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Rust-Plugins/overlay/oxide/plugins/RunicGateway.cs
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feat(bridge): protocol 6 — first-party clans, one board and five events
The `clans` board carries every clan the game will list, with its roster
and roles, plus the facts the website needs to trust it: enabled,
backend, supported, truncated, and whether the optional uMod Clans
plugin is loaded. It is re-sent on connect and on the 60-second cadence,
and a few seconds after any membership change. The five events are
clan.created, clan.disbanded, clan.member.added, clan.member.left and
clan.member.kicked.

What the game's assemblies dictated:
- The game has no enumerate-all call. The clan leaderboard is the only
  listing, and the game clamps it to 100 clans. A board at that ceiling
  says `truncated`, as does one that would not fit in 768 KiB (the
  sidecar drops lines over 1 MiB).
- The local backend is synchronous behind ValueTask. A task that has not
  completed means another backend (Nexus), which is refused with a reason
  rather than waited on from the main thread.
- A clan id is not an identity, so every frame carries createdMs.
- OnClanMemberAdded hands over a bare id before the game's cache
  refreshes, so the clan is read back, with a fallback to the id alone.
- uMod Clans raises OnClanDisbanded(string, List<ulong>), which has the
  same name and arity as the game's hook, so the bridge types it exactly.

A member's LastSeen is never sent: it is presence (PLAN.md §23).
overlay.toml moves to protocol 6 and drops Clans from requires_plugins
(D47): Teams come from the game's own clans.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E14m6SuuY6i1vASFeGDBeY
2026-09-23 05:14:18 -05:00

4661 lines
180 KiB
C#

using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.IO;
using System.Net.Sockets;
using System.Text;
using System.Threading;
using Newtonsoft.Json;
using Oxide.Core;
using Oxide.Core.Plugins;
namespace Oxide.Plugins
{
/// <summary>
/// The Runic Gateway bridge. Dials out to a rust-link sidecar on loopback and speaks
/// newline-delimited JSON over it: events out, commands in.
///
/// <para>
/// Threading contract, which everything later in this plugin depends on:
/// </para>
/// <list type="bullet">
/// <item><description>
/// <see cref="Emit"/> is called from the server's 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.
/// </description></item>
/// <item><description>
/// One link thread owns the socket. It connects, drains the queue, and reconnects with
/// backoff. A single writer keeps event ordering intact.
/// </description></item>
/// <item><description>
/// A reader thread parses inbound lines and hands each to the main thread via
/// <c>Interface.Oxide.NextTick</c>. The reader touches no Unity object, no BasePlayer
/// and no ConVar — every one of those is main-thread-only, and reading them from here
/// is the kind of bug that presents as a crash somewhere else entirely.
/// </description></item>
/// </list>
///
/// <para>
/// The outbound queue is bounded. On overflow the oldest record is dropped and counted,
/// because telemetry is worth less than the server's memory.
/// </para>
///
/// <para>
/// <b>Loopback is the trust boundary.</b> There is no token on this link: the plugin and
/// the sidecar share a host, and the sidecar binds 127.0.0.1. Pointing <c>Host</c> at
/// anything routable puts an unauthenticated command channel on the network.
/// </para>
/// </summary>
[Info("Runic Gateway", "RunicGateway", "0.1.0")]
[Description("Bridges this Rust server to a Runic Gateway website through a rust-link sidecar.")]
internal class RunicGateway : RustPlugin
{
/// <summary>
/// Wire-protocol version. Declared in three places that must agree: here,
/// <c>PROTOCOL_VERSION</c> in the sidecar, and <c>module.json</c> in Module-Rust. The
/// overlay's <c>overlay.toml</c> carries this same number so the installer can refuse
/// to pair a sidecar and an overlay that disagree.
/// </summary>
private const int ProtocolVersion = 6;
/// <summary>
/// Loopback reconnects are cheap, so the ceiling is low. A sidecar restart should cost
/// a few seconds of buffering, not half a minute.
/// </summary>
private const int MaxBackoffMs = 5000;
/// <summary>The longest line accepted from the sidecar. Over-long lines are discarded.</summary>
private const int MaxInboundLineBytes = 1024 * 1024;
/// <summary>
/// How long to wait for the TCP connect itself before giving up and backing off.
///
/// <para>
/// It exists because <c>TcpClient.Connect</c> is blocking and has no timeout of its
/// own, and the OS default is tens of seconds. A host that REFUSES answers instantly —
/// which is every loopback test, and why this was invisible for two phases — but a host
/// that <b>drops</b> does not answer at all: a firewall, a wrong address, a machine
/// that is off. The link thread then sits in the connect, deaf to everything, and
/// <c>Unload</c> waits out its whole join on the game's MAIN THREAD.
/// </para>
///
/// <para>
/// Generous against any real network and short against a hang. Loopback, which is the
/// supported deployment, connects in well under a millisecond.
/// </para>
/// </summary>
private const int ConnectTimeoutMs = 3000;
/// <summary>
/// How often the boards are re-sent (PROTOCOL.md §8.3) and the per-player tallies are
/// flushed (§8.6). One cadence serves both because both answer the same question —
/// "what has this server been doing lately" — and two timers would only be two things
/// to get out of step.
/// </summary>
private const float BoardCadenceSeconds = 60f;
/// <summary>
/// The side of one map grid cell, in world units. Rust's own grid, as every community
/// map and every server console uses it.
/// </summary>
private const float GridCellSize = 146.3f;
private static readonly ConcurrentQueue<string> Outbound = new ConcurrentQueue<string>();
private static readonly AutoResetEvent Wake = new AutoResetEvent(false);
/// <summary>
/// Set once, by <c>Unload</c>, and never reset. It is what lets a thread blocked on a
/// CONNECT give up immediately instead of at the end of its timeout.
///
/// <para>
/// It cannot be <see cref="Wake"/>: that handle also means "the queue has something in
/// it", which <c>Emit</c> signals constantly, so waiting on it during a connect would
/// abandon the attempt every time a hook fired. Two meanings, two handles.
/// </para>
/// </summary>
private readonly ManualResetEvent _stopping = new ManualResetEvent(false);
private PluginConfig _config;
private Thread _link;
private volatile bool _running;
private volatile bool _connected;
/// <summary>Set when the peer goes away, so the writer stops trying.</summary>
private volatile bool _dead;
/// <summary>
/// Whether the "cannot reach the sidecar" line has been printed for this load. It is
/// printed once, not per attempt: the retry runs every few seconds for ever.
/// </summary>
private volatile bool _loggedConnectFailure;
/// <summary>
/// Incremented per connection attempt. A reader from a previous connection must not be
/// able to mark a newer one dead — <c>reader.Join</c> can time out, and the stale
/// thread's finally block would otherwise tear down the connection that replaced it.
/// </summary>
private int _epoch;
private int _depth;
private long _sent, _dropped, _received, _connects, _writeErrors;
/// <summary>
/// Identifies this run of the <b>server process</b>. It is how the website tells a game
/// restart apart from a sidecar reconnect — the same link comes back either way, and
/// only one of the two means the world it is describing started over.
///
/// <para>
/// It must therefore be stable across a <b>plugin</b> reload, which a fresh
/// <c>Guid</c> at <c>Init</c> is not: <c>oxide.reload</c> would announce a brand new
/// boot to a website that is about to reconcile its whole ledger on the strength of it,
/// while the world it describes never moved. The process's own start time is the only
/// value here that changes exactly when the thing it names changes.
/// </para>
/// </summary>
private string _bootId;
/// <summary>
/// The current wipe, as <c>w-yyyyMMddTHHmmssZ</c>, derived from the save's creation
/// time. Null until the server has saved at least once — a server with no save has no
/// wipe, and PROTOCOL.md §8.2 says that is reported by the field being **absent**
/// rather than by an empty string that will sort beside every other empty string for
/// ever.
///
/// <para>
/// Cached rather than read per frame, and re-read on <c>OnNewSave</c>, which is the
/// only moment it can change. A wipe is a fact about the world; nothing about a
/// reconnect, a plugin reload or a restart moves it.
/// </para>
/// </summary>
private string _wipeId;
/// <summary>
/// Per-player counters waiting to be flushed as a <c>player.tally</c> frame. Main
/// thread only — every writer is a game hook and the flush runs on a timer, which is
/// also the main thread, so this needs no lock and must never acquire one.
/// </summary>
private readonly Dictionary<ulong, Tally> _tallies = new Dictionary<ulong, Tally>();
/// <summary>
/// When each connected player connected, in epoch milliseconds, so a disconnect can
/// report a session length. Main thread only.
///
/// <para>
/// A player already on the server when this plugin loaded has no entry, and
/// <c>sessionSec</c> is then <b>absent</b> from their disconnect rather than zero: an
/// unknown session is not a zero-length one, and summing the zeros would under-report
/// playtime quietly and for ever.
/// </para>
/// </summary>
private readonly Dictionary<ulong, long> _connectedAt = new Dictionary<ulong, long>();
/// <summary>
/// Every hook name this plugin declares, and whether it has fired at least once.
///
/// <para>
/// Both frameworks bind hooks by <b>name and arity, through reflection, with no
/// compile-time check</b>: a hook Facepunch renames on a Thursday simply stops being
/// called, and a hook one framework's catalogue does not list may or may not exist.
/// Neither failure logs anything anywhere. <c>rg.hooks</c> reads this dictionary, which
/// makes the plugin its own answer to both questions on whichever framework it is
/// actually running under — and a cheaper answer than either catalogue.
/// </para>
/// </summary>
private readonly Dictionary<string, long> _hookCounts = new Dictionary<string, long>();
/// <summary>
/// The repeating boards/tally timer.
///
/// <para>
/// Typed as the plugin-facing <c>Oxide.Plugins.Timer</c>, which is what
/// <c>timer.Every</c> hands back — <b>not</b> <c>Oxide.Core.Libraries.Timer.TimerInstance</c>,
/// which is the library's own type and does not convert. Both frameworks would destroy
/// this timer for us when the plugin unloads; holding the handle is what lets
/// <c>Unload</c> stop it before the link thread is joined rather than after.
/// </para>
/// </summary>
private Timer _cadence;
// ---- lifecycle ----
/// <summary>
/// Every hook this plugin declares. Seeded into <c>_hookCounts</c> at zero so that
/// <c>rg.hooks</c> can report a hook that has <b>never</b> fired — which is the whole
/// question, and which a dictionary that only learns names as they arrive can never
/// answer.
/// </summary>
private static readonly string[] ExpectedHooks =
{
"OnServerInitialized", "OnServerShutdown", "OnNewSave",
"OnPlayerConnected", "OnPlayerDisconnected", "OnPlayerRespawned",
"OnPlayerDeath", "OnPlayerChat", "OnDispenserGather", "OnEntityDeath",
"OnPlayerReported", "OnUserBanned", "OnUserUnbanned",
"CanUserLogin", "OnUserApproved",
"OnUserPermissionGranted", "OnUserPermissionRevoked",
"OnUserGroupAdded", "OnUserGroupRemoved",
"OnGroupPermissionGranted", "OnGroupPermissionRevoked",
"OnPluginLoaded", "OnPluginUnloaded",
"OnClanCreated", "OnClanDisbanded", "OnClanMemberAdded",
"OnClanMemberLeft", "OnClanMemberKicked", "OnClanColorChanged"
};
private void Init()
{
foreach (string hook in ExpectedHooks)
_hookCounts[hook] = 0L;
_bootId = ResolveBootId();
_wipeId = ResolveWipeId();
_running = true;
// Expired link codes are dropped on a timer, not on lookup: an unconfirmed code is
// never looked up, so nothing else would ever remove one (protocol 3).
timer.Every(60f, PurgeExpiredCodes);
_link = new Thread(LinkLoop)
{
Name = "RunicGateway Link",
IsBackground = true
};
_link.Start();
}
private void Unload()
{
// Attempted before `_running` goes false, because `Emit` refuses to enqueue once it
// does — but be honest about what this achieves: the writer stops on the same flag a
// few lines below and the queue is cleared after the join, so a frame enqueued here
// only survives if the writer happens to be mid-drain. It usually is not.
//
// That is left as it is rather than fixed with a drain-before-exit, because draining
// means waiting on a socket from `Unload`, which runs on the MAIN THREAD — the exact
// stall phase 1 removed when a 1.9-second reload showed up as
// `Calling 'Unload' took 1918ms`. A wedged peer would make it worse than the bug.
//
// What is actually lost is under a minute of one player's gathering, and only on a
// manual plugin reload: a real shutdown flushes at `OnServerShutdown`, and a player
// leaving flushes at their disconnect.
try
{
FlushTallies();
}
catch (Exception ex)
{
Puts($"could not flush tallies on unload: {ex.Message}");
}
if (_cadence != null)
{
_cadence.Destroy();
_cadence = null;
}
if (_clansBoardSoon != null)
{
_clansBoardSoon.Destroy();
_clansBoardSoon = null;
}
// A half-drained permission sync is abandoned rather than finished, and the site is
// told nothing — which is right: the report would describe a set that was only partly
// applied, and the next sync re-derives the whole answer from the store anyway. What
// must not happen is the timer outliving the plugin and writing during a reload.
_permJob = null;
StopPermTimer();
// A config write waiting on a reload dies here too, and its files stay as written.
// That is the honest outcome: the rollback exists to undo an edit that took a plugin
// down, and this plugin being unloaded is not evidence of either — it is usually THIS
// plugin being reloaded by somebody. The caller times out and re-reads.
StopConfigWatch();
_configJob = null;
_running = false;
_stopping.Set();
Wake.Set();
Thread t = _link;
if (t != null && !t.Join(TimeSpan.FromSeconds(2.0)))
Puts("link thread did not stop cleanly");
_link = null;
_connected = false;
_tallies.Clear();
// A reload leaves the static queue holding lines addressed to a connection that no
// longer exists. Clearing it is the difference between a reload and a slow leak.
string discard;
while (Outbound.TryDequeue(out discard))
{
}
Interlocked.Exchange(ref _depth, 0);
}
// ---- configuration ----
private class PluginConfig
{
/// <summary>Where the sidecar listens. Loopback is the trust boundary; see the class docs.</summary>
public string Host = "127.0.0.1";
public int Port = 7799;
/// <summary>
/// How many outbound lines may wait for a wedged sidecar before the oldest is
/// dropped. Sized in lines rather than bytes because that is what is cheap to
/// count; the inbound cap is what bounds a single line's size.
/// </summary>
public int QueueCap = 5000;
/// <summary>
/// This server's stable identity across wipes and restarts, as the website knows
/// it. It is <b>not</b> derived from the hostname: an operator renames a server for
/// a season and the site must not lose its history for it.
/// </summary>
public string ServerId = "main";
}
protected override void LoadDefaultConfig()
{
Config.WriteObject(new PluginConfig(), true);
}
private void LoadConfigValues()
{
_config = Config.ReadObject<PluginConfig>() ?? new PluginConfig();
if (string.IsNullOrEmpty(_config.Host))
_config.Host = "127.0.0.1";
if (_config.Port <= 0 || _config.Port > 65535)
_config.Port = 7799;
// A cap of zero would drop every line on the way in and report a healthy link doing
// nothing, which is the worst failure available here.
if (_config.QueueCap < 16)
_config.QueueCap = 16;
if (string.IsNullOrEmpty(_config.ServerId))
_config.ServerId = "main";
}
private void Loaded()
{
LoadConfigValues();
Puts($"protocol {ProtocolVersion}, serverId '{_config.ServerId}', sidecar {_config.Host}:{_config.Port}");
}
// ---- the outbound queue ----
/// <summary>
/// Main thread. Non-blocking. <paramref name="line"/> must already be a complete JSON
/// object with no embedded newline; the newline is appended by the writer as the frame
/// delimiter.
/// </summary>
private void Emit(string line)
{
if (line == null || !_running)
return;
int cap = _config != null ? _config.QueueCap : 5000;
// Drop-oldest. Bound first, then enqueue, so the queue can transiently sit one over the
// cap but never grows without limit.
while (Volatile.Read(ref _depth) >= cap)
{
string discard;
if (!Outbound.TryDequeue(out discard))
break;
Interlocked.Decrement(ref _depth);
Interlocked.Increment(ref _dropped);
}
Outbound.Enqueue(line);
Interlocked.Increment(ref _depth);
Wake.Set();
}
private void EmitFrame(Dictionary<string, object> frame)
{
try
{
Emit(JsonConvert.SerializeObject(frame, Formatting.None));
}
catch (Exception ex)
{
// A frame that cannot be serialized must not take the caller down with it — the
// caller is usually a game hook.
