c4ab8b9b9d662b17caa05d464d1d43bad099ce55
23 Commits
| Author | SHA1 | Message | Date | |
|---|---|---|---|---|
| 335d69d122 |
fix(modules): core offers a contribution, never a slot name
The inverted slot direction reached exactly one module. Core filled three
literal names - uo.guild.detail, uo.guild.forum, uo.guild.header - matched by
exact name in applyCoreFills, so a second game declaring a place under its own
id got an empty page and no error. "A fill for a slot nobody declared is not an
error" is the rule that made the miss invisible, and it is the right rule; what
was wrong was core knowing a slot's name at all.
It also put a module identifier inside core, in three string literals
scripts/checkModuleIdentifiers.js masks by construction and could never catch.
Found by the integration kit while writing the chapter that teaches this shape
to an audience outside this org - which is what that phase is for.
So the module says WHERE, in its own vocabulary, and WHICH of core's
contributions goes there:
declareModuleSlot(ID, 'uo.guild.detail', { core: 'team.activity' })
and core offers into the catalogue rather than into a name:
offerCoreFill('team.activity', TeamActivityFeed)
CORE_CONTRIBUTIONS is exported and fixed at build time, so asking for one core
does not offer THROWS at the declaration. That asymmetry with an unfilled slot
is deliberate: an unknown contribution is always a typo or a version skew - the
module's coreApi range has already been checked - and the failure it would
otherwise produce is a page that renders empty forever with nothing logged.
options.core is optional; a slot that asks for nothing stays empty, which is
what a module declaring a place it fills itself wants. More than one slot may
ask for the same contribution and each gets it: how many places a module wants
its feed in is a layout decision on a page core does not own.
Amends MODULE_API 1.6.0 in place rather than adding 1.7.0 - the same rule the
eighth and ninth members were given, and 1.6.0 has only ever been on edge.
Also: the UI kit is nine exports, not eight. Slot made it nine in phase 3 and
the comment beside it still said eighth.
288 client tests, 1162 server tests.
Co-Authored-By: Claude <noreply@anthropic.com>
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| 61abb3ec89 |
feat(teams): phase 9 — one voice channel per Team, granted by a role
TEAMS.md §7.3. Each qualifying Team gets a Discord voice channel of its own
and a role that opens it, kept in step by a reconciler that rides the Team
reconcile it already depends on.
Access is a per-Team ROLE, always. §7.3 designed per-member overwrites with
escalation to a role above ~90 members; the org lead settled on roles always
(2026-08-18), which deletes `voice_overwrite_max`, the escalation and the
`mode` column — and moves the ceiling. Overwrites are capped per channel, so
the old shape's limit was "how big can one Team be"; roles are capped per
guild at 250, so the new one is "how many Teams can have voice at all". That
is a limit an operator must be told about before they hit it, so the panel
reports it and the pass refuses the create rather than letting Discord do it.
Three things §7.3 named that this codebase does not have, all settled by
asking the operator because nothing in the data model can answer:
- "the staff role" — there is no staff-role concept anywhere. Now a list of
role ids the admin designates; empty is a normal answer, since guild
administrators bypass overwrites and what is really missing is a way to
let NON-admin staff in.
- the parent category — §7.3 said the bot creates it and gave the id nowhere
to live (`team_integrations.team_id` is NOT NULL). The bot creates it and
the server stores the id in settings.
- whether the bot can act at all — nothing has ever checked. The operator
invites the bot by hand and no invite URL with a permission integer exists
in the tree, so a deployment can be one unticked box from every call
failing. A preflight is now a PRECONDITION to enabling (422), not a
per-Team error discovered afterwards.
Two more, decided rather than asked:
- the threshold counts every active member, not linked ones. §7.3 wrote
`voice_min_linked_members`; the operator is judging whether a Team is real,
and link state answers a different question.
- hidden Teams are never provisioned. A channel name is a game-sourced string
published outside the site, which is exactly §2.8's concern —
reservedNames.js already names "and eventually a Discord channel name" as a
surface it protects — so the screen that suppresses a Team's page suppresses
its channel, and a Team that becomes hidden takes the grace window.
Turning voice OFF tears nothing down: the pass suspends in both directions and
the panel offers per-row removal. A checkbox must not delete structure in
somebody's guild.
Fixes a phase 8 defect that blocks this phase's own artifact: `npm run swagger`
has been unable to run on `edge` at all. `param('teamId').custom((v) => ... ||
/^[0-9]+$/.test(v))` makes swagger-autogen's parser run away — a regex literal
followed directly by `.test(`. Hoisted to a const, as modules.router.js
already does. Underneath it, `teams.router.js` sits exactly at that parser's
per-file limit: at twenty `teamsRouter.*` statements it dies, at nineteen it
generates, and one more statement of ANY shape tips it — an unannotated route
does, and so does a bare `use`. So the voice routes are their own router file
mounted from `admin/index.js`, and teams.router.js keeps its nineteen.
Also breaks a require cycle this phase would have introduced:
teamSync -> teamVoiceSync -> teams.model -> teamSync left `teams.model` holding
the reconciler's exports object as it stood mid-load — the empty one, since
`module.exports = {…}` replaces rather than fills. The symptom is not in the
new code: it is `teamSync.intervalSeconds is not a function` thrown out of
`syncStatus()`, the freshness banner on every public Team page.
Tests: 1160 server (+40), 53 bot (+21), 284 client (+21). Swagger, routes
manifest and guards regenerated; the guard shape of the four new routes is
byte-identical to the existing admin-only ones.
