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Rust-Link/sidecar/README.md
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feat(sidecar): a Windows service, the egg and its launcher, and the first release workflow (phase 18)
Module-rust phase 18, step 4 of docs/modules/rust/PLAN.md §34.2.7.

The Windows service (D149, §34.2.5): src/windows.rs, ported from link's fix
for error 1053. The same exe tries the SCM handshake and falls through to a
console run on 1063; it reports Running only once the listener and store are
up, and logs to a daily file beside its config. One binary serves every
RunicGatewayRust-<id> instance, because the SCM ignores the dispatcher's name
for an own-process service.

An empty environment variable now counts as unset. A Pterodactyl egg exports
every variable it declares, so a blank RUSTLINK_WEB_TOKEN arrived as "" and
overrode the saved token, and a new one was generated and persisted on every
boot. That breaks D152, which this change makes true.

The egg (R20, R22, D151, D152, §34.2.6), in egg/:
- install.sh is egg 18's script with two changes. A wipe guard moves
  rust-link/ to /tmp around `rm -rf ${REMOVE_FILES}`. The bridge block then
  fetches a schema-2 Rust bundle (pinnable by RUNICGATEWAY_BUNDLE), checks
  every asset's sha256 and the plugin's protocol before placing anything, and
  places the plugin by FRAMEWORK. Vanilla installs nothing and does not fail.
- with-sidecar.sh is the launcher. It unsets blank variables, builds the web
  bind from RUSTLINK_WEB_PORT, and runs --print-config so that a newly
  generated token is printed once. It prints the URL and server id for the
  admin page, then execs the game. It no longer uses `set -e`: nothing the
  bridge gets wrong may keep the game from booting.
- The startup's launcher prefix is conditional, so a server with no bridge
  boots exactly as egg 18 does.
- build.sh assembles egg-rust-runicgateway.json. PR Checks runs it.

The release (D145, §34.2.1) reuses servuo-plugins' engine. It publishes the
static musl Linux binary, the Windows exe, the launcher, the egg and
SHA256SUMS, and dispatches the installer's bundle.yml. PR Checks gains a
clippy run for the Windows target.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E14m6SuuY6i1vASFeGDBeY
2026-09-25 23:14:57 -05:00

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rust-link-sidecar

Configuration reference and endpoint list. For what this component is, see the repo README.

Configuration

sidecar.toml, resolved in this order: --config <PATH>, else $RUSTLINK_CONFIG, else ./sidecar.toml. Environment variables override the file; the file overrides the defaults. An empty or blank variable counts as unset: a Pterodactyl egg exports every variable it declares, so a field left blank arrives as VAR="", and honouring that would erase the saved token on every boot.

Key Env Default What it is
[game].bind RUSTLINK_GAME_BIND 127.0.0.1:7799 Where the Oxide plugin dials in
[game].server_id RUSTLINK_SERVER_ID (empty) Optional cross-check against the plugin's own serverId
[web].bind RUSTLINK_WEB_BIND 127.0.0.1:8090 Where the website reaches this sidecar
[web].auth_token RUSTLINK_WEB_TOKEN (generated) The shared secret the website presents
[store].path RUSTLINK_DB_PATH rust-link.db SQLite file
[store].retain_days RUSTLINK_RETAIN_DAYS 14 Days of event history to keep. 0 keeps everything

Two things about those defaults are load-bearing:

  • [game].bind is loopback, and there is no token on that link. The plugin and the sidecar share a host; 127.0.0.1 is the authentication. Binding it to a routable address puts an unauthenticated command channel on the network.
  • A relative [store].path resolves against the directory holding sidecar.toml, not the working directory. A service manager's working directory must not decide where the database lands — on Windows that can be %SystemRoot%\System32, or a silently redirected VirtualStore copy.

[game].server_id is a cross-check, not a second source of truth. The plugin announces its own serverId and that is the authority; when both are set and they disagree, the sidecar logs the disagreement loudly and keeps the plugin's. Two game servers pointed at one sidecar by a copied config is the mistake this catches, and it is silent in every other design.

Reading the token back

rust-link-sidecar --print-config

Resolves the configuration exactly as a normal start would — writing the file and generating the token if they are missing — and prints it as JSON on stdout, including the token in clear text. That is the supported way for an installer to obtain it; the alternative is scraping a log.