Puts($"could not serialize frame: {ex.Message}");
}
}
// ---- the link ----
private void LinkLoop()
{
int backoffMs = 500;
while (_running)
{
TcpClient client = null;
Thread reader = null;
int epoch = Interlocked.Increment(ref _epoch);
try
{
string host = _config != null ? _config.Host : "127.0.0.1";
int port = _config != null ? _config.Port : 7799;
client = new TcpClient();
client.NoDelay = true;
Connect(client, host, port);
NetworkStream stream = client.GetStream();
stream.WriteTimeout = 5000; // a wedged peer must surface as an error, not a hang
_dead = false;
_connected = true;
_loggedConnectFailure = false; // so a LATER outage is reported again
backoffMs = 500;
Interlocked.Increment(ref _connects);
Puts($"connected to {host}:{port}");
// Building the boards reads the world, so it must happen on the main thread.
// They are sent on every connect rather than once at startup: the sidecar
// restarts independently of the game, and anything it needs up front has to be
// re-sent per connection.
Interface.Oxide.NextTick(SendBoards);
NetworkStream localStream = stream;
reader = new Thread(() => ReadLoop(localStream, epoch))
{
Name = "RunicGateway Reader",
IsBackground = true
};
reader.Start();
WriteLoop(stream);
}
catch (Exception ex)
{
// Socket exception messages carry EMBEDDED newlines on Windows — the refusal
// text and the endpoint arrive on separate lines — so trimming the ends is not
// enough to keep the Oxide log one entry per line.
string reason = Flatten(ex.Message);
if (_connected)
{
Puts($"link error: {reason}");
}
else if (!_loggedConnectFailure)
{
// The FIRST failure to connect, and only the first: a sidecar that is not
// running yet is normal at boot and would otherwise spam the console every
// few seconds, but a wrong Host or Port is otherwise silent for ever.
_loggedConnectFailure = true;
Puts($"cannot reach the sidecar: {reason} — retrying quietly until it answers");
}
}
finally
{
// Captured before it is cleared: a connection that ended because the READER saw
// EOF leaves the writer to exit cleanly, so nothing throws and the catch above
// never runs. Without this the link going down is invisible in the game console,
// which is the one place an operator looks first.
bool wasConnected = _connected;
_connected = false;
_dead = true;
try
{
if (client != null)
client.Close();
}
catch
{
// Closing a socket that is already gone is not news.
}
if (reader != null)
reader.Join(TimeSpan.FromSeconds(1.0));
if (wasConnected)
Puts("sidecar link lost; reconnecting");
}
if (!_running)
break;
// Nothing is listening yet, or the sidecar restarted. Both are normal.
//
// `Wake`, not `Thread.Sleep`: Unload runs on the MAIN thread and joins this one, so
// an uninterruptible sleep here is a stall of up to MaxBackoffMs on every reload —
// Oxide reports it as `Calling 'Unload' took 1918ms`, and the server is frozen for
// that whole time. Unload sets `_running` false and signals `Wake`, so waiting on
// the handle turns that stall into an immediate return.
Wake.WaitOne(backoffMs);
backoffMs = Math.Min(backoffMs * 2, MaxBackoffMs);
}
_connected = false;
}
/// <summary>
/// Connects with a bound, and with a way out.
///
/// <para>
/// The wait ends on whichever comes first: the connect completing, the plugin being
/// unloaded, or <see cref="ConnectTimeoutMs"/>. Without the middle one a reload against
/// an unreachable sidecar costs the game's main thread the whole join timeout —
/// observed as <c>hook 'Unload' took longer than 100ms [2002ms]</c> beside
/// <c>link thread did not stop cleanly</c>, which is phase 1's stall arriving by a
/// different road.
/// </para>
/// </summary>
private void Connect(TcpClient client, string host, int port)
{
IAsyncResult pending = client.BeginConnect(host, port, null, null);
int signalled = WaitHandle.WaitAny(
new WaitHandle[] { pending.AsyncWaitHandle, _stopping }, ConnectTimeoutMs);
if (signalled != 0)
{
// Closing the client is what abandons the in-flight connect; the socket would
// otherwise stay open behind an IAsyncResult nobody is going to end.
try
{
client.Close();
}
catch
{
}
throw new System.IO.IOException(
signalled == 1
? "unloading"
: $"connect to {host}:{port} timed out after {ConnectTimeoutMs}ms");
}
// Throws the real socket error — a refusal, an unknown host — which is what the caller
// logs. Only reached when the connect actually completed or failed on its own.
client.EndConnect(pending);
}
private void WriteLoop(NetworkStream stream)
{
while (_running && !_dead)
{
string line;
if (!Outbound.TryDequeue(out line))
{
Wake.WaitOne(250);
continue;
}
Interlocked.Decrement(ref _depth);
try
{
byte[] bytes = Encoding.UTF8.GetBytes(line + "\n");
stream.Write(bytes, 0, bytes.Length);
Interlocked.Increment(ref _sent);
}
catch (Exception)
{
// The record is already off the queue. Count it and let the outer loop
// reconnect; re-queueing risks an unbounded retry storm against a dead peer.
Interlocked.Increment(ref _writeErrors);
_dead = true;
throw;
}
}
}
private void ReadLoop(NetworkStream stream, int epoch)
{
byte[] buffer = new byte[8192];
StringBuilder line = new StringBuilder(512);
bool discarding = false;
try
{
while (_running && !_dead)
{
int read = stream.Read(buffer, 0, buffer.Length);
if (read <= 0)
break; // clean EOF: the sidecar closed. Normal.
for (int i = 0; i < read; i++)
{
char c = (char)buffer[i];
if (c == '\n')
{
if (discarding)
{
// The tail of a line already given up on. Swallowing it here is
// what stops the remainder being parsed as a line of its own.
discarding = false;
}
else
{
Dispatch(line.ToString());
}
line.Length = 0;
}
else if (c != '\r')
{
if (discarding)
continue;
line.Append(c);
if (line.Length > MaxInboundLineBytes)
{
Puts("inbound line over the cap; discarding to the next newline");
line.Length = 0;
discarding = true;
}
}
}
}
}
catch (System.IO.IOException)
{
// Expected when the peer vanishes mid-read.
}
catch (ObjectDisposedException)
{
// Expected when Unload closes the socket under us.
}
catch (Exception ex)
{
Puts($"reader error: {ex.Message}");
}
finally
{
// Only tear down the connection this reader actually owned.
if (Volatile.Read(ref _epoch) == epoch)
{
_dead = true;
Wake.Set(); // let the writer notice and fall through to reconnect
}
}
}
/// <summary>
/// Reader thread. Marshals to the main thread; nothing that touches the game happens
/// here.
/// </summary>
private void Dispatch(string line)
{
if (string.IsNullOrEmpty(line))
return;
Interlocked.Increment(ref _received);
Interface.Oxide.NextTick(() =>
{
try
{
HandleCommand(line);
}
catch (Exception ex)
{
// A malformed command must never escape into a game code path.
Puts($"inbound handler threw: {ex}");
}
});
}
// ---- commands ----
/// <summary>Main thread. Every world read below is safe only because of that.</summary>
private void HandleCommand(string line)
{
Dictionary<string, object> cmd;
try
{
cmd = JsonConvert.DeserializeObject<Dictionary<string, object>>(line);
}
catch (Exception ex)
{
Puts($"unparseable command: {ex.Message}");
return;
}
if (cmd == null)
return;
object verbObj;
if (!cmd.TryGetValue("cmd", out verbObj) || verbObj == null)
return;
string verb = verbObj.ToString();
object reqIdObj;
string reqId = cmd.TryGetValue("reqId", out reqIdObj) && reqIdObj != null
? reqIdObj.ToString()
: null;
switch (verb)
{
case "ping":
// `control`: neither kept nor forwarded. It exists to move the sidecar's
// last-seen clock on a server nobody is playing on.
EmitFrame(Frame("pong", "control"));
break;
case "server.status":
Dictionary<string, object> status = Frame("server.status", "reply");
Merge(status, ServerBody());
// The correlation id is echoed verbatim, and only when one was supplied. A
// reply that invents one would be routed to nobody; a reply that omits one the
// caller sent would leave that caller waiting out its whole timeout.
if (reqId != null)
status["reqId"] = reqId;
EmitFrame(status);
break;
case "link.confirm":
// The first command the WEBSITE originates (protocol 3). Everything before it
// was the game talking, or the sidecar asking the game to say something it
// already knew.
HandleLinkConfirm(cmd, reqId);
break;
case "perm.catalogue":
// Protocol 4. What this server's loaded plugins have registered — the option
// source the website's authoring form offers, so a grant can only be written
// against a name that will actually resolve.
HandlePermCatalogue(reqId);
break;
case "perm.sync":
// The first command that WRITES to the game (protocol 4, R2). Everything
// before it read, or spent a code the game itself had minted.
HandlePermSync(cmd, reqId);
break;
case "config.list":
// Protocol 5 (R18). What settings files exist on this host, and which plugins
// are loaded to reload them. A description of the tree, never its contents.
HandleConfigList(reqId);
break;
case "config.read":
HandleConfigRead(cmd, reqId);
break;
case "config.write":
// The first command that writes to the game HOST's filesystem, which is the
// most powerful thing the website can do to a server.
HandleConfigWrite(cmd, reqId);
break;
default:
Puts($"unknown command '{verb}'");
break;
}
}
// ---- frames ----
/// <summary>
/// Builds the envelope every outbound frame shares (PROTOCOL.md §8.1). Nothing may
/// emit a frame it did not get from here.
///
/// <para>
/// <paramref name="type"/> is what the sidecar files on — <c>event</c> is appended to
/// history, <c>snapshot</c> replaces a board, <c>reply</c> is routed by
/// <c>reqId</c>, <c>control</c> is neither kept nor forwarded. It is the reason the
/// sidecar needs no arm per kind and the reason the catalogue can grow for free.
/// </para>
///
/// <para>
/// <c>wipeId</c> is <b>omitted</b> when the server has never saved. A server with no
/// save has no wipe, and the difference between an absent field and an empty string is
/// the difference between a fact and a row that sorts beside every other empty string
/// for ever.
/// </para>
/// </summary>
private Dictionary<string, object> Frame(string kind, string type)
{
var frame = new Dictionary<string, object>
{
{ "kind", kind },
{ "type", type },
{ "t", NowMs() },
{ "serverId", _config != null ? _config.ServerId : "main" }
};
// Resolved lazily while it is still unknown, which covers the case above on a
// framework that never fires `OnServerInitialized` — and costs one static property
// read per frame only until the answer exists.
if (string.IsNullOrEmpty(_wipeId))
_wipeId = ResolveWipeId();
if (!string.IsNullOrEmpty(_wipeId))
frame["wipeId"] = _wipeId;
return frame;
}
/// <summary>
/// Main thread. Both boards, in the order a reader wants them: what the server is,
/// then who is on it.
///
/// <para>
/// Sent on every connect and every cadence tick. A board is current state with exactly
/// one producer, re-sent rather than reconstructed — which is what makes "a restarted
/// sidecar is fully populated within one connection" true by construction instead of
/// by hoping nothing was in flight.
/// </para>
/// </summary>
private void SendBoards()
{
SendHello();
SendPlayersBoard();
// Last, and fenced: the clan board reads the game's clan database, which is the one
// board here built from something other than a list in memory. A failure there must
// cost the clans and nothing else — the two boards above are what every page renders.
try
{
SendClansBoard();
}
catch (Exception ex)
{
Puts($"could not build the clans board: {Flatten(ex.Message)}");
}
}
/// <summary>Main thread.</summary>
private void SendHello()
{
Dictionary<string, object> hello = Frame("server.hello", "snapshot");
Merge(hello, ServerBody());
hello["protocol"] = ProtocolVersion;
hello["bootId"] = _bootId;
hello["plugin"] = Version.ToString();
EmitFrame(hello);
}
/// <summary>
/// Main thread. Who is connected right now, as the board the far side reconciles
/// against — the connect and disconnect events carry the story in between.
/// </summary>
private void SendPlayersBoard()
{
var players = new List<object>();
if (BasePlayer.activePlayerList != null)
{
foreach (BasePlayer player in BasePlayer.activePlayerList)
{
if (player == null)
continue;
var row = new Dictionary<string, object>
{
{ "steamId", player.UserIDString },
{ "name", player.displayName },
{ "sleeping", player.IsSleeping() }
};
long since;
if (_connectedAt.TryGetValue(player.userID, out since))
row["connectedAt"] = since;
players.Add(row);
}
}
Dictionary<string, object> frame = Frame("players.online", "snapshot");
frame["count"] = players.Count;
frame["players"] = players;
EmitFrame(frame);
}
/// <summary>
/// Main thread. The shared body of <c>server.hello</c> and <c>server.status</c> — the
/// two frames differ in what wraps them, not in what they say about the server, and
/// letting them drift is how a site ends up showing two different player counts.
/// </summary>
private Dictionary<string, object> ServerBody()
{
var status = new Dictionary<string, object>
{
{ "hostname", ConVar.Server.hostname },
{ "description", ConVar.Server.description },
{ "level", ConVar.Server.level },
{ "seed", ConVar.Server.seed },
{ "worldSize", ConVar.Server.worldsize },
{ "maxPlayers", ConVar.Server.maxplayers },
{ "players", BasePlayer.activePlayerList != null ? BasePlayer.activePlayerList.Count : 0 },
{ "joining", ServerMgr.Instance != null ? ServerMgr.Instance.connectionQueue.Joining : 0 },
{ "queued", ServerMgr.Instance != null ? ServerMgr.Instance.connectionQueue.Queued : 0 },
{ "uptimeSec", (int)UnityEngine.Time.realtimeSinceStartup }
};
// The instant `wipeId` is derived from, kept in its own right: the id is for grouping
// rows and this is for showing a date, and deriving one back from the other is the
// kind of parsing nobody should have to do twice.
try
{
status["saveCreatedAt"] = SaveRestore.SaveCreatedTime.ToUniversalTime()
.ToString("yyyy-MM-ddTHH:mm:ssZ", System.Globalization.CultureInfo.InvariantCulture);
}
catch (Exception)
{
// A server that has never saved has no created time. Absent, not zero.
}
return status;
}
/// <summary>
/// Puts an IP address onto a frame, or leaves it off.
///
/// <para>
/// The game does not always have one. A console <c>banid</c> against an offline id
/// produces the literal string <b><c>"0"</c></b> rather than an address or a null —
/// observed on a live server, not guessed — and a database column full of "0" is worse
/// than one full of nulls, because "0" survives every is-it-missing test a reader
/// writes and then fails whatever parses it.
/// </para>
///
/// <para>
/// Absent, not zero. The same rule `saveCreatedAt` and `sessionSec` follow.
/// </para>
/// </summary>
private static void PutAddress(Dictionary<string, object> frame, string ip)
{
if (string.IsNullOrEmpty(ip) || ip == "0" || ip == "0.0.0.0")
return;
frame["ip"] = ip;
}
private static void Merge(Dictionary<string, object> into, Dictionary<string, object> from)
{
foreach (KeyValuePair<string, object> pair in from)
into[pair.Key] = pair.Value;
}
/// <summary>
/// Describes who or what killed somebody, onto <paramref name="frame"/>.
///
/// <para>
/// Four outcomes, and collapsing any two of them loses something a killfeed needs:
/// <c>player</c> (a real kill, and the only one that belongs on a leaderboard),
/// <c>self</c>, <c>npc</c> and <c>environment</c> — falling, drowning, a helicopter's
/// fire, or the world simply deciding. `HitInfo` may legitimately be null, which is
/// the environment case and not an error.
