refactor(games): rework room lifecycle events and remove chess plugin

Consolidate room leave/delete event handling into RoomManager emitter,
remove redundant PLAYER_LEFT publishes from GameServer, and delete the
chess game plugin (board, types, tests) in favor of the new plugin
architecture. Add per-module CLAUDE.md files for leveling, guild-settings,
feature-flags, db, api, and panel to improve agent navigability.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
syntaxbullet
2026-04-05 15:19:51 +02:00
parent ebac1ad6cc
commit 56db5bc998
24 changed files with 206 additions and 921 deletions

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# Feature Flags Module
- **No caching.** Every `isFlagEnabled()` and `hasAccess()` call hits the database directly.
- `isFlagEnabled(flagName)` checks global on/off state. `hasAccess(flagName, context)` checks both global state AND per-entity access records (guild, user, or role).
- Access logic: flag must be globally enabled AND user must have an explicit access grant. Grants can target guildId, userId, or roleId independently.
- Commands declare `beta: true` and optionally `featureFlag: string` in the Command interface. `CommandHandler` intercepts beta commands and calls `hasAccess()` before execution.
- If a command has no explicit `featureFlag`, the command name (`interaction.commandName`) is used as the flag name fallback.
- Flag names are case-sensitive. Convention is snake_case or camelCase — no enforcement.
- Admin management via `/featureflags` command: CRUD on flags and access grants/revokes.