs = `${gitea}/docs/src/branch/main`;
/** The three ways a module reaches a running deployment. None of them is a build. */
const installPaths = [
{
name: 'From the admin panel',
body:
'Paste the URL of a release manifest into Admin → Modules and press restart when it ' +
'asks. The site downloads the artifact, verifies the checksum the manifest declares, ' +
'inspects the whole archive before writing a single file, and unpacks it.',
fits: 'The click path, for a host you have no shell on.',
},
{
name: 'From your environment',
body:
'Name the module and its version in one environment variable and the container ' +
'resolves it at every start. Already at that version means no network call at all, so ' +
'a restart with the internet down comes up unchanged.',
fits: 'A compose-managed host, where the running set should be a line you version-control.',
},
{
name: 'By hand',
body:
'Unpack the tarball into the modules directory and restart. The bundle is already ' +
'assembled — the client half is prebuilt and its one runtime dependency ships inside.',
fits: 'Development, and any host where the other two do not fit.',
},
];
---
<Base title={title} description={description}>
<PageHeader eyebrow="The extension model" title="One platform, whichever game you run">
<p>
A module is the entire game-specific half of a deployment, packaged: its routes, its
screens, its database tables, its navigation rows and its slice of the API
documentation. The core site holds accounts, Teams, the wiki, posts, moderation and the
admin panel, and knows nothing about any game at all.
</p>
<p>
That division is not an aspiration bolted on afterwards. The Ultima Online support was
extracted out of the site into a module, and every URL it had before the move it still
has — which is the only version of this claim worth making. Rust followed, built
against the same seam.
</p>
<SupportedGames class="mod__supported" />
</PageHeader>
<section class="page section mod" id="what">
<p class="eyebrow">What you get</p>
<h2>What installing one actually does</h2>
<ul class="mod__grid">
<li class="panel">
<h3>It brings its own everything</h3>
<p>
Server routes, React screens, tables, nav rows and an OpenAPI fragment the site
merges into its own spec. Nothing about it is a patch to the core site, so
upgrading either half does not involve reconciling the other.
</p>
</li>
<li class="panel">
<h3>You never build it</h3>
<p>
The client half ships prebuilt and the artifact is verified against a published
checksum before anything is written to disk. Production runs an image you pulled;
an operator who has to compile something has been handed a maintenance job.
</p>
</li>
<li class="panel">
<h3>It cannot take the site down</h3>
<p>
A module whose declared interface version does not match is marked failed and the
site starts without it — loudly, rather than half-loading. Disabling one closes its
connections and stops its routes answering.
</p>
</li>
<li class="panel">
<h3>Your data outlives it</h3>
<p>
Uninstalling removes the module and keeps its tables, so reinstalling picks up
exactly where it was. Destroying the data is a separate, opt-in choice made in its
own dialog, and it says what it is about to do.
</p>
</li>
</ul>
</section>
<section class="page section mod" id="installing">
<p class="eyebrow">Installing</p>
<h2>Three ways in, and none of them is a build</h2>
<p class="prose mod__lede">
Which one you use is a question about your host, not about the module. All three end
the same way: a restart, and the module's screens appear in the navigation.
</p>
<ol class="mod__paths">
{
installPaths.map((path) => (
<li class="panel">
<h3>{path.name}</h3>
<p>{path.body}</p>
<p class="mod__fits">{path.fits}</p>
</li>
))
}
</ol>
</section>
<section class="page section mod" id="games">
<p class="eyebrow">The game modules</p>
<h2>Two games, one module each</h2>
<p class="prose mod__lede">
Both were built inside this project, and a deployment runs one of them — the site
refuses to start a second. Each has a page of its own, in its own game's words, and a
documentation group that starts from installing it.
</p>
<ul class="mod__games">
{
games.map((game) => (
<li class="panel mod__game">
<div class="mod__head">
<h3>{game.name}</h3>
<span class="chip chip--version">
{game.release}
</span>
</div>
<p>{game.blurb}</p>
<div class="mod__game-links">
<a class="btn btn--primary" href={game.href}>
What the {game.name} module adds
</a>
<a class="btn btn--ghost" href={game.docs}>
Its documentation
</a>
</div>
</li>
))
}
</ul>
<div class="mod__facts mod__facts--shared">
<section>
<h3>Each connects to a real server</h3>
<p>
A module talks to the sidecar beside your game server, not to the game. You deploy
that side with the installer and give the admin panel its address and token;
nothing here requires the game to exist, and with no server configured the site
renders normally and shows it offline.
