Files
Rust-Plugins/README.md
wtclaude 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
2026-09-15 19:53:33 -05:00

101 lines
4.1 KiB
Markdown

# Rust-Plugins
The **in-game half** of the Runic Gateway bridge for [Rust](https://rust.facepunch.com/): one Oxide
plugin that dials out to a [rust-link](https://gitea.whitlocktech.com/RunicGateway/Rust-Link)
sidecar and speaks newline-delimited JSON over it.
It is the mirror of
[`RunicGateway/servuo-plugins`](https://gitea.whitlocktech.com/RunicGateway/servuo-plugins), which
does the same job for Ultima Online — and it inherits that plugin's threading contract wholesale,
because the reason for it is the same on both games.
## The threading contract
Everything else in this repo depends on these three:
- **`Emit` is called from the main thread. It formats nothing, blocks on nothing, and touches no
socket.** It enqueues and returns. A slow, wedged, or absent sidecar cannot stall the game.
- **One link thread owns the socket.** It connects, drains the queue, and reconnects with backoff.
A single writer keeps event ordering intact.
- **A reader thread parses inbound lines and hands each to the main thread** via
`Interface.Oxide.NextTick`. The reader touches no Unity object, no `BasePlayer` and no `ConVar`
every one of those is main-thread-only, and reading one from the reader is the kind of bug that
presents as a crash somewhere else entirely.
The outbound queue is **bounded, drop-oldest**. On overflow the oldest record goes and is counted,
because telemetry is worth less than the server's memory.
## Loopback is the trust boundary
There is no token on the game link. The plugin and the sidecar share a host, and the sidecar binds
`127.0.0.1` — that is the authentication. Pointing `Host` at anything routable puts an
unauthenticated command channel on the network.
## Installing it
```
overlay/oxide/plugins/RunicGateway.cs → <server>/oxide/plugins/RunicGateway.cs
```
Oxide compiles and loads it on the write, and writes `oxide/config/RunicGateway.json` on first load:
```json
{
"Host": "127.0.0.1",
"Port": 7799,
"QueueCap": 5000,
"ServerId": "main"
}
```
`ServerId` is this server's stable identity across wipes and restarts, as the website knows it. It
is deliberately **not** derived from the hostname: an operator renames a server for a season, and
the site must not lose its history for it.
That is the developer's loop. An operator uses the
[installer](https://gitea.whitlocktech.com/RunicGateway/installer), which syncs the released overlay
tarball and installs the sidecar alongside it.
### Prerequisites
The bridge itself needs nothing but Oxide. The features that follow it read four third-party plugins
an operator installs from uMod — `Clans`, `Kits`, `PopupNotifications` and `ZoneManager`. They are
listed in `overlay.toml` so the installer's `doctor` can report a missing one by name rather than
leaving the site quietly short of a feature.
## Diagnosing it
```
rg.link
```
from the server console or over RCON. It reports the link's own counters:
```
protocol=1 serverId=main connected=True depth=0 sent=3 dropped=0 received=2
connects=1 writeErrors=0 bootId=boot-20260915T194502Z
```
This is the first thing to ask for when the website says a server is offline — it separates "the
plugin is not loaded", "the plugin cannot reach the sidecar" and "the website cannot reach the
sidecar", which look identical from the site.
**`bootId` identifies the server PROCESS, not the plugin load.** It is the process start time, so
`oxide.reload RunicGateway` does not change it. That matters more than it looks: the website watches
this value to tell a game restart (everything an event put in the world is gone) from a bridge
reconnect (nothing is lost), and a plugin reload is the second kind.
## The protocol is a contract
`ProtocolVersion` in the plugin and `protocol` in `overlay.toml` must agree with the sidecar's
`PROTOCOL_VERSION` and the module's own constant. The installer refuses to pair an overlay and a
sidecar that disagree, so a bump landing in one repo and not the others fails to compose rather than
half-deploying.
The canonical spec is
[`docs/rust-link/PROTOCOL.md`](https://gitea.whitlocktech.com/RunicGateway/docs/src/branch/main/rust-link/PROTOCOL.md).
## Licence
GPL-3.0-or-later. See [LICENSE.md](LICENSE.md).