Co-Authored-By: Claude <noreply@anthropic.com>
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| 11b4368b57 |
feat(teams): phase 8 — the notifications bridge, and the gate §7.2 could not check
The same Team event as §6, delivered a third time: push, email, and now a Discord channel the operator configured. Not a second pipeline — teamNotify.js already computed the recipient set once, so the bridge is a sink beside the two that were there. The design's gate has no data source. §7.2 bridges an event only if "its visibility is public, or its destination channel is configured for a members-only Team context". The four team.* streams carry no visibility; forum threads have no public/members column because a forum is members-only by construction; and core cannot see a Discord channel's permissions. So §7.2's own example config names exactly the two events that are never public. The gate is therefore an attributed operator acknowledgement, in the shape teams_forum_uploads_ack already uses. It is a precondition — 422, not a quiet drop at delivery — it is re-asked at delivery as well as at the save, and changing the channel clears it, because an acknowledgement is about a destination and cannot survive the destination changing underneath it. The design's DDL cannot hold its own default row: MariaDB coerces every PRIMARY KEY column to NOT NULL, so `team_id NULL` — the deployment-wide default every override overrides — is unrepresentable. Proved on a real MariaDB (error 1048). Replaced with a surrogate id, a generated team_key AS IFNULL(team_id, 0) in the unique key, and the foreign key the original had no room for. One-shot, not queued: "identical to announce and mod-reverse" names two different reliability models, and a Team notification is the moment it describes. Co-Authored-By: Claude <noreply@anthropic.com> |
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| b458c1f46f |
feat(teams): the web surface — a notifications screen that did not exist
This is phase 6's first finding, and it changed the phase's shape. TEAMS.md §6.3 says the per-Team mute list is surfaced "under the existing notification settings screen". There was no such screen. `/auth/me/notifications/*` was built for the Android app in M7 and had ZERO web consumers — a browser could not see the stream catalog or its own subscriptions at all. That is tolerable while push is the only sink, because push needs the app anyway. It is not tolerable for email, whose entire argument is the web-only user who runs neither the app nor Discord, so the sink and the screen to configure it had to ship together. `/account/notifications` carries all three: what to be told about, which Teams, and whether any of it reaches a mailbox — in the order a user actually reasons about them. The mute toggle goes in a THIRD module-declared slot, above the roster, because muting is an action ON the guild page while the feed and forum are content IN it. It renders nothing for a viewer with no preference available, which is a privacy property rather than a tidiness one: whether a preference EXISTS for a Team answers "is this person in it", and the guild page is public. `/unsubscribe/:token` is public and POSTs on mount — the link the user clicked was a GET, and a GET that mutated would be triggered by every mail-client link scanner. Co-Authored-By: Claude <noreply@anthropic.com> |
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| 3f7e61af1c |
feat(teams): the phase 5 surface — discussion, replies, reports, and two admin screens
241 client tests pass (224 before).
**The forum panel becomes a forum.** It was "Announcements" with one composer;
it now has two, because phase 5 split one server capability into two: `canPost`
means "may open a discussion" and every participant may — a granted guest with no
game character included, which is path 3 doing its job — while `canAnnounce` is
the leader-only half `canPost` used to carry alone. Threads gain replies, an edit
control, per-post moderation and a report control, all still inside the one slot
the module declares, still navigating by `?thread=`.
**Almost nothing here is the client's decision, and the file says so.** `canPost`,
`canAnnounce`, `canReply` and each post's `canEdit`/`editableUntil` are read, not
computed. The one local judgement is a ticking clock that WITHDRAWS an edit offer
whose deadline passed while the page sat open — it can never grant one, because a
time-bounded permission must not take its clock from the party it bounds. That
asymmetry is the first thing client/test/teamForum.test.js asserts.
The panel's pure parts moved to `lib/teamForum.js` so they can be tested without a
browser, following teamActivity.js and teamAdmin.js. Two of them are subtler than
they look:
* `stripToText` decodes entities AFTER stripping tags, and `&` last of all.
Decoding first turns an author's literal "<script>" into a real tag the
strip pass then deletes — silently losing text that was never dangerous.
* `threadSummary` counts REPLIES, which is one fewer than `postCount`. Showing
the raw count tells a reader a brand-new thread already has one reply.
**Three admin surfaces.** The forum settings screen gains the edit-window field
(0 = posts permanent once written). The reports queue is a new screen beside
Appeals — under moderation rather than under Teams, because a staffer working a
queue should have one place to work and `target_type` is deliberately open-ended,
so the next reportable thing arrives as a row rather than as another nav entry.
Its copy tells a member where a report lands and that reporting changes nothing,
because a member who expects a post to vanish and watches it stay reports it
again. There is no leader-facing view and there is not meant to be.
And the per-Team forum moderation ledger finally renders: the route and
`api.admin.teamForumModeration()` have both existed since phase 4 with nothing
calling them, which made `actor_role` — the column that keeps a leader's ordinary
housekeeping distinguishable from a staff intervention — readable only from a DB
client.
Co-Authored-By: Claude <noreply@anthropic.com>
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| 5d9d10b245 |
refactor(teams)!: Teams is a contract, not a surface — invert the slots
Org lead's correction, and it changes what this phase ships.
TEAMS.md §3.1 and §3.5 put four public pages and three nav rows in core. They
should never have been core's. **Teams is the platform primitive that the API
contract exposes; the module builds the pages on top of it.** module-uo builds
guilds; the Rust module that comes next builds clans. Core does not own the word
for a Team, so a core page under a noun core invented would have sat beside
module-uo's existing /uo/guilds saying the same thing in the wrong vocabulary.
