refactor(modules)!: de-UO core's copy, and enforce it (phase 3, slice 4)
Phase 3's acceptance criterion 1, made real. Three things, one review: **The dead bindings.** `client/src/api/client.js` still carried ~190 lines of UO namespaces — `shard`, `atlas`, the two SSE URLs, `admin.shard/shardOps/atlas/ userShard`, the uo-link and town-crier calls, `player.shard` — with zero core consumers since slice 3 deleted the views. module-uo vendors its own bindings. The five assertions core's `apiClient.test.js` made about those URLs moved with them (Module-uo#5); the encoding test that used `governorHistory` now uses a core route. **The copy.** Core is the platform, not one game's site, so its words are game-neutral now: `About`, `Screenshots`, `Website`'s cards, `Status` (which was never about a game server at all — it reports site mode), `Wiki`, `SiteFooter`, the default hero, `brand.js`'s tagline and description, the seeded wiki categories, and two user-visible NavEditor strings that named a module's admin screen by its proper name. Which game an instance is for is the operator's to say — BRAND_* vars, the hero editor, CMS pages — and every real instance already does: `.env.uomysticmoon.example` sets both brand strings explicitly, so nothing live changes wording. Wiki page SLUGS are untouched: `seedDefault*` only inserts what is absent, so renaming one adds a duplicate page to every install. Also gone: an orphan comment block in `schema.sql` describing the spawn-atlas tables slice 1 took away, and the two settings rows core seeded for a module (`game_account_signup`, `uo_link_protocol_3_migrated`). The second was a live defect — see Module-uo#5, which takes ownership of both and repairs the one-shot migration core's ordering had disabled. **The check.** `scripts/checkModuleIdentifiers.js` + `npm run check:modules`, first step of the server-tests job because it needs no dependencies. It reads CODE, not prose — file names, import specifiers, route path literals, declared identifiers and property names — per §5.2, so core's English may still say "shard" where saying it is worth more than the word costs. Two things it gets right only because getting them wrong was tried first: it matches WHOLE WORDS (a substring pass flags `defaultImage`, which contains "ultIma", four times in this repo), and it strips comments and string bodies in one character walk (a comment contains quotes, a string contains `//`) — the `checkImports.js` lesson. It has its own 17-test suite, because a boundary check that silently stops checking is worse than none. The three §6.5 grandfathering allowlists are exempt by name, and an exemption that stops matching fails the build rather than lingering. BREAKING CHANGE: core no longer seeds `game_account_signup` or `uo_link_protocol_3_migrated`; module-uo's schema fragment does. An install running core without module-uo keeps whatever rows it already has and gains no new ones — nothing in core reads either key. Deferred to slice 5, deliberately: README.md's 48 UO mentions, including a `## Shard integration (uo-link)` section and the architecture diagram. That is documentation, which §5.2 does not cover, and it belongs with the phase-closing docs pass rather than half-done here. Co-Authored-By: Claude <noreply@anthropic.com>
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@@ -35,7 +35,8 @@ import { NAV as PLAYER_NAV } from '../../player/PlayerPortalLayout.jsx'
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// Three things shape the screen:
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//
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// • The palette is filtered to the editing admin's OWN visible rows (§8.1) —
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// the base array run through their role and this shard's feature gates. An
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// the base array run through their role and the feature gates of whichever
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// module registered each row (client/src/modules/featureGate.js). An
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// admin cannot drag in, and so can never accidentally advertise, something
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// they cannot see themselves. An override on a row they cannot see is
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// carried through their save untouched rather than quietly reset.
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@@ -458,8 +459,8 @@ export default function NavEditor() {
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<section style={{ maxWidth: 860, display: 'flex', flexDirection: 'column', gap: 22 }}>
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<p className="sans dim" style={{ margin: 0, fontSize: '0.82rem', lineHeight: 1.7 }}>
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Rename, reorder and hide the entries in each navigation. The pages themselves are unchanged — this
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only decides what is advertised, and it can never show anyone a link their role or this shard’s
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visibility settings would hide.
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only decides what is advertised, and it can never show anyone a link their role, or the visibility
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settings of an installed module, would hide.
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</p>
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{/* ── Tabs ───────────────────────────────────────────────── */}
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@@ -552,8 +553,8 @@ export default function NavEditor() {
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</div>
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<p className="sans dim" style={{ margin: 0, fontSize: '0.76rem', lineHeight: 1.7 }}>
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Only entries you can see yourself are listed. Anything hidden from you by your role or by Shard
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Visibility keeps whatever it was already set to.
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Only entries you can see yourself are listed. Anything hidden from you by your role, or by a
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module’s visibility settings, keeps whatever it was already set to.
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</p>
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</section>
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)
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