/// </para>
/// </summary>
private static void DescribeAttacker(
Dictionary<string, object> frame, BasePlayer victim, HitInfo info)
{
BaseEntity initiator = info != null ? info.Initiator : null;
BasePlayer attacker = info != null ? info.InitiatorPlayer : null;
string weapon = null;
if (info != null)
{
if (info.WeaponPrefab != null)
weapon = info.WeaponPrefab.ShortPrefabName;
else if (info.Weapon != null)
weapon = info.Weapon.ShortPrefabName;
}
if (weapon != null)
frame["weapon"] = weapon;
if (initiator == null)
{
frame["attackerType"] = "environment";
return;
}
if (attacker != null && attacker.userID == victim.userID)
{
frame["attackerType"] = "self";
return;
}
if (attacker != null && !attacker.IsNpc)
{
frame["attackerType"] = "player";
frame["attackerId"] = attacker.UserIDString;
frame["attackerName"] = attacker.displayName;
}
else
{
frame["attackerType"] = "npc";
frame["attackerName"] = initiator.ShortPrefabName;
}
float distance = info != null ? info.ProjectileDistance : 0f;
if (distance <= 0f && initiator.transform != null && victim.transform != null)
distance = UnityEngine.Vector3.Distance(
initiator.transform.position, victim.transform.position);
if (distance > 0f)
frame["distance"] = (float)Math.Round(distance, 1);
}
// ---- the map grid ----
/// <summary>
/// An entity's position as Rust's own map reference (<c>H7</c>), or null if it has no
/// position to read. A reference, never a coordinate: a grid cell is 146.3 units
/// across, which is precise enough to say where a fight happened and far too coarse to
/// walk to somebody's door with.
/// </summary>
private static string GridOf(BaseEntity entity)
{
if (entity == null || entity.transform == null)
return null;
return Grid(entity.transform.position);
}
private static string Grid(UnityEngine.Vector3 position)
{
float size = ConVar.Server.worldsize;
if (size <= 0f)
return null;
float half = size / 2f;
int columns = (int)Math.Ceiling(size / GridCellSize);
int x = (int)((position.x + half) / GridCellSize);
// Rows are numbered from the NORTH edge downwards, which is why this is a subtraction
// and not the same expression as the column. Getting it wrong mirrors every grid on
// the map and is invisible without a second opinion.
int z = (int)((half - position.z) / GridCellSize);
x = Clamp(x, 0, columns - 1);
z = Clamp(z, 0, columns - 1);
return Column(x) + z.ToString(System.Globalization.CultureInfo.InvariantCulture);
}
private static int Clamp(int value, int low, int high)
{
if (high < low)
return low;
return value < low ? low : (value > high ? high : value);
}
/// <summary>A column index as Rust spells it: 0 is A, 25 is Z, 26 is AA.</summary>
private static string Column(int index)
{
string name = string.Empty;
int n = index + 1;
while (n > 0)
{
int remainder = (n - 1) % 26;
name = (char)('A' + remainder) + name;
n = (n - 1) / 26;
}
return name;
}
// ---- identity of the world ----
/// <summary>
/// The current wipe, as <c>w-yyyyMMddTHHmmssZ</c>, or null if this server has never
/// saved.
///
/// <para>
/// Protocol 1 left this to the website. Protocol 2 derives it here because by now
/// three components store rows that need it, and the plugin is the only one of the
/// three that can read the value — the other two would be re-deriving something they
/// were already told, and two derivations of one fact eventually disagree about a
/// boundary.
/// </para>
/// </summary>
private static string ResolveWipeId()
{
try
{
DateTime created = SaveRestore.SaveCreatedTime.ToUniversalTime();
// A server that has never saved reports the bottom of the calendar. That is not a
// wipe in 0001, it is the absence of one.
if (created.Year < 2000)
return null;
return "w-" + created.ToString(
"yyyyMMdd'T'HHmmss'Z'", System.Globalization.CultureInfo.InvariantCulture);
}
catch (Exception)
{
return null;
}
}
/// <summary>
/// Records that a hook fired. See <c>_hookCounts</c> for why this exists at all.
/// </summary>
private void MarkHook(string name)
{
long count;
_hookCounts.TryGetValue(name, out count);
_hookCounts[name] = count + 1;
}
// ---- the read path ----
//
// Every hook below obeys three rules, and each of them has a failure behind it.
//
// 1. **A read-path hook never vetoes.** Four of these are documented by uMod as
// "returning a non-null value overrides default behavior" — a bridge that returned
// something by accident would cancel a death, swallow a player's wood or refuse a
// login, on somebody's production server at 3am. So they are declared `void`: both
// frameworks take the method's return value, and a void method has none. The rule is
// enforced by the signature rather than by remembering to write `return null`, which
// is the only version of it that survives a year of edits.
//
// 2. **A hook that can fire more than once a second per player is a counter, not an
// event.** `OnDispenserGather` fires on every swing at a tree. It accumulates into
// `_tallies` and leaves as one `player.tally` frame a minute (PROTOCOL.md §8.6).
//
// 3. **Every hook marks itself.** `MarkHook` is what makes `rg.hooks` able to say which
// of these actually fire on the framework this server is running — the standing
// answer both to Facepunch renaming a hook and to a framework catalogue that does not
// list one.
//
// All of it is the main thread, which is what makes reading `BasePlayer`, `ConVar` and a
// transform legal here and illegal in the reader thread.
private void OnServerInitialized(bool initial)
{
MarkHook("OnServerInitialized");
// Re-read the wipe, and this is not belt-and-braces: at a real server
// start `Init` runs BEFORE the save is loaded, so `SaveCreatedTime` is not yet
// meaningful and the id resolved there is null for the entire session. This hook is
// the first moment the world is actually there.
//
// It was invisible on a development rig for the reason such things usually are: 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` on a server with a save sitting on disk.
_wipeId = ResolveWipeId();
// Started here rather than in Init: this hook fires both at the end of server startup
// and immediately on a hotload, so it is the one place that runs exactly once per
// load with the world available either way.
if (_cadence == null)
_cadence = timer.Every(BoardCadenceSeconds, Cadence);
Dictionary<string, object> frame = Frame("server.initialized", "event");
frame["initial"] = initial;
EmitFrame(frame);
}
private void OnServerShutdown()
{
MarkHook("OnServerShutdown");
FlushTallies();
EmitFrame(Frame("server.shutdown", "event"));
}
/// <summary>
/// A new save is the only moment a wipe id can change, so it is the only place that
/// re-reads it. The frame carries both ids because "which wipe did this replace" is
/// the question a site asks when it draws the boundary, and it is unanswerable
/// afterwards.
/// </summary>
private void OnNewSave(string filename)
{
MarkHook("OnNewSave");
string previous = _wipeId;
_wipeId = ResolveWipeId();
// Built after the re-read, so `wipeId` on the envelope is the NEW wipe: this frame
// belongs to the world it opens, not to the one it closes.
Dictionary<string, object> frame = Frame("server.wipe", "event");
if (!string.IsNullOrEmpty(previous))
frame["previousWipeId"] = previous;
EmitFrame(frame);
// Nothing from the old world is still true. The tallies are the only such state this
// plugin holds; everything else lives on the far side of the link.
_tallies.Clear();
_connectedAt.Clear();
Puts($"new save; wipe is now {(_wipeId ?? "unknown")}");
}
private void OnPlayerConnected(BasePlayer player)
{
MarkHook("OnPlayerConnected");
if (player == null)
return;
_connectedAt[player.userID] = NowMs();
Dictionary<string, object> frame = Frame("player.connected", "event");
frame["steamId"] = player.UserIDString;
frame["name"] = player.displayName;
EmitFrame(frame);
}
private void OnPlayerDisconnected(BasePlayer player, string reason)
{
MarkHook("OnPlayerDisconnected");
if (player == null)
return;
// Before the frame: a session's last minute of gathering is worth more than the order
// of two lines, and after this point there is nothing to attribute it to.
FlushTally(player.userID);
Dictionary<string, object> frame = Frame("player.disconnected", "event");
frame["steamId"] = player.UserIDString;
frame["name"] = player.displayName;
if (!string.IsNullOrEmpty(reason))
frame["reason"] = Flatten(reason);
long since;
if (_connectedAt.TryGetValue(player.userID, out since))
{
frame["sessionSec"] = (int)((NowMs() - since) / 1000L);
_connectedAt.Remove(player.userID);
}
// A player who was already on when this plugin loaded has no recorded connect, so
// `sessionSec` is ABSENT rather than zero: a session of unknown length is not a
// session of no length, and summing zeros silently under-reports playtime for ever.
EmitFrame(frame);
}
private void OnPlayerRespawned(BasePlayer player)
{
MarkHook("OnPlayerRespawned");
if (player == null)
return;
Dictionary<string, object> frame = Frame("player.respawned", "event");
frame["steamId"] = player.UserIDString;
frame["name"] = player.displayName;
EmitFrame(frame);
}
/// <summary>
/// Void, and deliberately: uMod documents a non-null return here as overriding the
/// death itself. See rule 1 at the top of this region.
/// </summary>
private void OnPlayerDeath(BasePlayer player, HitInfo info)
{
MarkHook("OnPlayerDeath");
if (player == null || player.IsNpc)
return;
Dictionary<string, object> frame = Frame("player.death", "event");
frame["steamId"] = player.UserIDString;
frame["name"] = player.displayName;
frame["sleeping"] = player.IsSleeping();
string grid = GridOf(player);
if (grid != null)
frame["grid"] = grid;
DescribeAttacker(frame, player, info);
EmitFrame(frame);
}
/// <summary>
/// Void, and deliberately: a non-null return here overrides chat delivery — the bridge
/// would be silently eating messages.
/// </summary>
private void OnPlayerChat(BasePlayer player, string message, ConVar.Chat.ChatChannel channel)
{
MarkHook("OnPlayerChat");
if (player == null || string.IsNullOrEmpty(message))
return;
Dictionary<string, object> frame = Frame("player.chat", "event");
frame["steamId"] = player.UserIDString;
frame["name"] = player.displayName;
frame["channel"] = channel.ToString();
// Flattened for the same reason every other string on this wire is: one frame is one
// line, and a chat message is the one field a player controls the bytes of.
frame["message"] = Flatten(message);
EmitFrame(frame);
}
/// <summary>
/// Void, and deliberately: a non-null return here replaces what the player receives.
/// This hook is a counter — see rule 2.
/// </summary>
private void OnDispenserGather(ResourceDispenser dispenser, BasePlayer player, Item item)
{
MarkHook("OnDispenserGather");
if (player == null || player.IsNpc || item == null || item.info == null)
return;
TallyFor(player).Gather(item.info.shortname, item.amount);
}
/// <summary>
/// Everything that dies which is not a player death: NPC kills, which are a counter,
/// and raided structures, which are an event with a `staff` class because a
/// structure's grid is where somebody lives.
///
/// <para>
/// The type checks are ordered cheapest-first and return early, because this hook
/// fires for every tree, barrel and animal on the map.
/// </para>
/// </summary>
private void OnEntityDeath(BaseCombatEntity entity, HitInfo info)
{
MarkHook("OnEntityDeath");
if (entity == null)
return;
BasePlayer attacker = info != null ? info.InitiatorPlayer : null;
bool byPlayer = attacker != null && !attacker.IsNpc;
// Nothing below is interesting unless a real player did it. That single test discards
// decay, despawns and the world killing itself, which is the bulk of this hook.
if (!byPlayer)
return;
BasePlayer victimPlayer = entity as BasePlayer;
if (victimPlayer != null)
{
// A real player's death is OnPlayerDeath's, not ours — emitting here too would
// double every kill in the feed. Only the NPC kind is ours to count.
if (victimPlayer.IsNpc)
TallyFor(attacker).NpcKills++;
return;
}
if (entity is BaseNpc)
{
TallyFor(attacker).NpcKills++;
return;
}
BuildingBlock block = entity as BuildingBlock;
if (block == null || block.OwnerID == 0UL)
return;
TallyFor(attacker).Structures++;
Dictionary<string, object> frame = Frame("entity.destroyed", "event");
frame["ownerId"] = block.OwnerID.ToString();
frame["prefab"] = block.ShortPrefabName;
frame["attackerId"] = attacker.UserIDString;
frame["attackerName"] = attacker.displayName;
string grid = GridOf(block);
if (grid != null)
frame["grid"] = grid;
EmitFrame(frame);
}
private void OnPlayerReported(
BasePlayer reporter, string targetName, string targetId,
string subject, string message, string type)
{
MarkHook("OnPlayerReported");
Dictionary<string, object> frame = Frame("player.reported", "event");
if (reporter != null)
{
frame["reporterId"] = reporter.UserIDString;
frame["reporterName"] = reporter.displayName;
}
frame["targetId"] = targetId;
frame["targetName"] = targetName;
frame["subject"] = Flatten(subject);
frame["message"] = Flatten(message);
frame["reportType"] = type;
EmitFrame(frame);
}
private void OnUserBanned(string name, string id, string ipAddress, string reason)
{
MarkHook("OnUserBanned");
Dictionary<string, object> frame = Frame("player.banned", "event");
frame["steamId"] = id;
frame["name"] = name;
frame["reason"] = Flatten(reason);
PutAddress(frame, ipAddress);
EmitFrame(frame);
}
private void OnUserUnbanned(string name, string id, string ipAddress)
{
MarkHook("OnUserUnbanned");
Dictionary<string, object> frame = Frame("player.unbanned", "event");
frame["steamId"] = id;
frame["name"] = name;
PutAddress(frame, ipAddress);
EmitFrame(frame);
}
/// <summary>
/// Void, and this is the most important void in the file: a non-null return here
/// **kicks the player**, with the returned string as the reason. The bridge is here to
/// watch logins, never to decide one.
///
/// <para>
/// It fires on every connection attempt, approved or not — so it is an attempt, not a
/// denial. uMod publishes no <c>OnUserRejected</c>, and the only way to observe a
/// refusal from this hook is to be the thing refusing. A denial is therefore the
/// ABSENCE of a matching <c>player.approved</c>, decided by whoever reads the two
/// frames later; PROTOCOL.md §8.8 records that as a correction to the trigger
/// catalogue.
/// </para>
/// </summary>
private void CanUserLogin(string name, string id, string ipAddress)
{
MarkHook("CanUserLogin");
Dictionary<string, object> frame = Frame("player.login.attempt", "event");
frame["steamId"] = id;
frame["name"] = name;
PutAddress(frame, ipAddress);
EmitFrame(frame);
}
private void OnUserApproved(string name, string id, string ipAddress)
{
MarkHook("OnUserApproved");
Dictionary<string, object> frame = Frame("player.approved", "event");
frame["steamId"] = id;
frame["name"] = name;
PutAddress(frame, ipAddress);
EmitFrame(frame);
}
// ---- clans (protocol 6) ----
//
// Rust's FIRST-PARTY clan system, which the website turns into core's Teams (R5,
// PROTOCOL.md §12). Not the uMod Clans plugin: that is a separate system that never
// touches `ClanManager` (D47), and this region reads nothing of it except whether it is
// loaded, so the website can warn that its clans are not Teams.
//
// One board and five events, the same split as presence. The events carry the story —
// founded, joined, left, removed, disbanded — and the board is the reconciliation point
// that corrects anything missed within a minute. Leadership travels ONLY on the board,
// because the game raises no hook when somebody is promoted or demoted (§12.3).
//
// Three facts about the game shape everything below, and all three were read from its
// assemblies rather than from a catalogue:
//
// 1. **There is no "list every clan" call.** The backend offers get-by-id and
// get-by-member; the only listing is the clan leaderboard, and the game clamps that
// to 100 clans by score. That clamp is the board's ceiling (D55), and a board at it
// says `truncated` rather than pretending to be the whole answer.
//
// 2. **A clan id is not an identity.** The database file's version number is
// hard-coded, so a game update that bumps it starts a fresh file whose ids restart at
// 1. Every frame therefore carries the clan's creation time beside its id, and the
// pair is what the website keys a Team on (D52).
//
// 3. **The local backend is synchronous behind an async signature.** Every `ValueTask`
// it returns has already completed, which is what makes reading it from a hook
// legal. A task that has NOT completed means some other backend, and it is refused
// rather than waited on — waiting would be the main thread blocking on a database.
/// <summary>
/// The most clans one board can carry, and it is the GAME's number: the clan leaderboard
/// clamps its limit to 10..100. Asking for more returns 100.
/// </summary>
private const int MaxClansOnBoard = 100;
/// <summary>
/// How many bytes of clan rows one board may carry. Well inside the sidecar's 1 MiB line
/// cap, which discards an over-long line outright: a board that silently never arrived
/// would look like a server with no clans. 100 clans of 100 members each is about a
/// megabyte, so the cap is reachable, and a board that meets it says so.
