bd8cb24ecf5bad3d3458edcadab33e691d55ebe7
5 Commits
| Author | SHA1 | Message | Date | |
|---|---|---|---|---|
| e041089080 |
feat(bridge): protocol 4 — the permission mirror, and the first command that writes
All checks were successful
PR Checks / plugin-checks (pull_request) Successful in 8s
R2, the game half. The website is the author of record for groups and grants; this plugin makes the framework's own permission store match what it is sent. **One verb, and the plugin does the diffing (D32).** `perm.sync` carries the whole set the site authors for this server. The plugin compares it against the live store and writes only what differs, then answers with a report: what it applied, what was already right, the names it could not resolve, the memberships waiting on a first connection, and every holder the site did not author. `perm.catalogue` is the other half — a live read of what the loaded plugins have registered, which is the option source the authoring form is built from. **The first command whose work is unbounded, so it is drained rather than run.** A community with two thousand linked players sends thousands of operations in one frame, and applying them in the tick the frame arrives is a freeze an operator will blame on the game. A sync compiles into a list of single-store operations and drains two hundred at a time on a timer. That is §5's rule — nothing the far side sends may cost the main thread an unbounded amount of work — applied to the inbound half for the first time. **The pre-check §12.2 rule 1 exists for.** `GrantUserPermission` returns void, throws nothing and logs nothing for a name no plugin registered, so every grant naming an unloaded plugin's permission would disappear without a trace. The plugin checks `PermissionExists` first and reports the name as unresolved; it does NOT register the name itself (D33), because that fabricates a permission the operator never installed. **`UserHasPermission` cannot answer the question the diff asks.** It is true for a member of a group that carries the permission, so a direct grant would look already applied the moment a group covered it — and a revoke already done. `GetPermissionUsers` reads the user's own set, which is what a direct grant is. Six permission hooks join the read path, all void, all in `ExpectedHooks`. They are not the drift record — only the site's desired set can say whether a change is foreign — they are a reason to reconcile sooner, and they are suppressed while this plugin is writing, or every sync would announce itself as drift. `rg.perms` reports the last report from the console, which is the fastest way to tell "no plugin registered that name" from "the store has never seen that player". Protocol bumped to 4 here and in overlay.toml, in the same change as the emitters. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01PMH6bw1jXMgbyF3ZWGEzSM |
|||
| 47692e8832 |
feat(bridge): protocol 3 — /link, /unlink, and the first command the site sends
All checks were successful
PR Checks / plugin-checks (pull_request) Successful in 14s
R1's identity flow, in the shape the UO bridge already proved: the player asks in game, the plugin mints a one-time code and hands it to them, and the website confirms it back through the sidecar. The site is the author of record; this plugin holds no link at all. **`/link` is chat, not console, and the reply is private** (D21). Both frameworks consume a `/` command rather than broadcasting it and `SendReply` addresses one player, so neither the request nor the code reaches anybody else — a code read off a stream is a code somebody else can spend. **Pending codes live in memory and nowhere else** (D22, matching module-uo): six characters from an alphabet with no O/0/I/1, five-minute TTL, a thirty-second cooldown per player, one outstanding code each, and a purge timer because an unconfirmed code is never looked up. A plugin reload drops them — phase 7b's config editor will do that routinely — and the cost is typing `/link` again, which is cheaper than a credential living in a second process. **The code is deliberately NOT in `account.link.requested`.** That event exists so an operator can see linking being used; the code travels through the player, which is what makes typing it proof they are the one who asked. `/unlink` emits rather than deletes, because there is nothing here to delete. It is the escape hatch that makes the site's refusal to move an already-linked Steam id safe: a player who linked the wrong account walks to a computer they are already sitting at. `link.confirm` consumes a code on the FIRST lookup whether or not it turns out to be expired, so a code cannot be probed twice. `unknown` and `expired` stay separate in the reply — an operator wants to know whether codes are being guessed or going stale — and the website says the same sentence for both. `checkPlugin.js` gains a check for the new surface, because a chat command binds by reflection exactly like a hook and fails the same silent way. It asserts the signature, the void return and the absence of duplicates, and — like the hook parser before it — a test reads the real plugin so a regex that matches nothing cannot pass. Verified by breaking it five ways. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_016wDDVXWMDz82WqE1i969r4 |
|||
| 551359c08e |
fix(bridge): resolve the wipe at OnServerInitialized, and bound the connect
All checks were successful
PR Checks / plugin-checks (pull_request) Successful in 14s
Two defects the Carbon rig found, neither visible on a development loopback. **The wipe id was null for every real session.** `Init` runs before the save is loaded, so `SaveRestore.SaveCreatedTime` is not yet meaningful there and the id resolved at load time stayed null for the life of the process — every frame shipped without the field R12 splits history on. It was invisible because a hot-reloaded plugin reads an already-loaded world and gets the right answer every time; it took a server that BOOTED with the plugin installed, which is every real one, to show `wipeId=none` beside a save sitting on disk. Resolved again at `OnServerInitialized`, and lazily while still unknown. **Unload blocked the main thread for two seconds against an unreachable sidecar.** Observed as `hook 'Unload' took longer than 100ms [2002ms]` next to `link thread did not stop cleanly` — phase 1's stall arriving by a different road. The link thread sits in a blocking `TcpClient.Connect`, which has no timeout of its own and cannot be woken; a host that REFUSES answers instantly, which is every loopback test, and a host that DROPS does not answer at all. The connect is now bounded, and waits on a stop handle of its own so a reload abandons it at once. It cannot share `Wake`, which also means 'the queue has something in it' and is signalled by every hook. After: the same reload logs no slow-hook warning and no stranded thread. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_016wDDVXWMDz82WqE1i969r4 |
|||
| 0d9ec655f7 |
feat(bridge): protocol 2 — the read path, and the first CI this repo has had
Fifteen hooks: presence, deaths, chat, gathering, raided structures, bans,
reports, login attempts and the wipe. Every frame now carries an envelope —
`type`, `serverId` and `wipeId` — built in one place so nothing can emit a frame
without one.