As a Windows service

The same .exe runs from a shell or under the Service Control Manager. It tries the SCM handshake first and falls through to an ordinary console run when a human started it, so there is no --service flag to forget. Under the SCM it reports Running only once the game listener and the store are up, turns a stop request into a clean shutdown, and logs to a daily-rolled rust-link-sidecar.YYYY-MM-DD.log beside its config (a service has no console). One service per game server, each with its own --config; the installer names them RunicGatewayRust-<server id>.

Endpoints

Everything except /health requires the token, as Authorization: Bearer <t>, X-Api-Key: <t>, or ?token=<t> (the last so browser WebSocket clients, which cannot set handshake headers, can still authenticate). Every response carries X-RustLink-Version.

Route Backed by Notes
GET /health — Unauthenticated, so monitoring can reach it
GET /server store The last server.hello. 204 when the game has never connected
GET /boards store Every board, keyed by kind. 200 with an empty object when there are none
GET /events?kind=&wipe=&limit= store Newest first; limit clamped to 1–1000. For a human
GET /feed?since=&limit= store Oldest first, from a cursor. For a consumer that must not miss a row. Omitting since asks where the end is
GET /status plugin (RPC) A live round trip. 503 with no plugin, 504 on no reply
GET /ws broadcast The live feed. Sends ws.hello on connect
every later route plugin (RPC) One thin forward per command, from POST /link/confirm (protocol 3) to POST /titles (protocol 12). Each is listed beside its protocol in src/web.rs, and its body in docs/rust-link/PROTOCOL.md

The split is the point: the store-backed reads answer while the game is off, which is what lets the website render a server list during a wipe or a restart. /status is the one route that fails when the game is down, because "what is it doing right now" has no stale answer worth giving.

/server answers 204, not 200 with a null, when the game has never connected. "We have never heard from this server" and "this server reports nothing" are different answers, and a client that cannot tell them apart renders a server that does not exist.

The protocol

Newline-delimited JSON over TCP, both directions. Outbound frames (plugin → sidecar) carry kind; inbound frames (sidecar → plugin) carry cmd. Lines are capped at 1 MiB; an over-long line is discarded and the connection stays up.

This process files a frame by its type, and never by its kind — which is what keeps it a dumb forwarder while the catalogue grows. Ten new event kinds are no change here at all.

type Kept Broadcast Example
event appended to the history yes player.death
snapshot replaces the board of that kind yes players.online
reply no no server.status, routed by reqId
control no yes pong, link.down

A frame with no type this build knows is dropped and counted, never guessed at, and the count is on /health as untyped_frames. The game link has no version handshake, so a plugin and a sidecar on different protocol versions show up there and nowhere else.

Frame Direction Purpose
server.hello plugin → sidecar A board. Sent on every connect, not once at server start — this process restarts independently of the game. Carries serverId, bootId and wipeId
players.online plugin → sidecar The other board: who is connected, re-sent on connect and every 60s
ping / pong sidecar → plugin → sidecar The heartbeat, every 30s. A pong is never persisted; it only moves last_event
server.status sidecar → plugin → sidecar The one request/reply verb, correlated by reqId
the read path plugin → sidecar Presence, deaths, chat, tallies, moderation, the wipe — the catalogue is PROTOCOL.md §8.4

bootId is how a game restart is told apart from a sidecar reconnect — the distinction the event system's reconcile hangs off later. wipeId is how a wipe splits the history instead of ending it; the plugin derives it, and every frame carries it.

History is bounded, boards are not. [store].retain_days (default 14) prunes events hourly; a board is one row per kind holding what is true now, and pruning it would make a server the site has rendered for weeks look like one that has never connected. The permanent record is the website's.

The RPC reply timeout (rpc::REPLY_TIMEOUT, 10s) is a ceiling every later command budget sits under. Core classifies a budget overrun as retryable unconditionally, because it cannot ask the game while the action is still awaiting a socket. An action whose budgetMs exceeds this can never report retry: false.

Checks

cargo fmt --all -- --check
cargo clippy --all-targets -- -D warnings
cargo test