/// </summary>
private const int ClanBoardBudgetBytes = 768 * 1024;
/// <summary>
/// How long after a membership change the clan board is re-sent. The event reaches the
/// sidecar at once; the roster that follows it waits for the game to refresh its own
/// cached clan, which `OnClanMemberAdded` fires before.
/// </summary>
private const float ClanBoardSettleSeconds = 3f;
/// <summary>A pending early re-send of the clan board, so a burst of changes sends one.</summary>
private Timer _clansBoardSoon;
/// <summary>
/// Main thread. Every clan on this server, with its roster and roles, as the board the
/// website reconciles Teams against.
///
/// <para>
/// The board is ALWAYS sent, including when there is nothing to read — with
/// <c>supported: false</c> and a reason. Saying nothing would leave the website holding
/// the last board it saw and no way to know it had stopped being true.
/// </para>
/// </summary>
private void SendClansBoard()
{
Dictionary<string, object> frame = Frame("clans", "snapshot");
var clans = new List<object>();
frame["enabled"] = ConVar.Clan.enabled;
frame["umodClans"] = plugins.Find("Clans") != null;
frame["clans"] = clans;
frame["count"] = 0;
frame["truncated"] = false;
// Switched off by the operator. That is an authoritative answer — this server has no
// clans — and different from "could not read them", so it is supported and empty.
if (!ConVar.Clan.enabled)
{
frame["supported"] = true;
EmitFrame(frame);
return;
}
IClanBackend backend = ClanManager.ServerInstance != null ? ClanManager.ServerInstance.Backend : null;
if (backend == null)
{
frame["supported"] = false;
frame["reason"] = "the game's clan backend has not started yet";
EmitFrame(frame);
return;
}
frame["backend"] = backend.GetType().Name;
// A Nexus server keeps its clans on Facepunch's side of the Nexus, behind a backend
// whose calls do not complete on the spot. Refused with a reason rather than guessed
// at (D55): half-reading it would be a board that is wrong in a way nobody can see.
if (!(backend is LocalClanBackend))
{
frame["supported"] = false;
frame["reason"] = $"this server's clans are held by a {backend.GetType().Name}, which the bridge does not read";
EmitFrame(frame);
return;
}
System.Threading.Tasks.ValueTask<ClanValueResult<List<ClanLeaderboardEntry>>> listing = backend.GetLeaderboard(MaxClansOnBoard);
if (!listing.IsCompleted || !listing.Result.IsSuccess)
{
frame["supported"] = false;
frame["reason"] = listing.IsCompleted
? $"the game's clan list could not be read ({listing.Result.Result})"
: "the game's clan list did not answer at once";
EmitFrame(frame);
return;
}
List<ClanLeaderboardEntry> entries = listing.Result.Value;
// At the clamp there may be more clans than the game will list. It cannot be told
// apart from exactly 100, so it is reported as possibly more — the honest direction,
// since the website then only ADDS Teams and never removes one on this answer.
bool truncated = entries.Count >= MaxClansOnBoard;
int bytes = 0;
foreach (ClanLeaderboardEntry entry in entries)
{
IClan clan = ReadClan(backend, entry.ClanId);
if (clan == null)
continue;
Dictionary<string, object> row = DescribeClan(clan);
int size = Encoding.UTF8.GetByteCount(JsonConvert.SerializeObject(row, Formatting.None));
if (bytes + size > ClanBoardBudgetBytes)
{
truncated = true;
break;
}
bytes += size;
clans.Add(row);
}
frame["supported"] = true;
frame["truncated"] = truncated;
frame["count"] = clans.Count;
EmitFrame(frame);
}
/// <summary>
/// Main thread. One clan by id, from the game's cache if it is there and from its
/// database if not, or null. Never waits: see fact 3 at the top of this region.
/// </summary>
private static IClan ReadClan(IClanBackend backend, long clanId)
{
IClan clan;
if (backend.TryGet(clanId, out clan) && clan != null)
return clan;
System.Threading.Tasks.ValueTask<ClanValueResult<IClan>> read = backend.Get(clanId);
if (!read.IsCompleted || !read.Result.IsSuccess)
return null;
return read.Result.Value;
}
/// <summary>
/// Main thread. A clan as the board carries it.
///
/// <para>
/// A member's <c>LastSeen</c> is left off on purpose. It says when somebody was last on
/// the server, which is presence, and the website's rule is that nothing names who is on
/// by default (PLAN.md §23). Not sending it is simpler than trusting every reader to
/// withhold it.
/// </para>
/// </summary>
private Dictionary<string, object> DescribeClan(IClan clan)
{
var roles = new Dictionary<int, ClanRole>();
if (clan.Roles != null)
{
foreach (ClanRole role in clan.Roles)
roles[role.RoleId] = role;
}
var members = new List<object>();
if (clan.Members != null)
{
foreach (ClanMember member in clan.Members)
{
var row = new Dictionary<string, object>
{
{ "steamId", member.SteamId.ToString() },
{ "joinedMs", member.Joined }
};
ClanRole role;
// A member whose role id matches no role is left without a rank rather than
// given one: "not known" must never read as "leads this clan", and rank 1 is
// exactly what a default of zero-plus-one would produce.
if (roles.TryGetValue(member.RoleId, out role))
{
row["rank"] = role.Rank;
row["role"] = role.Name;
}
string name = PlayerName(member.SteamId);
if (!string.IsNullOrEmpty(name))
row["name"] = name;
members.Add(row);
}
}
UnityEngine.Color32 color = clan.Color;
return new Dictionary<string, object>
{
{ "clanId", clan.ClanId },
{ "createdMs", clan.Created },
{ "name", clan.Name },
{ "color", $"#{color.r:x2}{color.g:x2}{color.b:x2}" },
{ "score", clan.Score },
{ "maxMembers", clan.MaxMemberCount },
{ "members", members }
};
}
/// <summary>
/// Main thread. A player's name, whether or not they are on, or null. The framework
/// remembers everybody who has ever joined, which is what lets an offline clan member
/// have a name on a roster.
/// </summary>
private string PlayerName(ulong steamId)
{
BasePlayer player = BasePlayer.FindByID(steamId) ?? BasePlayer.FindSleeping(steamId);
if (player != null)
return player.displayName;
Oxide.Core.Libraries.Covalence.IPlayer known = covalence.Players.FindPlayerById(steamId.ToString());
return known != null ? known.Name : null;
}
/// <summary>
/// Main thread. The envelope every clan event shares: which clan, identified the way
/// the website keys it (D52), and its name so a feed line can say something without a
/// lookup.
/// </summary>
private Dictionary<string, object> ClanFrame(string kind, IClan clan)
{
Dictionary<string, object> frame = Frame(kind, "event");
frame["clanId"] = clan.ClanId;
frame["createdMs"] = clan.Created;
frame["clanName"] = clan.Name;
return frame;
}
/// <summary>
/// Main thread. Puts a player onto a clan event as <c>steamId</c> and <c>name</c> — the
/// same two fields every player event carries, so the website's player table learns the
/// name the same way it does from a connect.
/// </summary>
private void PutPlayer(Dictionary<string, object> frame, string idKey, string nameKey, ulong steamId)
{
if (steamId == 0UL)
return;
frame[idKey] = steamId.ToString();
string name = PlayerName(steamId);
if (!string.IsNullOrEmpty(name))
frame[nameKey] = name;
}
/// <summary>
/// Main thread. Re-sends the clan board shortly, once, however many changes arrive in
/// the meantime. The cadence would get there within a minute anyway; this is what makes
/// a roster follow the event that changed it.
/// </summary>
private void ScheduleClansBoard()
{
if (_clansBoardSoon != null)
return;
_clansBoardSoon = timer.Once(ClanBoardSettleSeconds, () =>
{
_clansBoardSoon = null;
if (!_connected)
return;
try
{
SendClansBoard();
}
catch (Exception ex)
{
Puts($"could not build the clans board: {Flatten(ex.Message)}");
}
});
}
/// <summary>
/// The founder's own membership raises no <c>OnClanMemberAdded</c> — the game adds them
/// inside the creation — so this event carries them, and the website counts them in.
/// </summary>
private void OnClanCreated(LocalClan clan, ulong steamId)
{
MarkHook("OnClanCreated");
if (clan == null)
return;
Dictionary<string, object> frame = ClanFrame("clan.created", clan);
PutPlayer(frame, "steamId", "name", steamId);
EmitFrame(frame);
ScheduleClansBoard();
}
/// <summary>
/// Typed exactly, and that matters here more than anywhere: the uMod Clans plugin raises
/// a hook with this SAME NAME and arity — <c>OnClanDisbanded(string, List&lt;ulong&gt;)</c>
/// — about its own, unrelated clans. Both frameworks match a call to a method by its
/// argument types, so a loosely typed signature here would file the plugin's clans as
/// the game's.
/// </summary>
private void OnClanDisbanded(LocalClan clan, ulong steamId)
{
MarkHook("OnClanDisbanded");
if (clan == null)
return;
Dictionary<string, object> frame = ClanFrame("clan.disbanded", clan);
PutPlayer(frame, "steamId", "name", steamId);
EmitFrame(frame);
ScheduleClansBoard();
}
/// <summary>
/// The one clan hook that hands over a bare id rather than a clan: the game raises it
/// from inside its database layer, before the cached clan has been refreshed. The id is
/// enough to find the clan and its creation time; if even that fails, the frame goes
/// without <c>createdMs</c> and the website matches it on the id alone.
/// </summary>
private void OnClanMemberAdded(long clanId, ulong steamId)
{
MarkHook("OnClanMemberAdded");
IClanBackend backend = ClanManager.ServerInstance != null ? ClanManager.ServerInstance.Backend : null;
IClan clan = backend != null ? ReadClan(backend, clanId) : null;
Dictionary<string, object> frame;
if (clan != null)
{
frame = ClanFrame("clan.member.added", clan);
}
else
{
frame = Frame("clan.member.added", "event");
frame["clanId"] = clanId;
}
PutPlayer(frame, "steamId", "name", steamId);
EmitFrame(frame);
ScheduleClansBoard();
}
private void OnClanMemberLeft(LocalClan clan, ulong steamId)
{
MarkHook("OnClanMemberLeft");
if (clan == null)
return;
Dictionary<string, object> frame = ClanFrame("clan.member.left", clan);
PutPlayer(frame, "steamId", "name", steamId);
EmitFrame(frame);
ScheduleClansBoard();
}
private void OnClanMemberKicked(LocalClan clan, ulong steamId, ulong bySteamId)
{
MarkHook("OnClanMemberKicked");
if (clan == null)
return;
Dictionary<string, object> frame = ClanFrame("clan.member.kicked", clan);
PutPlayer(frame, "steamId", "name", steamId);
PutPlayer(frame, "bySteamId", "byName", bySteamId);
EmitFrame(frame);
ScheduleClansBoard();
}
/// <summary>
/// Not an event: a colour is a property of the clan, so it travels on the board. The
/// hook only brings the next board forward.
/// </summary>
private void OnClanColorChanged(LocalClan clan, UnityEngine.Color32 color, ulong steamId)
{
MarkHook("OnClanColorChanged");
ScheduleClansBoard();
}
// ---- tallies ----
/// <summary>
/// One player's counters between two flushes. Main thread only; no lock, ever.
/// </summary>
private class Tally
{
public readonly Dictionary<string, int> Gathered = new Dictionary<string, int>();
public int NpcKills;
public int Structures;
public string Name;
public void Gather(string shortname, int amount)
{
if (string.IsNullOrEmpty(shortname) || amount <= 0)
return;
int have;
Gathered.TryGetValue(shortname, out have);
Gathered[shortname] = have + amount;
}
public bool IsEmpty()
{
return Gathered.Count == 0 && NpcKills == 0 && Structures == 0;
}
}
private Tally TallyFor(BasePlayer player)
{
Tally tally;
if (!_tallies.TryGetValue(player.userID, out tally))
{
tally = new Tally();
_tallies[player.userID] = tally;
}
tally.Name = player.displayName;
return tally;
}
/// <summary>
/// Emits one <c>player.tally</c> per player with anything to report, and clears what it
/// emitted.
///
/// <para>
/// A tally frame is a <b>delta, not a running total</b>: it says what happened since
/// the last flush, so the far side sums rather than diffs. A missed frame then costs
/// one interval instead of corrupting the whole series, which is the failure mode a
/// running total has over a link that is allowed to drop frames (and this one is —
/// the outbound queue is drop-oldest by design).
/// </para>
/// </summary>
private void FlushTallies()
{
if (_tallies.Count == 0)
return;
// Materialised, because emitting mutates nothing here but clearing does, and iterating
// a dictionary while clearing it is a different bug on every runtime.
var ids = new List<ulong>(_tallies.Keys);
foreach (ulong id in ids)
FlushTally(id);
}
private void FlushTally(ulong userId)
{
Tally tally;
if (!_tallies.TryGetValue(userId, out tally))
return;
_tallies.Remove(userId);
if (tally.IsEmpty())
return;
Dictionary<string, object> frame = Frame("player.tally", "event");
frame["steamId"] = userId.ToString();
if (!string.IsNullOrEmpty(tally.Name))
frame["name"] = tally.Name;
if (tally.Gathered.Count > 0)
frame["gathered"] = tally.Gathered;
if (tally.NpcKills > 0)
frame["npcKills"] = tally.NpcKills;
if (tally.Structures > 0)
frame["structures"] = tally.Structures;
EmitFrame(frame);
}
/// <summary>
/// The one repeating job: re-send the boards and flush the tallies.
///
/// <para>
/// It does nothing at all while the link is down. That is not an optimisation — the
/// outbound queue is drop-oldest, so a disconnected server would spend its whole
/// outage pushing minute-old boards over the top of the events that actually matter.
/// A reconnect re-sends the boards anyway, which is the whole point of a board.
/// </para>
/// </summary>
private void Cadence()
{
if (!_connected)
return;
FlushTallies();
SendBoards();
}
/// <summary>
/// Collapses every run of whitespace <b>and control characters</b> to one space, so an
/// exception message stays one log entry.
///
/// <para>
/// The control half is not defensive padding. Mono's <c>SocketException.Message</c> on
/// Windows comes back from a fixed-size OS buffer and is <b>NUL-padded</b> — a couple
/// of hundred <c>\0</c> bytes sitting in the middle of the sentence. <c>\0</c> is not
/// whitespace, so <c>Trim</c> does not touch it and neither does a whitespace-only
/// collapse; the line looks like it contains a huge run of spaces and no amount of
/// trimming removes it.
/// </para>
/// </summary>
private static string Flatten(string text)
{
if (string.IsNullOrEmpty(text))
return string.Empty;
var sb = new StringBuilder(text.Length);
bool lastWasSpace = false;
foreach (char c in text)
{
if (char.IsWhiteSpace(c) || char.IsControl(c))
{
if (!lastWasSpace && sb.Length > 0)
sb.Append(' ');
lastWasSpace = true;
}
else
{
sb.Append(c);
lastWasSpace = false;
}
}
return sb.ToString().TrimEnd();
}
/// <summary>
/// The server process's start instant, as <c>boot-yyyyMMddTHHmmssZ</c>.
///
/// <para>
/// <c>Process.StartTime</c> is exact and identical on every read, which is what makes
/// the id survive a plugin reload. The fallback derives the same instant from Unity's
/// monotonic clock, and is only reached if the platform refuses the process query; it
/// is rounded to the second deliberately, because the subtraction jitters in the last
/// decimal and an id that changes on rounding is worse than one a second off.
/// </para>
/// </summary>
private static string ResolveBootId()
{
DateTime startUtc;
try
{
startUtc = System.Diagnostics.Process.GetCurrentProcess().StartTime.ToUniversalTime();
}
catch (Exception)
{
double up = UnityEngine.Time.realtimeSinceStartup;
startUtc = DateTime.UtcNow.AddSeconds(-Math.Round(up));
}
startUtc = new DateTime(
startUtc.Year, startUtc.Month, startUtc.Day,
startUtc.Hour, startUtc.Minute, startUtc.Second,
DateTimeKind.Utc);
return "boot-" + startUtc.ToString(
"yyyyMMdd'T'HHmmss'Z'", System.Globalization.CultureInfo.InvariantCulture);
}
private static long NowMs()
{
return ToUnixMs(DateTime.UtcNow);
}
// ---- account linking ----
/// <summary>
/// The alphabet a link code is drawn from.