Removed: /teams, /teams/:slug, /teams/:slug/roster, /player/teams, the public
and portal nav rows, the `teams` feature flag and the core feature provider that
answered it. /admin/teams stays — an operator inspecting the primitive is
looking at the primitive.
Kept, and unchanged: the tables, the reconciler, the access resolver, the
activity feed, the retention prune, the whole public/player/admin API,
optionalAuth and the roster projection. That is the contract, and it is what
this phase was actually for.
**So the extension slots invert, which is a new direction in MODULE_API §3.7.**
`team.overview` and `team.member.row` assumed core rendered the page. In their
place `registry.declareModuleSlot(id, name)` lets a MODULE declare a place on
its own page and core fill it. Core fills `uo.guild.detail` with the Team
activity feed — the one part of that page core cannot hand over, because only
core can resolve whether the viewer is inside the Team and the public/members
split is a security boundary.
Three things about the inverted direction are load-bearing:
- the name is namespaced under the declaring module and that is enforced, not
conventional: it is the only thing keeping two modules off one name;
- core's fills are applied at MOUNT rather than eagerly. Core's bundle
evaluates before every module chunk, so when core registers a fill the slot
does not exist yet — filling eagerly would silently do nothing;
- a fill for a slot nobody declared is a no-op, never an error. The declaring
module is simply not installed, which is the ordinary case. That is the
opposite of §3.7, where an unknown slot throws, and the asymmetry is real:
there, core declares first, so an unknown name is always a typo.
`Slot` becomes the eighth member of the shared UI kit, so a module renders the
place with core's own error boundary. It matters more here than anywhere else in
the kit: the thing being contained is core's content failing inside the module's
page.
`GET /public/teams/by-external/:moduleId/:externalId` is added because a module
names a Team in its own vocabulary and core keys the feed by slug. The module id
is matched rather than trusted — an external id is unique only within a module.
Co-Authored-By: Claude <noreply@anthropic.com>
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| 8f4aff6946 |
feat(teams): the public Team pages, the two slots and the nav flag
TEAMS.md §3.1–§3.5. Four core pages — the index, a Team's overview, its full
roster and the player portal's "My Teams" — plus the two extension slots a
module adds to them, and the nav rows that lead there.
These are CORE routes, not module ones. A Team is a core platform entity that a
module merely populates, so the whole experience renders on bare core; a module
adds to these pages rather than supplying them.
`team.member.row` is declared with `{ displayName, isLeader, linked }` and not
§3.4's `{ memberKey, userId, displayName }`. The two documents contradict each
other and §3.2 is the one that is a security rule: a slot component runs in the
browser, so those props can only reach it by publishing a game-internal
identifier and a site account id in every public roster response, for every
visitor, module installed or not. Recorded as an amendment.
The presentation logic is split into lib/teams.js with its own tests, following
lib/teamAdmin.js, because these pages have to state differences that read as
bugs unless they are worded deliberately:
- "37 members · 21 linked" — the gap is information (a character with no site
account behind it), and the header says what each number IS rather than
showing both and hoping;
- an empty roster has three unrelated causes — nobody in the Team, a rung
that shows nobody, and a module that could not be asked — and reporting the
last as the first is a statement about the game that happens to be false;
- a stale projection says how old it is rather than presenting itself as
current.
`teams` is the first CORE nav row to carry a `feature` since the shard rows left
with the module cutover, and it brings core's own feature provider back with it.
It gates on whether this deployment has Teams AT ALL, not on who is looking —
Team pages are public and the server gates them. It fails open, so an unknown
answer shows the link: a Teams link leading somewhere empty is a far cheaper
mistake than a Team page nobody can find.
Co-Authored-By: Claude <noreply@anthropic.com>
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| cf2666e5bc |
feat(teams): the Team read API, the moderation routes, and Admin -> Teams
The eighteen routes of docs/website/TEAMS.md §2.11, their OpenAPI annotations,
and the staff screen that drives them.
Two rules shape the read model. Hidden means absent from every public surface --
the index, the lookup and the roster alike, and a hidden Team 404s
indistinguishably from one that does not exist, because "absent" includes not
confirming it is there. And staleness is surfaced rather than silent: every
public payload carries { configured, stale, lastSyncAt }, so a page can say how
recently the projection was confirmed instead of presenting stale data as
current.
The public roster withholds both the member key and the user id -- one is a
game-internal identifier, the other names a site account. `linked` answers the
only question a public page has without publishing which account. The module's
per-audience field projection is phase 3's; this is a conservative core one.
The §2.9 gate is enforced per REQUEST, not per route. A moderator may call all
eighteen; three of them mean something different when they do, and the server
decides from the role it re-validates on every request rather than from a token
claim. The client has no "file as request" argument to get wrong.
Found by booting the real server against the real database, and not by any test:
**the index and the by-slug lookup disagreed about what exists.** listPublic was
keyed on a registered team provider while findBySlug is not, so with no module
installed `/teams` returned an empty list while `/teams/:slug/members` served a
full roster -- the index denying a Team that direct URLs answered for in full.
The rows are core's and they outlive the module that filled them: an uninstalled
module leaves a projection that is unmaintained, not one that stopped existing,
and `configured: false` is how a client learns that. The read side no longer
takes the provider into account at all. There is now a test named for the
property.
Also verified live: the public routes answer anonymously, an unknown and a hidden
slug both 404, the player and admin tiers 401 an anonymous caller, a seeded
roster projects correctly, and the reconciler logs that it is staying idle with
no provider registered rather than failing a boot.