</p>
</section>
<section>
<h3>Each owns its own tables</h3>
<p>
Its schema is applied by the site on every boot and its data is its own. A module
declares which versions of the core interface it speaks — the site runs
{' '}{platform.moduleApi} — and refuses to load against one it does not.
</p>
</section>
<section>
<h3>Each is a separate release</h3>
<p>
Versioned, tagged and published on its own cadence, independently of the site.
Upgrading one does not mean upgrading the other, as long as the declared interface
range still holds.
</p>
</section>
</div>
</section>
<section class="page section mod" id="writing">
<div class="mod__head">
<p class="eyebrow">Writing your own</p>
<h2>The Integration Kit</h2>
<span class="chip chip--draft">Draft</span>
</div>
<p class="prose mod__lede">
A four-chapter book on putting a different game on this platform — the module, the
sidecar beside your game server, the plugin inside it — plus a template module that
continuous integration builds against a pinned version of the core site, so the
instructions cannot quietly stop working.
</p>
<div class="panel mod__draft">
<h3>Why it says draft</h3>
<p>
Because nobody outside this project has yet followed it to a working module, and that
is the only test of a set of instructions that counts. The badge comes off when
somebody does — that is the stated condition, not a mood, and it is written down so a
future reader knows when to take it down.
</p>
<p>
Everything it teaches is real and in use. What is untested is whether it is
<em>sufficient</em>: whether someone with no access to this project's context can get
from an empty repository to a running module using it alone.
</p>
</div>
<div class="mod__links">
<a class="btn btn--primary" href={`${gitea}/Integration-kit`} rel="noopener noreferrer">
Read the Integration Kit
</a>
<a class="btn btn--ghost" href={`${docs}/website/MODULE_API.md`} rel="noopener noreferrer">
The module contract
</a>
</div>
</section>
<NotBuilt scope="modules" title="What the module system does not do" />
</Base>
<style>
.mod h2 {
margin: 0 0 0.75rem;
font-size: clamp(1.6rem, 3.2vw, 2.1rem);
}
.mod__head {
display: flex;
flex-wrap: wrap;
align-items: baseline;
gap: 0.75rem;
}
.mod__head .eyebrow {
flex-basis: 100%;
margin-bottom: 0;
}
.mod__head h2 {
margin: 0;
}
.mod__lede {
margin: 0.85rem 0 0;
color: var(--muted);
}
.mod__grid,
.mod__paths {
display: grid;
gap: 1rem;
margin: 2rem 0 0;
padding: 0;
list-style: none;
grid-template-columns: repeat(auto-fit, minmax(min(100%, 19rem), 1fr));
}
.mod__grid h3,
.mod__paths h3,
.mod__facts h3,
.mod__draft h3 {
margin: 0 0 0.5rem;
color: var(--gold);
font-size: 1.02rem;
}
.mod__grid p,
.mod__paths p {
margin: 0;
color: var(--muted);
font-size: 0.94rem;
}
.mod__paths li {
display: flex;
flex-direction: column;
}
/* Which host each path suits, set apart from what it does — a reader is choosing
between three, so the distinguishing line should not be buried in the paragraph. */
.mod__fits {
margin-top: auto;
padding-top: 0.85rem;
color: var(--dim);
font-size: 0.88rem;
font-style: italic;
}
.mod__games {
display: grid;
gap: 1rem;
margin: 2rem 0 0;
padding: 0;
list-style: none;
grid-template-columns: repeat(auto-fit, minmax(min(100%, 24rem), 1fr));
}
.mod__game {
display: flex;
flex-direction: column;
}
.mod__game h3 {
margin: 0;
color: var(--gold);
font-size: 1.25rem;
}
.mod__game p {
margin: 0.75rem 0 0;
color: var(--muted);
font-size: 0.94rem;
}
.mod__game-links {
display: flex;
flex-wrap: wrap;
gap: 0.6rem;
margin-top: auto;
padding-top: 1.25rem;
}
.mod__supported {
margin-top: 1.5rem;
}
.mod__facts--shared {
display: grid;
gap: 1.4rem;
margin-top: 2.25rem;
grid-template-columns: repeat(auto-fit, minmax(min(100%, 17rem), 1fr));
}
.mod__facts--shared section + section {
margin-top: 0;
}
.mod__facts p {
margin: 0;
max-width: var(--measure);
color: var(--muted);
}
.mod__draft {
margin-top: 2rem;
}
.mod__draft p {
margin: 0;
max-width: var(--measure);
color: var(--muted);
font-size: 0.94rem;
}
.mod__draft p + p {
margin-top: 0.85rem;
}
.mod__links {
display: flex;
flex-wrap: wrap;
gap: 0.7rem;
margin-top: 1.75rem;
}
</style>