///
/// <para>
/// <b>No O, 0, I or 1.</b> A player reads this code off their screen and types it into
/// a browser, often on a phone, sometimes reading it aloud to somebody else. Those four
/// glyphs are the ones that get transcribed wrong, and a code that fails for a reason
/// the player cannot see is worse than a longer one.
/// </para>
/// </summary>
private const string CodeAlphabet = "ABCDEFGHJKLMNPQRSTUVWXYZ23456789";
private const int CodeLength = 6;
/// <summary>
/// How long a code is good for. Short on purpose: R1 made this an authorization path,
/// not a convenience — the site becomes the author of who may do what in game, so a
/// code that lingers is a privilege waiting to be picked up.
/// </summary>
private static readonly TimeSpan CodeTtl = TimeSpan.FromMinutes(5);
/// <summary>How long a player must wait between <c>/link</c> requests.</summary>
private static readonly TimeSpan RequestCooldown = TimeSpan.FromSeconds(30);
/// <summary>
/// An unconfirmed code, and the Steam identity it will bind.
///
/// <para>
/// <b>These live in memory and nowhere else</b>, which is the same call the UO bridge
/// made and it is the right one for the same reason: the secret exists only on the
/// server that minted it, for five minutes, and nothing writes it to disk. A plugin
/// reload drops every pending code — and phase 7b's config editor reloads plugins
/// routinely — but the cost of that is a player typing <c>/link</c> again, which is
/// cheaper than a credential in a second process.
/// </para>
/// </summary>
private sealed class PendingLink
{
public string SteamId;
public string Name;
public DateTime Expires;
}
/// <summary>code -> pending link. Main thread only, like every world read here.</summary>
private readonly Dictionary<string, PendingLink> _codes =
new Dictionary<string, PendingLink>(StringComparer.OrdinalIgnoreCase);
/// <summary>steam id -> when they last asked, so <c>/link</c> cannot be spammed.</summary>
private readonly Dictionary<string, DateTime> _lastLinkRequest =
new Dictionary<string, DateTime>(StringComparer.Ordinal);
private readonly System.Random _codeRandom = new System.Random();
/// <summary>
/// <c>/link</c> — mint a one-time code for the caller and tell the sidecar about it.
///
/// <para>
/// <b>Chat, not console, and the reply is private.</b> Both frameworks consume a
/// <c>/</c> command rather than broadcasting it, and <c>SendReply</c> addresses one
/// player — so neither the request nor the code reaches anybody else's chat. That is
/// load-bearing rather than polish: a code read off a stream is a code somebody else
/// can spend.
/// </para>
///
/// <para>
/// The plugin does <b>not</b> record who is linked. The website is the author of
/// record for that (R2), and a second copy here would be a second thing to keep in
/// step across a wipe. So there is no "you are already linked" check on this path —
/// the site refuses a Steam id it already holds, where it can say which account holds
/// it.
/// </para>
/// </summary>
[ChatCommand("link")]
private void CmdLinkChat(BasePlayer player, string command, string[] args)
{
if (player == null)
return;
string steamId = player.UserIDString;
if (string.IsNullOrEmpty(steamId))
return;
DateTime last;
if (_lastLinkRequest.TryGetValue(steamId, out last) && DateTime.UtcNow - last < RequestCooldown)
{
SendReply(player, "Please wait a moment before asking for another link code.");
return;
}
// One outstanding code per player: drop any earlier one so only the newest works.
// Without this a player who ran /link three times leaves three live codes behind.
DropCodesFor(steamId);
string code = MintCode();
_codes[code] = new PendingLink
{
SteamId = steamId,
Name = player.displayName,
Expires = DateTime.UtcNow + CodeTtl
};
_lastLinkRequest[steamId] = DateTime.UtcNow;
Dictionary<string, object> frame = Frame("account.link.requested", "event");
frame["steamId"] = steamId;
frame["name"] = player.displayName;
frame["ttlSec"] = (long)CodeTtl.TotalSeconds;
// **The code is NOT in this frame, and that is the point.** The event exists so an
// operator can see that linking is being used and so the site can rate-limit a player
// who is fishing; it is not how the code travels. The code travels through the player,
// which is what makes typing it proof that they are the one who asked.
EmitFrame(frame);
SendReply(player, "Your link code is <color=#e0b34d>" + code + "</color>.");
SendReply(
player,
"Enter it on the website within " + (int)CodeTtl.TotalMinutes +
" minutes to link this Steam account. It works once.");
}
/// <summary>
/// <c>/unlink</c> — ask the website to sever this Steam id's link.
///
/// <para>
/// <b>It emits rather than deletes</b>, because the plugin holds no link to delete. The
/// site owns the record and applies this like any other event off the feed.
/// </para>
///
/// <para>
/// It exists because the site <b>refuses</b> to move a Steam id that another account
/// already holds. Without a way out, a player who linked the wrong account while logged
/// in as it would need staff; with this they walk to a computer they are already sitting
/// at. The authority is the Steam id itself — whoever is connected as it is who it is.
/// </para>
/// </summary>
[ChatCommand("unlink")]
private void CmdUnlinkChat(BasePlayer player, string command, string[] args)
{
if (player == null)
return;
string steamId = player.UserIDString;
if (string.IsNullOrEmpty(steamId))
return;
DropCodesFor(steamId);
Dictionary<string, object> frame = Frame("account.unlinked", "event");
frame["steamId"] = steamId;
frame["name"] = player.displayName;
frame["origin"] = "in-game";
EmitFrame(frame);
SendReply(
player,
"Asked the website to unlink this Steam account. If it was linked, it is not now.");
}
/// <summary>
/// Inbound <c>link.confirm</c> — the website has been given a code and wants to know
/// whose it is.
///
/// <para>
/// <b>This is the first command the website originates</b> in this bridge; everything
/// before protocol 3 was the game talking. The reply carries the Steam id and nothing
/// the caller did not already prove — there is no session here, no account creation,
/// and no write to the game.
/// </para>
///
/// <para>
/// A code is consumed on the <b>first</b> lookup whether or not it turns out to be
/// expired, so a code cannot be probed twice. That is why the removal happens before
/// the expiry check rather than after it.
/// </para>
/// </summary>
private void HandleLinkConfirm(Dictionary<string, object> cmd, string reqId)
{
object codeObj;
string code = cmd.TryGetValue("code", out codeObj) && codeObj != null
? codeObj.ToString().Trim()
: null;
if (string.IsNullOrEmpty(code))
{
EmitLinkError(reqId, "malformed");
return;
}
PendingLink pending;
if (!_codes.TryGetValue(code, out pending))
{
EmitLinkError(reqId, "unknown");
return;
}
_codes.Remove(code);
if (DateTime.UtcNow > pending.Expires)
{
EmitLinkError(reqId, "expired");
return;
}
Dictionary<string, object> ok = Frame("link.ok", "reply");
ok["steamId"] = pending.SteamId;
ok["name"] = pending.Name;
if (reqId != null)
ok["reqId"] = reqId;
EmitFrame(ok);
}
/// <summary>
/// A refusal, with a reason the website can turn into a sentence.
///
/// <para>
/// <c>unknown</c> and <c>expired</c> are deliberately <b>separate</b> here and
/// deliberately <b>the same</b> to the player: an operator reading a log wants to know
/// whether codes are being guessed or merely going stale, and a stranger typing codes
/// must not learn which of the two they hit.
/// </para>
/// </summary>
private void EmitLinkError(string reqId, string reason)
{
Dictionary<string, object> frame = Frame("link.error", "reply");
frame["reason"] = reason;
if (reqId != null)
frame["reqId"] = reqId;
EmitFrame(frame);
}
/// <summary>Drops every outstanding code belonging to one Steam id.</summary>
private void DropCodesFor(string steamId)
{
List<string> stale = null;
foreach (KeyValuePair<string, PendingLink> entry in _codes)
{
if (entry.Value != null && entry.Value.SteamId == steamId)
{
if (stale == null)
stale = new List<string>();
stale.Add(entry.Key);
}
}
if (stale == null)
return;
foreach (string key in stale)
_codes.Remove(key);
}
/// <summary>
/// Drops expired codes and stale cooldowns.
///
/// <para>
/// Run on a timer rather than only on lookup, because an unconfirmed code is never
/// looked up — a player who runs <c>/link</c> and wanders off leaves an entry that
/// nothing else would ever remove.
/// </para>
/// </summary>
private void PurgeExpiredCodes()
{
DateTime now = DateTime.UtcNow;
List<string> dead = null;
foreach (KeyValuePair<string, PendingLink> entry in _codes)
{
if (entry.Value == null || now > entry.Value.Expires)
{
if (dead == null)
dead = new List<string>();
dead.Add(entry.Key);
}
}
if (dead != null)
{
foreach (string key in dead)
_codes.Remove(key);
}
List<string> cold = null;
foreach (KeyValuePair<string, DateTime> entry in _lastLinkRequest)
{
if (now - entry.Value > RequestCooldown)
{
if (cold == null)
cold = new List<string>();
cold.Add(entry.Key);
}
}
if (cold == null)
return;
foreach (string key in cold)
_lastLinkRequest.Remove(key);
}
/// <summary>
/// A code from <see cref="CodeAlphabet"/>, retried until it does not collide.
///
/// <para>
/// <c>System.Random</c> rather than a cryptographic source, and the reason it is
/// defensible is the shape of the guess rather than the shape of the generator: a code
/// lives five minutes, is consumed on first lookup, and the website rate-limits the
/// confirm endpoint. An attacker who could predict the sequence would still have to
/// reach a code before the player does.
/// </para>
/// </summary>
private string MintCode()
{
for (int attempt = 0; attempt < 16; attempt++)
{
var chars = new char[CodeLength];
for (int i = 0; i < CodeLength; i++)
chars[i] = CodeAlphabet[_codeRandom.Next(CodeAlphabet.Length)];
string candidate = new string(chars);
if (!_codes.ContainsKey(candidate))
return candidate;
}
// Sixteen collisions in a row against a table this small is not bit-space exhaustion,
// it is something being wrong. A code that cannot collide is better than a loop that
// might not end.
return Guid.NewGuid().ToString("N").Substring(0, CodeLength).ToUpperInvariant();
}
// ---- site-owned permissions (protocol 4) ----
//
// R2: the website is the author of record for groups and grants, and this framework's own
// permission store is an ENFORCEMENT CACHE. Every third-party plugin honours a site grant
// with no adapter, because they all already call `UserHasPermission`.
//
// ── One verb, and the plugin does the diffing (D32) ───────────────────────
//
// The site sends the whole set it authors for this server; this plugin compares it against
// the live store and writes only what differs. It is the same shape as a board, pointed the
// other way: one producer, re-sent on connect, reconciled by the receiver.
//
// The alternative — shipping this server's permission store to the website and diffing
// there — was rejected for two reasons. The store is the bigger of the two sets and would
// cross the wire constantly, and a website holding a copy of it has a second source of
// truth that is stale the moment it lands.
//
// ── The site must not be able to stall the game, either ───────────────────
//
// This is the first command whose work is UNBOUNDED: a community with two thousand linked
// players has thousands of grants in one frame, and applying them in the tick the frame
// arrives is a freeze the operator will blame on the game. So a sync is compiled into a
// list of single-store operations and drained a few hundred at a time on a timer, and the
// report goes back when the last one lands.
//
// That is the same rule the outbound queue lives under (§5), applied to the inbound half:
// **nothing the far side sends may cost the main thread an unbounded amount of work.**
//
// ── What it reports, and what it will not do ──────────────────────────────
//
// • A permission this server has not REGISTERED is reported `unresolved` and skipped.
// `GrantUserPermission` silently no-ops for an unregistered name — void, no throw, no
// log (PLAN.md §12.2 rule 1) — so without the pre-check a re-push into a server missing
// one plugin is a silent partial. Registering the name here instead would fabricate a
// permission the operator never installed (D33).
// • A holder the site does not author is reported `foreign` and never touched (D31).
// Somebody typing `oxide.grant` during an incident is drift, not an error, and the
// website offers an operator two answers to it.
// • A group member who has never connected is reported `pending`. The store has no user
// record to put in a group yet (§12.2 rule 4), and the membership lands on their first
// connection — a direct grant would have reached them immediately, and pretending the
// two are the same thing is how a site promises access it did not give.
/// <summary>
/// How many store operations one timer step performs.
///
/// <para>
/// Each is a dictionary lookup and, at most, one write to an in-memory structure the
/// framework flushes on its own schedule — microseconds. Two hundred of them is well
/// under a frame at 60fps, and it drains ten thousand operations in about two and a
/// half seconds, which is inside the sidecar's reply timeout.
/// </para>
/// </summary>
private const int PermOpsPerStep = 200;
/// <summary>How often the sync drain runs while a job is in flight.</summary>
private const float PermStepSeconds = 0.05f;
/// <summary>
/// The ceiling on one sync, in operations.
///
/// <para>
/// A frame larger than this is refused whole rather than applied for a while and then
/// abandoned. The website has its own limit below this one, so reaching it means
/// something is wrong rather than something is big — and a half-applied permission set
/// is the state nobody can reason about.
/// </para>
/// </summary>
private const int PermMaxOps = 20000;
/// <summary>The operations a compiled sync is made of. One store question each.</summary>
private enum PermOpKind
{
EnsureGroup,
EnsureGroupPermission,
EnsureMember,
EnsureGrant,
RetireGroupPermission,
RetireMember,
RetireGrant,
RetireGroup,
ScanPermission,
ScanGroup
}
private struct PermOp
{
public PermOpKind Kind;
/// <summary>A Steam id, or a group name — whichever the op is about.</summary>
public string Subject;
/// <summary>A permission name, a group name, or null.</summary>
public string Object;
/// <summary>Only <see cref="PermOpKind.EnsureGroup"/> uses these.</summary>
public string Title;
public int Rank;
}
/// <summary>
/// One sync in flight. There is at most one: a second arriving while this one drains is
/// answered `busy` rather than interleaved, because two writers reconciling the same
/// store against two different desired sets is a race with no correct outcome.
/// </summary>
private sealed class PermSyncJob
{
public string ReqId;
public string SetId;
public List<PermOp> Ops = new List<PermOp>();
public int Next;
public int Grants;
public int Revokes;
public int GroupsCreated;
public int GroupsRemoved;
public int GroupPermissions;
public int GroupPermissionsRemoved;
public int Members;
public int MembersRemoved;
public int AlreadyCorrect;
public int Absent;
public readonly List<string> Unresolved = new List<string>();
public readonly List<object> Foreign = new List<object>();
public readonly List<string> Pending = new List<string>();
/// <summary>Permission names already reported unresolved, so each is reported once.</summary>
public readonly HashSet<string> UnresolvedSeen = new HashSet<string>();
/// <summary>Who the site says should hold each managed permission, for the foreign scan.</summary>
public readonly Dictionary<string, HashSet<string>> DesiredHolders =
new Dictionary<string, HashSet<string>>();
/// <summary>Who the site says is in each managed group, and what it should carry.</summary>
public readonly Dictionary<string, HashSet<string>> DesiredMembers =
new Dictionary<string, HashSet<string>>();
public readonly Dictionary<string, HashSet<string>> DesiredGroupPermissions =
new Dictionary<string, HashSet<string>>();
}
private PermSyncJob _permJob;
private Timer _permTimer;
/// <summary>
/// True while this plugin is writing to the permission store.
///
/// <para>
/// The framework raises <c>OnUserPermissionGranted</c> and friends for every write,
/// including ours — so without this flag every sync would announce itself as drift and
/// the website would chase its own tail. It is set around each drain step rather than
/// for the whole job, so a write by somebody else BETWEEN steps is still seen.
/// </para>
/// </summary>
private bool _applyingPermissions;
/// <summary>The last report, for <c>rg.perms</c>. Diagnostics only.</summary>
private string _lastPermSummary = "none yet";
/// <summary>
/// Main thread. Everything this server knows about permissions and groups — the option
/// source the website's authoring form is built from (D33).
///
/// <para>
/// It is a live read rather than anything cached, because the answer changes when an
/// operator loads a plugin and the whole point of asking is to offer names that will
/// actually resolve.
