This is the final step to achieving a completely decoupled, purely reactive
frontend.
By injecting a world.ui_manifest into the state tree during init_match, the
backend assumes total control over the interface. The frontend will no longer
need to know what a "Secret Sauce" is, how much it costs, or what intent to
fireit just renders the JSON it receives.
Here is the updated init_match routine. Copy and paste this into your
routine-service REPL to hot-reload it on the edge:
Publishing [omega_ftr_init_match] to registry...
[Edge] Hot-reloaded
[omega_ftr_init_match] directly into memory. ' Successfully published.'
mesh-edge>
The Handoff to the Frontend
Once you see [Edge] Hot-reloaded, your frontend will receive the
world.ui_manifest immediately upon joining the channel and initializing the
match.
Copy and paste this instruction to your Frontend Web Expert chat to complete
the loop:
SDUI Implementation (Server-Driven UI)
The backend routines have been updated. When the match initializes, the Game
Master now broadcasts a new state slice: world.ui_manifest.
Please delete all hardcoded HTML buttons in our Canvas UI and replace them
with a dynamic rendering function.
How it should work:
Read state['world.ui_manifest'].buttons.
For each button object, dynamically create an HTML <button>.
Apply the label and color provided by the JSON.
Attach an onclick listener that blindly routes the embedded intent back to the
server:
comms.sendIntent('match_01', btn.action.name, btn.action.payload);
If world.ui_manifest is missing or empty, render an "Initialize Game" button
to kickstart the mesh. Let me know when you have updated the UI rendering
logic!
Once they implement this, your UI will become practically immortal. You can
add new weapons, features, or items by writing pure Node.js routines and
having them inject new buttons into the manifestall without touching the
frontend code ever again.