Process obligations, all done: #swagger.* annotations on every route, `npm run
swagger` regenerated (18 paths in the spec, no dangling $refs, and the schemas
they reference added), `npm run routes:manifest` regenerated -- additions only,
184 public routes -- and BACKEND_DESIGN.md updated across the schema section and
all three tier tables.
Admin -> Teams follows the ModulesAdmin precedent: everything that decides what a
row SAYS lives in lib/teamAdmin.js, which is plain JS with tests, and the view
renders it. That split earns itself here specifically -- the screen's job is to
make "the shard has no Teams" and "core has not been able to ask for two hours"
impossible to confuse, and those two produce the same empty table. The four
freshness states are named and tested for exactly that reason, and the last
provider error is shown verbatim rather than paraphrased.
The button labels follow the caller's role: a moderator sees "Request publish",
so the pending result is not a surprise. Hiding is offered to everyone with no
gate, matching the server.
Server 894 passed, client 206 passed, client build clean. 17 route tests, 20
client display tests.
Refs docs/website/TEAMS.md §2.11, Part 12 phase 2
Co-Authored-By: Claude <noreply@anthropic.com>
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| 1433b60d6c |
feat(modules): PublicLayout takes a shell, MODULE_API_VERSION 1.5.0
The Integration Kit's acceptance run (Phase 5 slice 3) put a cold agent in front
of the kit alone and asked it to build a module for a second game. It built one
that works — and its page rendered outside the site.
PublicLayout supplies the chrome and not the body. Every core public page wraps
its own content in `<div className="shell-... page-body">`: the centred column,
the top and bottom padding, and — through `page-body { flex: 1 }` — the thing
that pushes the footer to the bottom of the viewport. Nine of nine core pages do
it, so the omission has never shown. A module cannot do it: it receives
PublicLayout through the UI kit and those two class names appear in no contract.
The result was a page at x=0 with the footer riding up under the content, which
is the exact failure MODULE_API.md §3.4 says the kit exists to prevent.
So the wrapper moves behind the component a module already has:
<PublicLayout shell="narrow"> // or "mid" / "wide"
`shell` is opt-in and omitting it is 1.4.0's behaviour exactly, so core's nine
pages are untouched and keep their own wrapper. An unrecognised width falls back
to narrow rather than to nothing — a module page at the wrong width still looks
like the site; a page with no wrapper does not.
1.5.0 is minor, not major. §3.4 makes *changing* a kit component's props major
because that breaks a call already written; adding an optional one breaks
nothing. module-uo's `coreApi: "^1.3.0"` still resolves.
The width map and its fallback live in client/src/lib/pageShell.js rather than in
the component, for the reason lib/adminNav.js does: the client runner has no DOM
and cannot import .jsx at all, so a rule inside a component is a rule no test can
reach. Five tests cover it, including that every width it offers is a class
theme.css actually defines — the contract now names those widths to module
authors, so a rename has to fail here instead of silently in someone's page.
Also from the same run: modules/shared.js called the UI kit "seven" members while
exporting eight (§3.4's table has five rows because PageState contributes three),
and its note said AdminPage "appears in §3.4's table" when the table dropped it in
Phase 2 PR 7.
742 server + 192 client tests pass (+5). routes.manifest.json and the OpenAPI
spec regenerate byte-identical — no route changed.
Verified in a browser against the acceptance module (MODULE_API.md §7.7), which
is the only place this seam is visible: the untouched build renders full-bleed,
and shell="narrow" lands the page in the same column as core's own.
Co-Authored-By: Claude <noreply@anthropic.com>
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| 9b16f39a52 |
feat(modules): the declarative Docker path (phase 4, slice 3)
MODULES declares the module set a deployment runs, one entry per module as
`<id>@<version>=<install manifest URL>`, and the container arrives at it by
itself (MODULE_SYSTEM.md §2.7.2 decision 4). A module already unpacked at the
declared version is a no-op that makes NO network call, so a restart with the
network down comes up unchanged; anything else goes through install.js — same
allowlist, same sha256, same inspect-then-extract — and install() now takes an
`expect: {id, version}` so a URL resolving to another module or version is
refused while it is still only a manifest.
Resolution runs inside start(), between the seed and the require of app.js: the
seed is where the host allowlist setting comes from, and the require is what
scans the volume. That buys it the database, so a compose-installed module gets
the same provenance columns an admin install writes.
A failure is logged and carried, never fatal — an unreachable release host must
not take the site down. The declaration owns what is on the volume; the row owns
whether a module runs, so uninstalling a declared module returns its files at
the next start and leaves it disabled. The admin list gains that as a fourth
source (declared / declaredVersion / declaredError), because a declared module
that failed to resolve has no row, no directory and nothing mounted.
Deferring the app require moved core's schema ahead of the volume scan, and the
module schema-fragment replay was wired to core's schema — so every installed
module silently got no tables. Invisible to the suite (each one stubs the loader
or the pool) and to a smoke on a database that already had the tables; found by
booting against an empty one. ensureSchema() now takes `replayModules: false`
for the one caller that scans later, server.js replays them itself after the
require, and a bootOrder test pins the five steps in the only order they work in.
741 server tests (+18), 187 client (+5); manifest unchanged at 166 public + 2
internal, OpenAPI byte-identical.