/// </para>
/// </summary>
private void HandlePermCatalogue(string reqId)
{
Dictionary<string, object> reply = Frame("perm.catalogue", "reply");
var permissions = new List<object>();
string[] registered = permission.GetPermissions();
if (registered != null)
{
foreach (string name in registered)
{
if (!string.IsNullOrEmpty(name))
permissions.Add(name);
}
}
var groups = new List<object>();
string[] groupNames = permission.GetGroups();
if (groupNames != null)
{
foreach (string name in groupNames)
{
if (string.IsNullOrEmpty(name))
continue;
var row = new Dictionary<string, object>
{
{ "name", name },
{ "title", permission.GetGroupTitle(name) },
{ "rank", permission.GetGroupRank(name) }
};
var granted = new List<object>();
string[] groupPerms = permission.GetGroupPermissions(name, false);
if (groupPerms != null)
{
foreach (string perm in groupPerms)
{
if (!string.IsNullOrEmpty(perm))
granted.Add(perm);
}
}
row["permissions"] = granted;
groups.Add(row);
}
}
reply["permissions"] = permissions;
reply["groups"] = groups;
if (reqId != null)
reply["reqId"] = reqId;
EmitFrame(reply);
}
/// <summary>
/// Main thread. Compiles a desired set into operations and starts draining it.
///
/// <para>
/// Nothing is written here. Compiling is pure bookkeeping over the frame, so a
/// malformed or enormous sync is refused before it has touched the store — there is no
/// state to unwind because none was made.
/// </para>
/// </summary>
private void HandlePermSync(Dictionary<string, object> cmd, string reqId)
{
if (_permJob != null)
{
EmitPermError(reqId, "busy");
return;
}
var job = new PermSyncJob
{
ReqId = reqId,
SetId = StringField(cmd, "setId")
};
// ── The desired set ────────────────────────────────────────────────
//
// Order matters and it is not cosmetic: a group has to exist before anything can be
// put in it, and a permission has to be on the group before a member inherits it.
foreach (Dictionary<string, object> group in Rows(cmd, "groups"))
{
string name = Lower(StringField(group, "name"));
if (string.IsNullOrEmpty(name))
continue;
job.Ops.Add(new PermOp
{
Kind = PermOpKind.EnsureGroup,
Subject = name,
Title = StringField(group, "title") ?? name,
Rank = IntField(group, "rank")
});
HashSet<string> wanted = Bucket(job.DesiredGroupPermissions, name);
foreach (string perm in Strings(group, "permissions"))
{
string lowered = Lower(perm);
if (string.IsNullOrEmpty(lowered))
continue;
wanted.Add(lowered);
job.Ops.Add(new PermOp
{
Kind = PermOpKind.EnsureGroupPermission,
Subject = name,
Object = lowered
});
}
foreach (string member in Strings(group, "members"))
{
if (string.IsNullOrEmpty(member))
continue;
Bucket(job.DesiredMembers, name).Add(member);
job.Ops.Add(new PermOp
{
Kind = PermOpKind.EnsureMember,
Subject = member,
Object = name
});
}
// A group with no members still has to be scanned: the interesting case is a
// member the site did not put there.
Bucket(job.DesiredMembers, name);
}
foreach (Dictionary<string, object> grant in Rows(cmd, "grants"))
{
string steamId = StringField(grant, "steamId");
if (string.IsNullOrEmpty(steamId))
continue;
foreach (string perm in Strings(grant, "permissions"))
{
string lowered = Lower(perm);
if (string.IsNullOrEmpty(lowered))
continue;
Bucket(job.DesiredHolders, lowered).Add(steamId);
job.Ops.Add(new PermOp
{
Kind = PermOpKind.EnsureGrant,
Subject = steamId,
Object = lowered
});
}
}
// ── What the site has withdrawn ────────────────────────────────────
//
// The site remembers what it put here, so a grant it has since removed arrives as an
// explicit retirement. It cannot be inferred from the desired set: a name that is not
// in it is either something the site withdrew or something a human granted, and those
// two have opposite correct answers (D31).
foreach (Dictionary<string, object> row in Rows(cmd, "retire"))
{
string kind = StringField(row, "kind");
string subject = StringField(row, "subject");
string target = Lower(StringField(row, "object"));
if (string.IsNullOrEmpty(kind) || string.IsNullOrEmpty(subject))
continue;
switch (kind)
{
case "grant":
job.Ops.Add(new PermOp { Kind = PermOpKind.RetireGrant, Subject = subject, Object = target });
break;
case "member":
job.Ops.Add(new PermOp { Kind = PermOpKind.RetireMember, Subject = subject, Object = target });
break;
case "group-permission":
job.Ops.Add(new PermOp { Kind = PermOpKind.RetireGroupPermission, Subject = Lower(subject), Object = target });
break;
case "group":
job.Ops.Add(new PermOp { Kind = PermOpKind.RetireGroup, Subject = Lower(subject) });
break;
}
}
// ── The namespace the site claims ──────────────────────────────────
//
// Foreign holders can only be found for names the site says it manages. A permission it
// does not claim is somebody else's business entirely and is never enumerated — which
// also bounds this scan by the site's own set rather than by the size of the store.
foreach (string perm in Strings(cmd, "managed"))
{
string lowered = Lower(perm);
if (string.IsNullOrEmpty(lowered))
continue;
Bucket(job.DesiredHolders, lowered);
job.Ops.Add(new PermOp { Kind = PermOpKind.ScanPermission, Subject = lowered });
}
foreach (string group in job.DesiredMembers.Keys)
job.Ops.Add(new PermOp { Kind = PermOpKind.ScanGroup, Subject = group });
if (job.Ops.Count > PermMaxOps)
{
EmitPermError(reqId, "too-large");
Puts($"permission sync refused: {job.Ops.Count} operations exceeds {PermMaxOps}");
return;
}
_permJob = job;
_permTimer = timer.Every(PermStepSeconds, StepPermSync);
// Run the first slice now rather than waiting out a tick: a small sync — which is every
// ordinary one — then finishes inside the call the website is waiting on.
StepPermSync();
}
/// <summary>
/// Main thread. Drains up to <see cref="PermOpsPerStep"/> operations and, on the last
/// one, sends the report.
/// </summary>
private void StepPermSync()
{
PermSyncJob job = _permJob;
if (job == null)
{
StopPermTimer();
return;
}
_applyingPermissions = true;
try
{
int budget = PermOpsPerStep;
while (budget-- > 0 && job.Next < job.Ops.Count)
{
PermOp op = job.Ops[job.Next++];
try
{
Apply(job, op);
}
catch (Exception ex)
{
// One bad operation must not abandon the set. The report still goes back,
// and the next sync retries what this one could not do.
Puts($"permission op {op.Kind} on '{op.Subject}' threw: {ex.Message}");
}
}
}
finally
{
_applyingPermissions = false;
}
if (job.Next < job.Ops.Count)
return;
_permJob = null;
StopPermTimer();
SendPermReport(job);
}
private void StopPermTimer()
{
if (_permTimer == null)
return;
_permTimer.Destroy();
_permTimer = null;
}
/// <summary>Main thread. One store question, and at most one store write.</summary>
private void Apply(PermSyncJob job, PermOp op)
{
switch (op.Kind)
{
case PermOpKind.EnsureGroup:
if (permission.GroupExists(op.Subject))
{
job.AlreadyCorrect++;
}
else
{
permission.CreateGroup(op.Subject, op.Title, op.Rank);
job.GroupsCreated++;
}
break;
case PermOpKind.EnsureGroupPermission:
if (!Registered(job, op.Object))
break;
if (permission.GroupHasPermission(op.Subject, op.Object))
{
job.AlreadyCorrect++;
}
else
{
permission.GrantGroupPermission(op.Subject, op.Object, this);
job.GroupPermissions++;
}
break;
case PermOpKind.EnsureMember:
if (permission.UserHasGroup(op.Subject, op.Object))
{
job.AlreadyCorrect++;
break;
}
permission.AddUserGroup(op.Subject, op.Object);
// Read back, because this is the call that can do nothing at all. A player the
// store has never seen has no user record to put in a group (§12.2 rule 4), and
// the API says so by returning void and changing nothing.
if (permission.UserHasGroup(op.Subject, op.Object))
job.Members++;
else
job.Pending.Add(op.Subject + ":" + op.Object);
break;
case PermOpKind.EnsureGrant:
if (!Registered(job, op.Object))
break;
if (HoldsDirectly(op.Subject, op.Object))
{
job.AlreadyCorrect++;
}
else
{
permission.GrantUserPermission(op.Subject, op.Object, this);
job.Grants++;
}
break;
case PermOpKind.RetireGrant:
if (HoldsDirectly(op.Subject, op.Object))
{
permission.RevokeUserPermission(op.Subject, op.Object);
job.Revokes++;
}
else
{
job.Absent++;
}
break;
case PermOpKind.RetireMember:
if (permission.UserHasGroup(op.Subject, op.Object))
{
permission.RemoveUserGroup(op.Subject, op.Object);
job.MembersRemoved++;
}
else
{
job.Absent++;
}
break;
case PermOpKind.RetireGroupPermission:
if (permission.GroupHasPermission(op.Subject, op.Object))
{
permission.RevokeGroupPermission(op.Subject, op.Object);
job.GroupPermissionsRemoved++;
}
else
{
job.Absent++;
}
break;
case PermOpKind.RetireGroup:
if (permission.GroupExists(op.Subject))
{
permission.RemoveGroup(op.Subject);
job.GroupsRemoved++;
}
else
{
job.Absent++;
}
break;
case PermOpKind.ScanPermission:
ScanPermission(job, op.Subject);
break;
case PermOpKind.ScanGroup:
ScanGroup(job, op.Subject);
break;
}
}
/// <summary>
/// Everybody holding a managed permission DIRECTLY, minus everybody the site says
/// should — the rest is a hand edit, and it is reported rather than undone.
/// </summary>
private void ScanPermission(PermSyncJob job, string perm)
{
if (!permission.PermissionExists(perm))
return;
HashSet<string> desired;
if (!job.DesiredHolders.TryGetValue(perm, out desired))
desired = new HashSet<string>();
string[] holders = permission.GetPermissionUsers(perm);
if (holders == null)
return;
foreach (string entry in holders)
{
string id = UserId(entry);
if (string.IsNullOrEmpty(id) || desired.Contains(id))
continue;
job.Foreign.Add(new Dictionary<string, object>
{
{ "kind", "grant" },
{ "subject", id },
{ "object", perm }
});
}
}
/// <summary>
/// The same question about a managed group, asked twice: who is in it that the site did
/// not put there, and what does it carry that the site did not put on it.
/// </summary>
private void ScanGroup(PermSyncJob job, string group)
{
if (!permission.GroupExists(group))
return;
HashSet<string> members;
if (!job.DesiredMembers.TryGetValue(group, out members))
members = new HashSet<string>();
string[] present = permission.GetUsersInGroup(group);
if (present != null)
{
foreach (string entry in present)
{
string id = UserId(entry);
if (string.IsNullOrEmpty(id) || members.Contains(id))
continue;
job.Foreign.Add(new Dictionary<string, object>
{
{ "kind", "member" },
{ "subject", id },
{ "object", group }
});
}
}
HashSet<string> wanted;
if (!job.DesiredGroupPermissions.TryGetValue(group, out wanted))
wanted = new HashSet<string>();
string[] carried = permission.GetGroupPermissions(group, false);
if (carried == null)
return;
foreach (string perm in carried)
{
string lowered = Lower(perm);
if (string.IsNullOrEmpty(lowered) || wanted.Contains(lowered))
continue;
job.Foreign.Add(new Dictionary<string, object>
{
{ "kind", "group-permission" },
{ "subject", group },
{ "object", lowered }
});
}
}
/// <summary>
/// Whether this server has a plugin that registered the name, recording the answer once
/// per sync when it has not.
///
/// <para>
/// This is the pre-check PLAN.md §12.2 rule 1 exists for. Without it the grant below
/// would return void, throw nothing, log nothing and do nothing, and the website would
/// record a privilege it never gave.
/// </para>
/// </summary>
private bool Registered(PermSyncJob job, string perm)
{
if (string.IsNullOrEmpty(perm))
return false;
if (permission.PermissionExists(perm))
return true;
if (job.UnresolvedSeen.Add(perm))
job.Unresolved.Add(perm);
return false;
}
/// <summary>
/// Whether a player holds a permission through a grant of their own, as opposed to
/// through a group.
///
/// <para>
/// <c>UserHasPermission</c> cannot answer this — it is true for a member of a group
/// that carries the permission, so using it would make every direct grant look already
/// applied the moment a group covered it, and a revoke look already done.
/// <c>GetPermissionUsers</c> reads the user's own set, which is the question.
/// </para>
/// </summary>
private bool HoldsDirectly(string steamId, string perm)
{
string[] holders = permission.GetPermissionUsers(perm);
if (holders == null)
return false;
foreach (string entry in holders)
{
if (UserId(entry) == steamId)
return true;
}
return false;
}
/// <summary>
/// The id out of a store listing entry.
///
/// <para>
/// Both <c>GetPermissionUsers</c> and <c>GetUsersInGroup</c> answer with the id and the
/// player's last known name stuck together — <c>76561198…(Wanderer)</c> — and the
/// spacing differs between the two calls and between the frameworks. So the id is
/// everything before the first bracket, and a name containing one cannot confuse it
/// because only the first is looked for.
/// </para>
/// </summary>
private static string UserId(string entry)
{
if (string.IsNullOrEmpty(entry))
return null;
int bracket = entry.IndexOf('(');
string id = bracket >= 0 ? entry.Substring(0, bracket) : entry;
return id.Trim();
}
private void SendPermReport(PermSyncJob job)
{
var applied = new Dictionary<string, object>
{
{ "grants", job.Grants },
{ "revokes", job.Revokes },
{ "groupsCreated", job.GroupsCreated },
{ "groupsRemoved", job.GroupsRemoved },
{ "groupPermissions", job.GroupPermissions },
{ "groupPermissionsRemoved", job.GroupPermissionsRemoved },
{ "members", job.Members },
{ "membersRemoved", job.MembersRemoved }
};
Dictionary<string, object> report = Frame("perm.report", "reply");
report["applied"] = applied;
report["alreadyCorrect"] = job.AlreadyCorrect;
report["absent"] = job.Absent;
report["unresolved"] = job.Unresolved;
report["foreign"] = job.Foreign;
report["pending"] = job.Pending;
report["operations"] = job.Ops.Count;
if (!string.IsNullOrEmpty(job.SetId))
report["setId"] = job.SetId;
if (job.ReqId != null)
report["reqId"] = job.ReqId;
_lastPermSummary =
$"ops={job.Ops.Count} grants={job.Grants} revokes={job.Revokes} " +
$"groups={job.GroupsCreated} members={job.Members} same={job.AlreadyCorrect} " +
$"unresolved={job.Unresolved.Count} foreign={job.Foreign.Count} " +
$"pending={job.Pending.Count} at={DateTime.UtcNow:HH:mm:ss}Z";
EmitFrame(report);
}
/// <summary>A refusal of the whole sync, with a reason the website turns into a sentence.</summary>
private void EmitPermError(string reqId, string reason)
{
Dictionary<string, object> frame = Frame("perm.error", "reply");
frame["reason"] = reason;
if (reqId != null)
frame["reqId"] = reqId;
EmitFrame(frame);
}
// ---- drift, as it happens ----
//
// Both frameworks raise a hook for every permission write, ours included. They are NOT the
// drift record — the sync report is, because only the site's desired set can say whether a
// grant is foreign. What they are is a reason to reconcile SOON: an operator typing
// `oxide.grant` at the console shows up on the website in seconds instead of at the next
// scheduled audit, and the authoritative answer still comes from a sync.
//
// That division is what makes them safe to trust at exactly the weight they deserve. A hook
// that stops firing on a framework upgrade costs latency, not correctness.
private void OnUserPermissionGranted(string id, string permName)
{
MarkHook("OnUserPermissionGranted");
EmitPermDrift("granted", id, permName, null);
}
private void OnUserPermissionRevoked(string id, string permName)
{
MarkHook("OnUserPermissionRevoked");
EmitPermDrift("revoked", id, permName, null);
}
private void OnUserGroupAdded(string id, string groupName)
{
MarkHook("OnUserGroupAdded");
EmitPermDrift("group-added", id, null, groupName);
}
private void OnUserGroupRemoved(string id, string groupName)
{
MarkHook("OnUserGroupRemoved");
EmitPermDrift("group-removed", id, null, groupName);
}
private void OnGroupPermissionGranted(string name, string permName)
{
MarkHook("OnGroupPermissionGranted");
EmitPermDrift("group-permission-granted", null, permName, name);
}
private void OnGroupPermissionRevoked(string name, string permName)
{
MarkHook("OnGroupPermissionRevoked");
EmitPermDrift("group-permission-revoked", null, permName, name);
}
// ---- the reload, watched ----
//
// These two are why an automatic rollback is possible at all (R18): a reload either
// produces `OnPluginLoaded` for the target or it does not, and the second case is a plugin
// that is DOWN because of an edit the website just made.