Three rules the code enforces structurally rather than by intention:
• A read-path hook never vetoes. Four of these are documented as "returning a
non-null value overrides default behavior", so every hook is declared `void`
and cannot answer. `CanUserLogin` is in the wave for what it observes.
• A hook that can fire more than once a second per player is a counter.
`OnDispenserGather` fires on every swing at a tree; it accumulates into a
per-player tally flushed once a minute as one `player.tally` frame, as a
delta rather than a running total.
• `wipeId` is derived here, from the save's creation time, because this is the
only component that can read it. PROTOCOL.md §8.2 reverses protocol 1 on
that point deliberately.
`server.hello` becomes a board rather than a greeting, and `players.online`
joins it; both are re-sent on connect and every 60 seconds, which is what makes
a restarted sidecar repopulate itself without asking.
`rg.hooks` reports which hooks have actually fired. Hooks bind by name and arity
through reflection on both frameworks, so a rename by Facepunch and a name
Carbon's catalogue omits present identically — as silence. This is the standing
answer to both, and it outranks either catalogue because it is a measurement.
The repository had no `.gitea/workflows/` at all. `scripts/checkPlugin.js` asks
the three questions a compiler here cannot: every hook is in `ExpectedHooks`, so
`rg.hooks` can see it; every hook is `void`, unless answering is a decision
written down in `ANSWERS_DELIBERATELY`; and `ProtocolVersion` agrees with
`overlay.toml`, which is what stops a bundle that will not compose. The void
rule is inverted on purpose — a list of *vetoable* hooks would have to be
maintained against a catalogue in another repository, and the first one somebody
forgot to add is the one that would pass. Its own suite breaks it seven ways,
including the failure that would make the other six meaningless: a method parser
that silently matches nothing.
Proven on a live Oxide server: compiled, loaded, the envelope correct, both ban
hooks firing, and the boards repopulating a sidecar whose database had been
deleted 0.3 seconds earlier.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_016wDDVXWMDz82WqE1i969r4
|
|||
| b3711e6778 |
feat(bridge): the Oxide plugin — protocol 1
RunicGateway.cs dials out to a rust-link sidecar on loopback and speaks newline-delimited JSON over it: server.hello on every connect, a pong to the sidecar's heartbeat, and one correlated server.status. The threading contract is the ServUO bridge's, unchanged, because the reason for it is the same on both games: * Emit is called from the main thread. It formats nothing, blocks on nothing and touches no socket -- it enqueues and returns, so a wedged or absent sidecar cannot stall the game. The queue is bounded, drop-oldest. * One link thread owns the socket, which keeps event ordering intact. * A reader thread marshals every inbound line to the main thread through Interface.Oxide.NextTick, and touches no Unity object, BasePlayer or ConVar. Settings come from Oxide's own config (oxide/config/RunicGateway.json), so an operator retunes the bridge the way they retune any other plugin -- and so it lands inside the site-side config editor a later phase adds. Four things the live rig corrected, none of which a unit test could have: * A disconnect was silent in the game console. The teardown log sat in the catch, and a connection ending because the READER saw EOF leaves the writer to exit cleanly -- nothing throws, so nothing was logged. A log in a catch only covers the failures that throw, and an orderly peer shutdown is not one. * Unload blocked the main thread for 1.9s (Oxide says so out loud), because the reconnect backoff was Thread.Sleep and Unload joins the link thread. Waiting on the AutoResetEvent that Unload already signals makes it immediate. The ServUO plugin has the same sleep and gets away with it only because ServUO does not hot-reload. * Mono's SocketException.Message is NUL-padded on Windows -- around 200 \0 bytes in the middle of the sentence, from a fixed-size OS buffer. \0 is not whitespace, so Trim does not touch it and neither does a whitespace-only collapse; the flattener has to treat control characters as separators. It took od -c on the log to see at all. * bootId regenerated on every PLUGIN load rather than every SERVER start. A fresh Guid at Init meant oxide.reload announced a brand new boot, and the website's reconcile design hangs off that value -- so every reload would have asked core to sweep its whole resource ledger for a world that never moved. It is now Process.StartTime: exact, identical on every read, and it changes when and only when the thing it names changes. rg.link reports the link's own counters from the console or over RCON, which is what separates 'the plugin is not loaded' from 'the plugin cannot reach the sidecar' from 'the website cannot reach the sidecar'. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_016wDDVXWMDz82WqE1i969r4 |