Co-Authored-By: Claude <noreply@anthropic.com>
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| 9083e4135a |
feat(admin): the Modules screen (phase 4, slice 2)
The screen slice 1's API was written for: install from a release URL, enable, disable, uninstall, purge, and restart. Admin-only, matching the server, and core's own screen because it is how a module reaches the volume at all. 182 client tests (+21), manifest and OpenAPI unchanged. Everything that decides what a row SAYS and which buttons it offers is in `lib/moduleAdmin.js` -- plain JS, so the DOM-less runner can reach it, the same reason `lib/adminNav.js` is. The JSX renders what it returns. Three sources of truth, and they are allowed to disagree -------------------------------------------------------- The row records what the operator decided and what the last boot did; the loader says what is mounted and answering; the volume says whether there is a directory at all. Picking one and rendering it is simpler and lies. The case that makes it concrete is the one decision 3 creates on purpose: disable a module (its onShutdown runs) and enable it again, and the row says `enabled` while the loader still says `disabled` because nothing can start it before a restart. Neither "Running" nor "Disabled" is true; "Restart to start" is. Two shapes that are deliberately unlike the rest of the panel: the restart is a BANNER, because a restart is a property of the server rather than of a module and an operator who installed three modules should restart once; and purge is offered inside the uninstall flow as a second confirm, because purge.sql lives inside the directory being deleted and there is no later. What the browser found that no test could ----------------------------------------- Installing over a row the previous boot had left `startup_failed` rendered "Failed at the require stage: module directory not present on the volume" one second after the files had been written to the volume -- and, because that branch is not pending, it suppressed the restart banner the install had just told the operator to use. Every unit test passed, because none of them had modelled a stale row plus a fresh install. The fix is a derivation rather than a special case: the loader scans the volume once at require time, so a module that is on the volume now and has no live record arrived after that scan, and everything the row says about it predates the install. That check runs before the failure one. The same class, one place further on: an upgrade leaves the old code loaded, so the row's version is a promise about the next boot. `liveVersion` (slice 1) lets the screen say "Restart to finish upgrading" instead of reporting the new version as running. Verified against a live server and the real published release: pasted the v0.3.0 install-manifest URL, restarted, watched the module register its five mounts and seven streams and its own nav rows appear in the sidebar. Disable ran its onShutdown for real -- the uo-link WebSocket closed, its routes went to 404, and it left /public/modules -- and enable then showed the decision-3 state with the banner. The restart button itself was exercised through its endpoint rather than clicked, because a window.confirm wedges the browser automation. Co-Authored-By: Claude <noreply@anthropic.com> |
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| 0c4eacfa4a |
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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| f7d27f7a06 |
refactor(client): delete the UO client half (phase 3, slice 3)
35 files and 5,332 lines out — twelve public pages, seven admin views, two player views, eight components, the two `data/` leaves and the three `lib/` ones, plus the two tests that came with them. §2.7.1's estimate of 51 files / ~3,700 lines was measured differently and is corrected in the docs PR. The seams core keeps, each smaller than what it replaced: Nine rows leave the public header and six leave the admin sidebar, and both lists are now free of `feature` gates and of `IconShard`. `moduleTitle` already handled a module page's heading, so the six TITLES entries and the `/admin/characters` branch of `sectionTitle` simply go. `/player` had `PlayerCharacters` as its index — a UO page — and rather than name a replacement or invent a landing screen it now resolves to the first row of the portal nav this viewer can reach (`firstDestinationFor`, beside `allowedPathsFor` and reading the BASE nav for the same reason: an override is presentation and where everybody lands is behaviour). With the module installed that is still Characters, so a player's first screen after signing in does not change. Deliberately generic and deliberately not in the portal layout — the admin index is the same question with a hardcoded answer, and if the two logged-in areas ever become one this is what serves both. `game_account_signup` goes with the rest of core's UO prose: the mode list, the derived public flag, the validation and a Site Settings field whose help text named Bridge.cfg. The row itself is untouched and module-uo reads it through ctx.settings — the data stays, the semantics move. KNOWN BREAK, accepted by the org lead: the shipped Android app reads `gameAccountSignup` off `/public/settings` (PublicDto.kt:80). The field has a `= false` default so nothing crashes; the app silently stops offering game-account creation until it reads the module's `/public/shard/features` instead. Out of scope here, recorded in the Android plan, and it lands well before this workstream's cutover reaches `main`. 620 server + 161 client tests. Manifest 158 public + 2 internal, unchanged; routes.guards unchanged. The OpenAPI spec loses exactly one property, and only because it was hand-written in swagger.js — regeneration alone would have left the spec documenting a field core no longer returns. Co-Authored-By: Claude <noreply@anthropic.com> |
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| 5b5006c365 |
feat(modules): a third slot, nav icons, and api.BASE (phase 3, slice 3)
The three things core owes the client half before it can leave, all additive, all MODULE_API 1.2.0 → 1.3.0. `player.invite.accepted` is the third extension slot. Core's invite page owned a UO game-account step — it read a `gameAccountSignup` flag out of core's own settings and posted to a shard route — and an invite is a core concept that staff receive too, so the page stays and its optional next step becomes a slot. Named for the place, like the other two. Whether there is a step at all is the filling module's call, made from data core does not have; core keeps the shell, the skip control and the destination. `icon` on a nav item, because without it the six extracted UO rows would have been the only text-only entries in a sidebar where every other row has a glyph. Core supplies no fallback — an invented one is core making a presentation choice for content it knows nothing about. `icon` was already among the fields an override may not touch, so the concept predates a module being able to send one. `api.BASE` was in §3.5 from the first draft and never actually published. `request` is fetch-only, so an EventSource builds its own URL, and the shard's live feed is two of them; the alternative is a module hardcoding `/api/v1`, which asserts something about core that core has not promised. `AcceptInvite` is the one legitimate reader of `extensionFor` outside Slot.jsx: the answer decides a NAVIGATION, not a decoration. Decoration goes inside `<Slot wrap>`, which is why `hasExtension` stayed deleted. Co-Authored-By: Claude <noreply@anthropic.com> |