//
// They are deliberately not a general plugin-lifecycle feed. Nothing is emitted from
// either: a busy server loads and unloads plugins for reasons that have nothing to do with
// us, and a frame per event would be noise on the wire and a trigger nobody asked for.
private void OnPluginLoaded(Plugin plugin)
{
MarkHook("OnPluginLoaded");
ConfigWriteJob job = _configJob;
if (job == null || plugin == null)
return;
if (string.Equals(plugin.Name, job.Reload, StringComparison.OrdinalIgnoreCase))
ConfigReloadArrived();
}
private void OnPluginUnloaded(Plugin plugin)
{
MarkHook("OnPluginUnloaded");
ConfigWriteJob job = _configJob;
if (job == null || plugin == null)
return;
// Only ever used to word the failure. "It unloaded and did not come back" is a
// compile error in the edited file; "it never reloaded" is a framework that did not
// act on the request at all, and those send an operator to different places.
if (string.Equals(plugin.Name, job.Reload, StringComparison.OrdinalIgnoreCase))
job.Unloaded = true;
}
/// <summary>
/// Main thread. Says that the store changed under us, and by how much it is worth
/// caring.
///
/// <para>
/// Staff class (§8.5): it names a Steam id beside a privilege, which is a fact about a
/// person's standing rather than about what happened on the server.
/// </para>
/// </summary>
private void EmitPermDrift(string action, string steamId, string perm, string group)
{
// Our own writes raise these hooks too. Suppressing them here rather than filtering on
// the website is the only version that works: the site cannot tell its own grant from
// a human's by looking at one, which is the entire reason drift needs a desired set.
if (_applyingPermissions)
return;
Dictionary<string, object> frame = Frame("perm.drift", "event");
frame["action"] = action;
if (!string.IsNullOrEmpty(steamId))
frame["steamId"] = steamId;
if (!string.IsNullOrEmpty(perm))
frame["permission"] = perm;
if (!string.IsNullOrEmpty(group))
frame["group"] = group;
EmitFrame(frame);
}
// ---- protocol 5: plugin configuration ----
//
// R18. An admin edits a loaded plugin's settings on the website and the plugin reloads.
// Three request/reply verbs: `config.list` describes the tree, `config.read` returns one
// file, `config.write` replaces a set and reloads whatever owns it.
//
// Four properties live on this side because only the game host can hold them:
//
// * **The roots come from the framework, never from a literal.** `ConfigDirectory` is
// `oxide/config` on Oxide, `carbon/configs` on Carbon, and neither on a server whose
// operator moved it (`CARBON.md` §3). That amendment was proven the best way it could
// have been: this plugin's own config landed in both places, from this same file.
// * **`DataDirectory` is never walked.** It holds live state — kit cooldowns, zone
// definitions — and both frameworks' permission stores, which is R2's mirror one
// directory over. A settings editor that strayed there would be editing phase 7
// underneath itself.
// * **A reload is observable.** `OnPluginLoaded` is a real hook, so "did that work" has
// an answer rather than an assumption — and an answer is the whole reason an automatic
// rollback is possible at all.
// * **The site composes the bytes; this plugin writes them.** It receives whole file
// text, not a key and a value, because JavaScript cannot tell `1` from `1.0` and Oxide
// deserializes into typed C# classes (D35/D36). Everything this end does to a document
// is check that it parses.
/// <summary>How deep the walk goes before it stops trying to describe a tree.</summary>
private const int ConfigMaxDepth = 6;
/// <summary>How many files the walk will report.</summary>
private const int ConfigMaxFiles = 500;
/// <summary>
/// The largest file this plugin will read or write.
///
/// <para>
/// A file past it is reported and marked un-editable <b>with the reason</b>, never
/// omitted: an operator who cannot find a file they know exists goes looking for a bug
/// in the bridge, and one who can see why it was refused does not.
/// </para>
/// </summary>
private const int ConfigMaxFileBytes = 256 * 1024;
/// <summary>Files one write may touch. A plugin can own several; ten of them is not a tree.</summary>
private const int ConfigMaxWriteFiles = 10;
/// <summary>
/// How long a reload has to produce <c>OnPluginLoaded</c> before the write is undone.
///
/// <para>
/// <b>It is under half the sidecar's RPC timeout, and that is arithmetic rather than
/// taste.</b> The worst path through one write is two of these windows — wait for the
/// edit's reload, give up, restore, wait for the restore's reload — with a caller
/// holding a socket for the whole of it (<c>REPLY_TIMEOUT</c>, 10s, rust-link
/// <c>sidecar/src/rpc.rs</c>). A window that does not leave room for both makes the
/// rollback report arrive after the only thing waiting to hear it has given up, which
/// is the one outcome worse than no rollback: the plugin is fine and nobody knows.
/// </para>
/// </summary>
private const float ConfigReloadWindowSeconds = 4f;
/// <summary>How much of the newest log file is read back when a reload does not arrive.</summary>
private const int ConfigLogTailBytes = 8 * 1024;
/// <summary>One file, resolved and checked, on its way to disk.</summary>
private sealed class StagedConfigWrite
{
public string RelPath;
public string FullPath;
public string Text;
/// <summary>What was there before, held for the rollback that may never be needed.</summary>
public string Original;
public bool Written;
}
/// <summary>
/// A write that has landed and is waiting to hear whether the plugin came back.
///
/// <para>
/// At most one exists at a time. A second write arriving mid-window is refused rather
/// than queued: two overlapping rollbacks over intersecting file sets can restore a
/// file to a state that was never on disk.
/// </para>
/// </summary>
private sealed class ConfigWriteJob
{
public string ReqId;
public string Reload;
public List<StagedConfigWrite> Staged;
public Timer Watch;
/// <summary>Whether the target was seen leaving. It separates "never started" from "did not come back".</summary>
public bool Unloaded;
}
private ConfigWriteJob _configJob;
private string _lastConfigSummary = "none yet";
/// <summary>Whether this is a Carbon host. Resolved once, by looking, never by compiling twice (R19).</summary>
private static bool? _carbon;
private void HandleConfigList(string reqId)
{
string root = ConfigRoot();
if (string.IsNullOrEmpty(root) || !Directory.Exists(root))
{
EmitConfigError(reqId, "no-root", "this framework reports no configuration directory");
return;
}
var files = new List<object>();
bool truncated = false;
try
{
WalkConfig(root, root, 0, files, ref truncated);
}
catch (Exception ex)
{
EmitConfigError(reqId, "unreadable", ex.Message);
return;
}
Dictionary<string, object> reply = Frame("config.catalogue", "reply");
reply["root"] = root;
reply["files"] = files;
reply["plugins"] = LoadedPlugins();
reply["truncated"] = truncated;
// Named rather than inferred, so the website's locked-key guard (D38) is written
// against what this plugin calls itself instead of against a filename somebody may
// rename. The file carrying the link is not a file the site may break from a form.
reply["self"] = Name;
reply["limits"] = new Dictionary<string, object>
{
{ "depth", ConfigMaxDepth },
{ "files", ConfigMaxFiles },
{ "fileBytes", ConfigMaxFileBytes },
{ "writeFiles", ConfigMaxWriteFiles }
};
if (reqId != null)
reply["reqId"] = reqId;
EmitFrame(reply);
}
/// <summary>
/// Main thread, and deliberately cheap: it reads directory entries, never file
/// contents. A tree of 500 files costs 500 stat calls here; hashing all of them would
/// cost up to 128 MB of reads in one frame, which is exactly the unbounded work §10.5
/// forbids. A file's version is therefore produced by <c>config.read</c>, on the one
/// file somebody actually opened.
/// </summary>
private void WalkConfig(string root, string dir, int depth, List<object> into, ref bool truncated)
{
if (depth > ConfigMaxDepth)
{
truncated = true;
return;
}
string[] entries;
try
{
entries = Directory.GetFiles(dir, "*.json");
}
catch (Exception)
{
truncated = true;
return;
}
Array.Sort(entries, StringComparer.OrdinalIgnoreCase);
foreach (string full in entries)
{
if (into.Count >= ConfigMaxFiles)
{
truncated = true;
return;
}
FileInfo info;
try
{
info = new FileInfo(full);
}
catch (Exception)
{
continue;
}
// A link is not followed even when it points somewhere legitimate. Resolving one
// is how a tree that looks bounded turns out not to be, and how a path that
// validates as "under the root" writes somewhere else.
if ((info.Attributes & FileAttributes.ReparsePoint) != 0)
continue;
string rel = RelativeConfigPath(root, full);
var row = new Dictionary<string, object>
{
{ "path", rel },
{ "bytes", info.Length },
{ "modified", ToUnixMs(info.LastWriteTimeUtc) },
{ "plugin", PluginGuess(rel) }
};
if (info.Length > ConfigMaxFileBytes)
{
row["editable"] = false;
row["reason"] = "larger than this bridge will carry";
}
else
{
row["editable"] = true;
}
into.Add(row);
}
string[] dirs;
try
{
dirs = Directory.GetDirectories(dir);
}
catch (Exception)
{
truncated = true;
return;
}
Array.Sort(dirs, StringComparer.OrdinalIgnoreCase);
foreach (string sub in dirs)
{
if (into.Count >= ConfigMaxFiles)
{
truncated = true;
return;
}
try
{
if ((new DirectoryInfo(sub).Attributes & FileAttributes.ReparsePoint) != 0)
continue;
}
catch (Exception)
{
continue;
}
WalkConfig(root, sub, depth + 1, into, ref truncated);
}
}
private void HandleConfigRead(Dictionary<string, object> cmd, string reqId)
{
string rel = StringField(cmd, "path");
string full;
string refusal;
if (!ResolveConfigPath(rel, out full, out refusal))
{
EmitConfigError(reqId, "path", refusal);
return;
}
if (!File.Exists(full))
{
EmitConfigError(reqId, "missing", "no such configuration file");
return;
}
string text;
long bytes;
DateTime modified;
try
{
var info = new FileInfo(full);
bytes = info.Length;
modified = info.LastWriteTimeUtc;
if (bytes > ConfigMaxFileBytes)
{
EmitConfigError(reqId, "too-large", "larger than this bridge will carry");
return;
}
text = File.ReadAllText(full, Encoding.UTF8);
}
catch (Exception ex)
{
EmitConfigError(reqId, "unreadable", ex.Message);
return;
}
Dictionary<string, object> reply = Frame("config.file", "reply");
reply["path"] = rel;
reply["text"] = text;
reply["version"] = VersionOf(text);
reply["bytes"] = bytes;
reply["modified"] = ToUnixMs(modified);
reply["plugin"] = PluginGuess(rel);
if (reqId != null)
reply["reqId"] = reqId;
EmitFrame(reply);
}
/// <summary>
/// Main thread. Replaces a set of files and reloads what owns them.
///
/// <para>
/// Everything is resolved, version-checked and parsed <b>before the first byte is
/// written</b> — the same posture as <c>perm.sync</c>, and for the same reason: a
/// refusal that has touched nothing has nothing to unwind. What cannot be checked in
/// advance is whether the plugin will come back, which is what the window and the
/// rollback are for.
/// </para>
/// </summary>
private void HandleConfigWrite(Dictionary<string, object> cmd, string reqId)
{
if (_configJob != null)
{
EmitConfigError(reqId, "busy", "another configuration write is still waiting for its reload");
return;
}
var rows = new List<Dictionary<string, object>>(Rows(cmd, "files"));
if (rows.Count == 0)
{
EmitConfigError(reqId, "empty", "a write must name at least one file");
return;
}
if (rows.Count > ConfigMaxWriteFiles)
{
EmitConfigError(reqId, "too-many", $"a write may touch at most {ConfigMaxWriteFiles} files");
return;
}
string reload = StringField(cmd, "reload");
// The site may not reload the bridge. The reload would unload this plugin, close the
// link the answer travels on, and leave a rollback with nothing watching it — so the
// one failure this whole mechanism exists to prevent would be the one it could not
// report. Our own settings are still editable (D38); they take effect the next time
// somebody reloads this plugin deliberately.
if (!string.IsNullOrEmpty(reload) && reload.Equals(Name, StringComparison.OrdinalIgnoreCase))
{
EmitConfigError(reqId, "reload-self",
"this bridge will not reload itself: the reload would close the link carrying the answer");
return;
}
var staged = new List<StagedConfigWrite>();
var seen = new HashSet<string>(StringComparer.OrdinalIgnoreCase);
foreach (Dictionary<string, object> row in rows)
{
string rel = StringField(row, "path");
string version = StringField(row, "version");
string text = StringField(row, "text");
string full;
string refusal;
if (!ResolveConfigPath(rel, out full, out refusal))
{
EmitConfigError(reqId, "path", refusal);
return;
}
if (!seen.Add(full))
{
EmitConfigError(reqId, "duplicate", $"'{rel}' is named twice in one write");
return;
}
if (text == null)
{
EmitConfigError(reqId, "empty", $"'{rel}' carries no text");
return;
}
if (Encoding.UTF8.GetByteCount(text) > ConfigMaxFileBytes)
{
EmitConfigError(reqId, "too-large", $"'{rel}' is larger than this bridge will carry");
return;
}
// A config file is edited, never created. A plugin writes its own defaults, and a
// file this walk has never seen is not a settings file somebody forgot — it is a
// path we have no reason to believe in.
if (!File.Exists(full))
{
EmitConfigError(reqId, "missing", $"'{rel}' does not exist");
return;
}
string current;
try
{
current = File.ReadAllText(full, Encoding.UTF8);
}
catch (Exception ex)
{
EmitConfigError(reqId, "unreadable", $"'{rel}': {ex.Message}");
return;
}
string actual = VersionOf(current);
if (version != actual)
{
Dictionary<string, object> conflict = Frame("config.error", "reply");
conflict["reason"] = "conflict";
conflict["detail"] = $"'{rel}' changed on disk since it was read";
conflict["path"] = rel;
conflict["version"] = actual;
if (reqId != null)
conflict["reqId"] = reqId;
EmitFrame(conflict);
return;
}
try
{
Newtonsoft.Json.Linq.JToken.Parse(text);
}
catch (Exception ex)
{
EmitConfigError(reqId, "invalid", $"'{rel}' is not valid JSON: {ex.Message}");
return;
}
staged.Add(new StagedConfigWrite
{
RelPath = rel,
FullPath = full,
Text = text,
Original = current
});
}
foreach (StagedConfigWrite file in staged)
{
try
{
BackupConfig(file);
File.WriteAllText(file.FullPath, file.Text, Utf8NoBom);
file.Written = true;
}
catch (Exception ex)
{
// Half a set on disk is the state nothing can reason about. Put back whatever
// did land before answering.
RestoreConfig(staged);
EmitConfigError(reqId, "unwritable", $"'{file.RelPath}': {ex.Message}");
return;
}
}
if (string.IsNullOrEmpty(reload))
{
SendConfigReport(reqId, staged, false, false, "no reload was asked for", null);
return;
}
if (plugins.Find(reload) == null)
{
// The file is written and the plugin is not loaded, so there is nothing to reload
// and nothing to roll back from: the change applies when it is next loaded. Said
// plainly, because "saved" and "in effect" are different claims.
SendConfigReport(reqId, staged, false, false, $"'{reload}' is not loaded", null);
return;
}
_configJob = new ConfigWriteJob
{
ReqId = reqId,
Reload = reload,
Staged = staged
};
_configJob.Watch = timer.Once(ConfigReloadWindowSeconds, ConfigReloadTimedOut);
if (!ReloadPluginByName(reload))
{
StopConfigWatch();
_configJob = null;
RestoreConfig(staged);
EmitConfigError(reqId, "reload-failed", $"this framework refused to reload '{reload}'");
}
}
/// <summary>Main thread. The reload arrived: the plugin is back, so the write stands.</summary>
private void ConfigReloadArrived()
{
ConfigWriteJob job = _configJob;
if (job == null)
return;
StopConfigWatch();
_configJob = null;
SendConfigReport(job.ReqId, job.Staged, true, false, null, null);
}
/// <summary>
/// Main thread. The window closed with no <c>OnPluginLoaded</c>, which means the plugin
/// is down and the edit is why. Put every file back, reload again, and say so.