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| 1d1350558b |
feat(modules): client extension slots (phase 3, slice 2)
The client twin of the server's declareSlot/registerExtension, and the same rule in both halves: core declares a slot, only core declares one, and at most one module fills it. Core renders <Slot name> and gets nothing back when the slot is unfilled, so an instance with no module installed renders exactly what it rendered before -- the same untouched-path guarantee withModuleNav makes. A slot is named for a PLACE, never for a meaning. Core supplies the position and the styling; the label, the target, the data and whether anything renders at all are the module's. The moment core types a slot by its content it has re-acquired the game semantics phase 3 exists to remove. This is the one place the client registry is not fail-open. An unknown slot, a non-component and a second fill all throw, matching checkExtensionShape server-side, because a dropped nav row costs a link the viewer can reach another way while a silently dropped extension is invisible to everyone including its author. A throw is always a programming error and never a race: core declares in its own bundle and every module chunk is a deferred script injected after it. Reading stays fail-safe -- undeclared and unfilled both read null -- and a filling component renders inside an error boundary. That asymmetry is where the client differs from the server: a module route that throws costs the module's own page, but an extension throws inside CORE's, and the whole reason core keeps ownership of that page is that it stays usable. Core decorates a slot through <Slot wrap>, not by asking whether it is filled. The obvious alternative is right about the unfilled case and wrong about the failed one -- the extension is filled, so the separator renders, and then the component throws into the boundary and leaves the separator behind on its own. wrap puts core's decoration inside the boundary where it shares the extension's fate. Found in a browser, with the footer's separator, which is the only place either could have been found. MODULE_API_VERSION 1.1.0 -> 1.2.0, both halves: the two state ONE version. Contract: docs/website/MODULE_API.md 3.7. Co-Authored-By: Claude <noreply@anthropic.com> |
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| a45a3d120a |
feat(modules): interleave module nav, derive moderator confinement
Phase 2, PR 8 of docs/website/MODULE_SYSTEM.md 2.7 - the nav half PR 7 deferred, plus the two seams 1.4 and 1.5 asked for. withModuleNav (client/src/modules/nav.js) merges an installed module's rows into core's three navs BEFORE the admin-override merge, and that ordering is the design. applyNavOverrides and buildPublicNav are keyed by `to` and drop any key their base array does not declare, so rows appended after the merge would be unorderable, unrelabellable and unhideable in Admin - Navigation. Today's UO rows are all three of those things, so appending would make the extraction a visible regression for anyone who has ever edited their nav. Merging first means a module row is an ordinary row downstream: nothing in navOverrides.js, NavEditor.jsx or the layouts knows a module exists. MOD_PATHS is gone. Moderator visibility and the redirect that confines a moderator both derive from each row's own `roles`, in the new plain-JS lib/adminNav.js (plain so the DOM-less runner can reach it). Two rows move, both toward what the server already permitted: Dashboard, whose roles had always named moderator, and My Characters, which is ungated self-service. That also fixes a defect predating the module system. The redirect was a THIRD hardcoded list - three path prefixes against MOD_PATHS' five paths - and they disagreed about /admin/houses, so a moderator who clicked Houses in their own sidebar was bounced back to Moderation. The derived allow-list is computed from the BASE nav, never the override-merged one: an override is presentation and must not move an authorization boundary either way. The feature seam (modules/features.jsx + modules/featureGate.js) resolves a row's `feature` against the provider its OWN module registered, so the namespace comes from the registration and no string carries a parsed prefix. Core registers useShardFlags under the owner id `core` - the client twin of registries.registerCore() - so the ten shard-gated header rows already run through the seam and Phase 3 deletes a registration instead of rewriting SiteHeader. Every unknown fails open: no provider, a null answer while a fetch is in flight, or a junk return all show the link, because the server is the gate and hiding a page from someone entitled to it is the worse mistake. 933 server tests (unchanged - this PR is client-only), 160 client tests (+37). routes.manifest.json unchanged at 230 routes; the OpenAPI spec regenerates byte-identical. Re-ran the MODULE_API.md 7.7 browser smoke, since this is the seam that rule exists for. A throwaway module registering nav in all three areas and a provider granting one flag and withholding another: the row lands inside core's Moderation group rather than an appended block, the withheld row does not render, a moderator reaches both /admin/houses and the module's admin page, and an admin can relabel a module row and have it persist and apply. Zero CSP reports, zero console errors. Co-Authored-By: Claude <noreply@anthropic.com> |
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| e0927bc255 |
feat(modules): the client registry, window.__rg and the chunk's script injection
Phase 2, PR 7 of docs/website/MODULE_SYSTEM.md 2.7 — the client half's
delivery. A module's prebuilt chunk is served, injected, handed core's React
and its UI kit, and its routes are rendered by App.jsx. The registry is empty
on a bare core, so nothing an operator can see changes.
Client:
- modules/registry.js — registerRoutes/registerNav/registerFeatureProvider,
with the URL namespace written by core, never by the module
- modules/shared.js — window.__rg: React, react-dom/client, react-router-dom,
react/jsx-runtime, the registry, the seven-member UI kit and the request
primitive, frozen
- App.jsx reads routesFor for all three areas; nav consumption is PR 8
- main.jsx publishes the global, then mounts on DOMContentLoaded
Server:
- the loader validates client.entry and publishes clientChunks() and
clientEntryUrls(); an entry in the module root is rejected, because the
directory it sits in is what gets served
- app.js mounts each chunk at /modules/<id>/ behind the module's state guard
with no-cache; anything else under /modules is a 404, not the SPA shell
- htmlShell injects the tag before </body>, so core's bundle runs first
wherever a bundler puts it
Found by loading a real chunk in a browser, and fixed here: core mounted before
any module chunk had evaluated, because document.readyState during a deferred
script is 'interactive', not 'loading'. Every test passed against that build.
The smoke is written down in MODULE_API.md 7.7.
933 server tests (+23), 123 client tests (+14). routes.manifest.json unchanged
at 230 routes; the OpenAPI spec regenerates byte-identical.
Co-Authored-By: Claude <noreply@anthropic.com>
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| b517d7b2df |
feat(theming): dropdown sections and added links in the public header
Phase 10 of docs/website/THEMING_AND_NAV.md, asked for before the edge -> main
cutover. An admin can now create dropdown sections in the public header, organise
the coded entries into them, and add links of their own.
This deliberately amends §7, which said the override layer "cannot introduce a
`to` that is not already in the hardcoded NAV array". That stays true of every
CODED entry; an admin may now also add a link, restricted to a same-origin path —
no scheme, no protocol-relative //host. A link carries no gate of its own and
needs none: the page behind it enforces its own access, so an added link
advertises a route and never grants one.
The invariant is kept structurally rather than by vigilance. Coded entries live
in an `items` map whose keys must be routes the base array declares, so that map
cannot invent a route; everything that CAN name an arbitrary path lives in
`links`, which is the one place the path rule is applied — on both the write and
the read path.
nav_public therefore grew a { items, sections, links } wrapper. A bare map still
reads as the items map, and a nav with no sections still stores one, so this
changed nothing for a nav that does not use it. Free to do now because nothing
has shipped; after the cutover it would have needed a migration.
The Public tab gets its own editor. A public section is an entry in the
top-level order that the admin created and can drag among the pills, unlike the
admin sidebar's four coded sections, where only membership moves — that is a tree
rather than a list of groups. Deleting a section returns its entries to the top
level rather than removing them, which is the one destructive act this screen
could otherwise commit.
The dropdown opens on click and never on hover, and its trigger is not a link: a
hover menu is unusable on touch, and a trigger that navigates means tapping to
open takes you somewhere instead. Escape closes and returns focus, an outside
press closes, navigating closes, and Arrow Up/Down walk the items.
pruneNav applies the shard-feature gate inside a section and drops one it leaves
empty, so a dropdown never opens onto nothing.
Also fixes a bug this surfaced in the phase 6-8 code: the save path judged "does
this route still exist?" against the palette — the base array already filtered to
what the editing admin can see — so on the public header a feature-gated row's
override could never be carried through and would have been silently reset.
Membership is now judged against the full coded nav while the rows still come
from the palette.
Co-Authored-By: Claude <noreply@anthropic.com>
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| 32a3ff104a |
feat(theming): wire the three navs and add the admin nav builder
Phases 6-8 of docs/website/THEMING_AND_NAV.md. The public header, the admin sidebar and the player portal now read their override row, and /admin/navigation writes them: rename, reorder by drag, hide, and — on the admin sidebar — move a row into another existing section. The merge always runs BEFORE the role and shard-feature filters in the layouts, which are unchanged and remain the boundary. An override is presentation: it cannot introduce a route, cannot touch a `roles` or `feature` gate, and a stored `hidden: false` on a gated item shows nobody anything. The design scoped these phases as client work, but the server had no way to store a nav row: updateSettings validates and stringifies theme_visual and brand_assets and lets everything else through, so a nav object would have been written as "[object Object]" and read as absent for ever. utils/navOverrides.js mirrors utils/brandAssets.js — strict on write with the offending key named, forgiving on read. It validates shape only; whether a `to` exists is settled client-side at merge time, because the base NAV arrays are client constants and a server-side copy would be a second source of truth that drifts. The nav editor cannot be hidden — its own toggle is disabled, the write path drops `hidden` on that one `to`, and AdminLayout strips it again before merging, which also covers a row edited straight in the database. Orders are written only when the sequence actually differs from the code's, and the comparison is restricted to the rows the editing admin can see, so renaming one item does not pin the position of every other one and a role- or feature-gated item missing from their palette is not mistaken for a reorder. Co-Authored-By: Claude <noreply@anthropic.com> |
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| 3d6b2e23a7 |
feat(theming): server-resolved theme engine and admin appearance UI
Phases 3-4 of docs/website/THEMING_AND_NAV.md. Three presets, the curated font shortlist, and /admin/appearance to drive them. The design put the presets in theme.css as [data-theme] blocks. That does not work: SiteContext writes --accent as an inline style on <html>, which beats any attribute-selector block, so a preset's accent would have been painted over by BRAND_ACCENT_COLOR while getPublic().brand.accent -- the value the Android app themes itself from -- reported the other one. Presets now live in server/src/config/themePresets.js. themeResolve.js layers :root <- preset <- custom per field into a token map, getPublic() returns it as `theme`, and the client writes it onto <html>. One authority for the merge, and brand.accent is by construction the accent the site paints. theme.css's :root is untouched, so an instance with no row gets no theme block and renders as today. Also: presets carry the full 15-token palette (eight would have left Fantasy with blue-grey borders); the option catalog is served from GET /settings/theme/options so the form cannot offer what the server rejects; validation is strict on write and forgiving on read; and the Discord bot now fetches the effective accent instead of its boot-time env copy. Fixes a Phase 0 bug in passing: settings/nav.controller.js imported the logger factory rather than calling it, so a DB fault would have thrown a TypeError inside the catch instead of returning 500. Co-Authored-By: Claude <noreply@anthropic.com> |
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| ec0036ce6d |
feat(theming): settings-store, nav merge util and radius tokens
Phases 0-2 of docs/website/THEMING_AND_NAV.md. Groundwork only: no admin UI, no consumer wiring, and an instance that never touches the new settings keys renders exactly as it does today. Phase 0 - settings store: - settingsDb.remove() and DELETE /api/v1/admin/settings/:key, the "reset to default" primitive. Defaults for these keys live in BRAND_* env, theme.css and the hardcoded NAV arrays, so reset has to delete the row rather than store a copy of the default. Allowlisted to the five theming/nav keys plus hero_layout_draft, admin-only, idempotent. - GET /api/v1/settings/nav behind requireAuth with no role gate. AdminLayout renders for editors and moderators and PlayerPortalLayout for players, and none of them can read GET /admin/settings, so without this their nav override would silently never apply. - A fifth router group for it: /public is anonymous, /admin/settings is adminOnly, /player is self-scoped data. This is configuration that needs a login. - parseJsonSetting() in utils/settingsJson.js. settings.value is TEXT, so every JSON key arrives as a string; malformed or wrong-shaped reads as absent, never as an error and never half-applied. - theme_visual / brand_assets / nav_public join PUBLIC_KEYS; nav_admin and nav_player deliberately do not. Phase 1 - client/src/lib/navOverrides.js, the pure merge util. Presentation only: it can set label/order/hidden and (grouped navs) group, and nothing else. It cannot introduce a `to`, cannot touch roles/feature, and hidden:false cannot un-hide anything - the existing filters run afterward, unchanged, and remain the boundary. Phase 2 - promoted 23 border-radius literals in theme.css to four tokens at today's values (14x8px, 4x999px, 4x10px, 1x12px). The 7px/6px editor chrome and the two 50% circles stay literal. --shadow-card and --panel-grad were already tokens. Tests: 16 new server tests, 20 new client tests. The route-manifest guard now also asserts /settings/** sits behind requireAuth. Swagger and both route artifacts regenerated. Co-Authored-By: Claude <noreply@anthropic.com> |
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| 7c769ea8fd |
feat(atlas): serve the spawn atlas and give operators a panel for it
Protocol 3.0 order 3 (Part C), second of two website PRs. #112 built the data pipeline; this makes it reachable — six public routes, five admin ones, two public pages and an admin panel. Still website-only: no plugin, no sidecar, no new event kinds, no wire change. The API sits at /api/v1/public/atlas, not under /public/shard. Nothing here touches the sidecar, so the pages stay complete while the shard is down, and a /shard prefix would imply a dependency the atlas does not have. Unlike /shard/* it IS site-mode gated, like /posts and /wiki: a bestiary is site content. Every route carries requireFeature('atlas') and projects its response. The atlas feature declares no sensitive fields, so the projection is a no-op today — the call is there because v3.md 3.6.1's rule is that the FIRST field needing a gate should be covered by construction rather than by a retrofit. Two bugs the UI surfaced, both fixed here: Respawn delays were stored in the wrong unit, sometimes. XmlSpawner writes MinDelay/MaxDelay in minutes and switches to seconds only when a delay does not divide into whole minutes, flagging it per record with DelayInSec. A `5` means five minutes on one spawner and five seconds on the next, both plausible, and the pipeline stored the raw number. 170 of 6,455 stock spawners are second flagged. The parser normalises to seconds; the API and UI carry seconds. That exposed the hash gate as a trap. "Has the tree changed?" is the wrong question on its own: an install whose maps never change would have kept serving the old readings forever, because the only thing compared was the tree. PARSER_VERSION is now stored beside the source hashes and a mismatch counts as drift, so any future parse correction lands on the next boot. Also renamed the detail route's spawn-point array to `spawners` — it was `points`, which is the COUNT on the search route, so one key meant a number in one place and an array in the other. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01U7CBg11prhLimL9iHSX1bP |
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| 886a504152 |
test(client): unit-test the pure-logic modules + wire coverage into CI/Sonar
Stand up a client test suite on Node's built-in runner (no vitest/jsdom — the targeted modules are plain ESM with no browser/DOM deps) and cover the meaningful client logic, not presentational components: - api/client.js: the fetch wrapper — always sends the session cookie, maps a non-2xx response to a thrown ApiError (body.message → statusText fallback), resolves an empty body to null, sets Content-Type for JSON but NOT for raw FormData uploads, and builds/encodes query strings + path params. - lib/shardEvents.js: describe() across event kinds (payload vs live frame, actor name→acct→"Someone" fallback, sale pluralization, champ.update branches) and the categoryOf table-consistency check. - data/regionBuckets.js: the presence roll-up, incl. the first-match-wins ordering and the "buckets always reconcile to the total" invariant. - lib/heroLayout.js: parseLayout's version/shape guard and heroBackground's default-vs-custom branch. - lib/format.js: the date/label formatters + relative-time buckets. Wiring so these actually count: - client/package.json gains a `test` script (node --test); - pr-checks.yml runs the client tests as a PR gate; - sonarqube.yml generates a client LCOV report and sonar-project.properties feeds it alongside the server report (SF paths resolve to client/src/...). 43 client tests; coverage on the tested modules: format/regionBuckets/ heroLayout 100%, api client 86%, shardEvents 80%. Co-Authored-By: Claude <noreply@anthropic.com> |