///
/// <para>
/// This is the feature's real content. Without it, R18 is a web form that takes a
/// required plugin off a production server one typo at a time.
/// </para>
/// </summary>
private void ConfigReloadTimedOut()
{
ConfigWriteJob job = _configJob;
if (job == null)
return;
_configJob = null;
StopConfigWatch();
RestoreConfig(job.Staged);
string reason = job.Unloaded
? $"'{job.Reload}' unloaded and did not come back within {ConfigReloadWindowSeconds:0}s"
: $"'{job.Reload}' did not reload within {ConfigReloadWindowSeconds:0}s";
// Fire and forget: the restore is on disk either way, and waiting for a second window
// would spend the caller's whole RPC budget to learn something the operator can see.
ReloadPluginByName(job.Reload);
SendConfigReport(job.ReqId, job.Staged, false, true, reason, LogTail());
}
private void StopConfigWatch()
{
ConfigWriteJob job = _configJob;
if (job == null || job.Watch == null)
return;
job.Watch.Destroy();
job.Watch = null;
}
/// <summary>
/// Main thread. What happened, and what is on disk now.
///
/// <para>
/// The versions are re-read rather than assumed, because both frameworks merge missing
/// defaults into a config on load and save it back — so the file after a successful
/// reload is regularly not the file we wrote, and a site holding our version would
/// conflict with itself on the next save.
/// </para>
/// </summary>
private void SendConfigReport(
string reqId,
List<StagedConfigWrite> staged,
bool reloaded,
bool rolledBack,
string reason,
string log)
{
var files = new List<object>();
foreach (StagedConfigWrite file in staged)
{
var row = new Dictionary<string, object> { { "path", file.RelPath } };
try
{
string now = File.ReadAllText(file.FullPath, Encoding.UTF8);
row["version"] = VersionOf(now);
row["bytes"] = Encoding.UTF8.GetByteCount(now);
row["rewritten"] = !rolledBack && now != file.Text;
}
catch (Exception)
{
row["version"] = null;
}
files.Add(row);
}
Dictionary<string, object> report = Frame("config.report", "reply");
report["ok"] = !rolledBack;
report["reloaded"] = reloaded;
report["rolledBack"] = rolledBack;
report["files"] = files;
if (!string.IsNullOrEmpty(reason))
report["reason"] = reason;
if (!string.IsNullOrEmpty(log))
report["log"] = log;
if (reqId != null)
report["reqId"] = reqId;
_lastConfigSummary =
$"files={staged.Count} reloaded={reloaded} rolledBack={rolledBack} " +
$"at={DateTime.UtcNow:HH:mm:ss}Z" +
(string.IsNullOrEmpty(reason) ? "" : $" reason={reason}");
EmitFrame(report);
}
private void EmitConfigError(string reqId, string reason, string detail)
{
Dictionary<string, object> frame = Frame("config.error", "reply");
frame["reason"] = reason;
if (!string.IsNullOrEmpty(detail))
frame["detail"] = detail;
if (reqId != null)
frame["reqId"] = reqId;
EmitFrame(frame);
}
/// <summary>Main thread. Puts every file that landed back the way it was.</summary>
private void RestoreConfig(List<StagedConfigWrite> staged)
{
foreach (StagedConfigWrite file in staged)
{
if (!file.Written)
continue;
try
{
File.WriteAllText(file.FullPath, file.Original, Utf8NoBom);
}
catch (Exception ex)
{
// Nothing else can be done from here, and it must be loud: the file on disk is
// now the edit that took a plugin down, and the operator is the only one who
// can fix it.
Puts($"could not restore '{file.RelPath}': {ex.Message}");
}
}
}
/// <summary>
/// Keeps a copy of a file about to be overwritten, and the nine before it.
///
/// <para>
/// Under <c>DataDirectory</c>, which is this plugin writing its own state — not the
/// editor reaching into the tree it must never walk. The rollback itself does not
/// depend on these files; it holds the original in memory. They are for the operator
/// who wants last Tuesday's config back.
/// </para>
/// </summary>
private void BackupConfig(StagedConfigWrite file)
{
string dir = Path.Combine(Interface.Oxide.DataDirectory, Name, "config-backups");
Directory.CreateDirectory(dir);
string flat = file.RelPath.Replace('/', '_');
string stamp = DateTime.UtcNow.ToString("yyyyMMdd-HHmmss");
File.WriteAllText(Path.Combine(dir, $"{flat}.{stamp}.bak"), file.Original, Utf8NoBom);
string[] kept;
try
{
kept = Directory.GetFiles(dir, $"{flat}.*.bak");
}
catch (Exception)
{
return;
}
if (kept.Length <= 10)
return;
Array.Sort(kept, StringComparer.Ordinal);
for (int i = 0; i < kept.Length - 10; i++)
{
try
{
File.Delete(kept[i]);
}
catch (Exception)
{
}
}
}
/// <summary>
/// The tail of the newest log file, read only when a reload failed.
///
/// <para>
/// A rollback that says "it did not come back" and nothing else sends the operator to a
/// console to find the line that says why. This carries the line instead. Bounded, and
/// paid for only on the failure path.
/// </para>
/// </summary>
private string LogTail()
{
try
{
string dir = Interface.Oxide.LogDirectory;
if (string.IsNullOrEmpty(dir) || !Directory.Exists(dir))
return null;
string[] logs = Directory.GetFiles(dir, "*.txt");
if (logs.Length == 0)
return null;
string newest = null;
DateTime newestAt = DateTime.MinValue;
foreach (string candidate in logs)
{
DateTime at = File.GetLastWriteTimeUtc(candidate);
if (at <= newestAt)
continue;
newest = candidate;
newestAt = at;
}
if (newest == null)
return null;
using (var stream = new FileStream(newest, FileMode.Open, FileAccess.Read, FileShare.ReadWrite))
{
int take = (int)Math.Min(stream.Length, ConfigLogTailBytes);
stream.Seek(-take, SeekOrigin.End);
var buffer = new byte[take];
int read = stream.Read(buffer, 0, take);
return Encoding.UTF8.GetString(buffer, 0, read);
}
}
catch (Exception)
{
return null;
}
}
/// <summary>
/// Reloads a plugin through the framework rather than by composing a console command.
///
/// <para>
/// The console is the one place the two frameworks genuinely differ — Carbon's commands
/// are <c>c.</c>-prefixed and an alias for the Oxide names is opt-in — and a wrong
/// prefix on Carbon prints nothing at all, so it looks exactly like a command that
/// worked (`CARBON.md` §5). Reflection rather than <c>#if CARBON</c>, because one
/// byte-identical source file on both frameworks is the property R19 proved and is
/// worth keeping.
/// </para>
/// </summary>
private bool ReloadPluginByName(string name)
{
try
{
System.Reflection.MethodInfo reload = Interface.Oxide.GetType()
.GetMethod("ReloadPlugin", new[] { typeof(string) });
if (reload != null)
{
reload.Invoke(Interface.Oxide, new object[] { name });
return true;
}
}
catch (Exception ex)
{
Puts($"framework reload of '{name}' threw: {ex.Message}");
}
try
{
covalence.Server.Command(IsCarbon() ? "c.reload" : "oxide.reload", name);
return true;
}
catch (Exception ex)
{
Puts($"console reload of '{name}' threw: {ex.Message}");
return false;
}
}
private static bool IsCarbon()
{
if (_carbon.HasValue)
return _carbon.Value;
bool found = false;
try
{
foreach (System.Reflection.Assembly loaded in AppDomain.CurrentDomain.GetAssemblies())
{
string assembly = loaded.GetName().Name;
if (assembly == null)
continue;
if (assembly == "Carbon" || assembly.StartsWith("Carbon.", StringComparison.Ordinal))
{
found = true;
break;
}
}
}
catch (Exception)
{
}
_carbon = found;
return found;
}
private static string ConfigRoot()
{
try
{
return Interface.Oxide.ConfigDirectory;
}
catch (Exception)
{
return null;
}
}
/// <summary>
/// Turns a path from a web form into a path on this host, or refuses it with a reason.
///
/// <para>
/// Phase 7 addressed things by name; this phase addresses them by <b>path</b>, which is
/// exactly the change that introduces this bug class. Four refusals, and the last is the
/// one that matters: a resolved path must genuinely sit under the config root, checked
/// after canonicalisation rather than before.
/// </para>
/// </summary>
private static bool ResolveConfigPath(string rel, out string full, out string refusal)
{
full = null;
refusal = null;
if (string.IsNullOrEmpty(rel))
{
refusal = "no path";
return false;
}
if (rel.IndexOf('\0') >= 0 || rel.IndexOf("..", StringComparison.Ordinal) >= 0)
{
refusal = "a path may not step outside the configuration directory";
return false;
}
if (rel.StartsWith("/", StringComparison.Ordinal)
|| rel.StartsWith("\\", StringComparison.Ordinal)
|| Path.IsPathRooted(rel)
|| rel.IndexOf(':') >= 0)
{
refusal = "a path must be relative to the configuration directory";
return false;
}
if (!rel.EndsWith(".json", StringComparison.OrdinalIgnoreCase))
{
refusal = "only .json files are configuration";
return false;
}
string root = ConfigRoot();
if (string.IsNullOrEmpty(root))
{
refusal = "this framework reports no configuration directory";
return false;
}
string rooted;
try
{
rooted = Path.GetFullPath(root);
full = Path.GetFullPath(Path.Combine(rooted, rel.Replace('/', Path.DirectorySeparatorChar)));
}
catch (Exception ex)
{
refusal = ex.Message;
full = null;
return false;
}
string prefix = rooted.EndsWith(Path.DirectorySeparatorChar.ToString(), StringComparison.Ordinal)
? rooted
: rooted + Path.DirectorySeparatorChar;
if (!full.StartsWith(prefix, StringComparison.OrdinalIgnoreCase))
{
refusal = "that path is not inside the configuration directory";
full = null;
return false;
}
try
{
var info = new FileInfo(full);
if (info.Exists && (info.Attributes & FileAttributes.ReparsePoint) != 0)
{
refusal = "that file is a link, and a link is not followed";
full = null;
return false;
}
}
catch (Exception)
{
}
return true;
}
private static string RelativeConfigPath(string root, string full)
{
string prefix = root.EndsWith(Path.DirectorySeparatorChar.ToString(), StringComparison.Ordinal)
? root
: root + Path.DirectorySeparatorChar;
string rel = full.StartsWith(prefix, StringComparison.OrdinalIgnoreCase)
? full.Substring(prefix.Length)
: Path.GetFileName(full);
return rel.Replace(Path.DirectorySeparatorChar, '/').Replace('\\', '/');
}
/// <summary>
/// Which plugin a file probably belongs to: the folder for a nested file, the file's own
/// name otherwise.
///
/// <para>
/// <b>A guess, and it is labelled one all the way to the form.</b> A folder name is
/// convention, not contract. Infer it silently and the failure is the nastiest available
/// here: we reload the wrong plugin, watch <c>OnPluginLoaded</c> fire for <i>it</i>, and
/// report success while the plugin that was actually edited never re-read a thing.
/// </para>
/// </summary>
private static string PluginGuess(string rel)
{
int slash = rel.IndexOf('/');
return slash > 0
? rel.Substring(0, slash)
: Path.GetFileNameWithoutExtension(rel);
}
private List<object> LoadedPlugins()
{
var rows = new List<object>();
Plugin[] all;
try
{
all = plugins.GetAll();
}
catch (Exception)
{
return rows;
}
if (all == null)
return rows;
foreach (Plugin loaded in all)
{
if (loaded == null || string.IsNullOrEmpty(loaded.Name))
continue;
rows.Add(new Dictionary<string, object>
{
{ "name", loaded.Name },
{ "title", loaded.Title },
{ "version", loaded.Version.ToString() },
{ "author", loaded.Author }
});
}
return rows;
}
/// <summary>
/// A file's identity for optimistic concurrency: its length and an FNV-1a hash of its
/// text.
///
/// <para>
/// Deliberately not a cryptographic digest. Nothing here is a security claim — the site
/// never computes one of these, it only echoes back the one it was given — and
/// <c>System.Security.Cryptography</c> is a namespace whose availability under a plugin
/// compiler is one more thing that would have to be true on two frameworks.
/// </para>
/// </summary>
private static string VersionOf(string text)
{
byte[] bytes = Encoding.UTF8.GetBytes(text ?? string.Empty);
ulong hash = 14695981039346656037UL;
foreach (byte b in bytes)
{
hash ^= b;
hash *= 1099511628211UL;
}
return $"{bytes.Length:x}-{hash:x16}";
}
/// <summary>UTF-8 with no byte-order mark, which is what both frameworks write.</summary>
private static readonly UTF8Encoding Utf8NoBom = new UTF8Encoding(false);
private static long ToUnixMs(DateTime utc)
{
return (long)(utc - new DateTime(1970, 1, 1, 0, 0, 0, DateTimeKind.Utc)).TotalMilliseconds;
}
// ---- reading a command's fields ----
//
// `JsonConvert` hands back `object`, and every field below arrives as one. These are the
// three shapes this protocol uses, read defensively: a malformed field is a missing field,
// never an exception on the main thread.
private static string StringField(Dictionary<string, object> row, string key)
{
object value;
return row != null && row.TryGetValue(key, out value) && value != null
? value.ToString()
: null;
}
private static int IntField(Dictionary<string, object> row, string key)
{
object value;
if (row == null || !row.TryGetValue(key, out value) || value == null)
return 0;
int parsed;
return int.TryParse(value.ToString(), out parsed) ? parsed : 0;
}
/// <summary>The objects in an array field, skipping anything that is not one.</summary>
private static IEnumerable<Dictionary<string, object>> Rows(Dictionary<string, object> row, string key)
{
object value;
if (row == null || !row.TryGetValue(key, out value))
yield break;
var list = value as Newtonsoft.Json.Linq.JArray;
if (list == null)
yield break;
foreach (Newtonsoft.Json.Linq.JToken item in list)
{
var obj = item as Newtonsoft.Json.Linq.JObject;
if (obj == null)
continue;
yield return obj.ToObject<Dictionary<string, object>>();
}
}
/// <summary>The strings in an array field.</summary>
private static IEnumerable<string> Strings(Dictionary<string, object> row, string key)
{
object value;
if (row == null || !row.TryGetValue(key, out value))
yield break;
var list = value as Newtonsoft.Json.Linq.JArray;
if (list == null)
yield break;
foreach (Newtonsoft.Json.Linq.JToken item in list)
{
if (item == null || item.Type == Newtonsoft.Json.Linq.JTokenType.Null)
continue;
yield return item.ToString();
}
}
/// <summary>
/// Permission and group names are compared case-insensitively because both frameworks
/// store them lowered. Comparing what the site sent against what the store holds
/// without this makes `Kits.VIP` and `kits.vip` two different privileges, one of which
/// is granted for ever and never found again.
/// </summary>
private static string Lower(string value)
{
return value == null ? null : value.Trim().ToLowerInvariant();
}
private static HashSet<string> Bucket(Dictionary<string, HashSet<string>> map, string key)
{
HashSet<string> bucket;
if (!map.TryGetValue(key, out bucket))
{
bucket = new HashSet<string>();
map[key] = bucket;
}
return bucket;
}
// ---- diagnostics ----
/// <summary>
/// The link's own counters, from the server console. This is how an operator answers
/// "is the bridge working" without reading a log, and it is the first thing to ask for
/// when the website says a server is offline.
/// </summary>
[ConsoleCommand("rg.link")]
private void CmdLink(ConsoleSystem.Arg arg)
{
arg.ReplyWith(
$"protocol={ProtocolVersion} serverId={(_config != null ? _config.ServerId : "?")} " +
$"connected={_connected} depth={Volatile.Read(ref _depth)} " +
$"sent={Interlocked.Read(ref _sent)} dropped={Interlocked.Read(ref _dropped)} " +
$"received={Interlocked.Read(ref _received)} connects={Interlocked.Read(ref _connects)} " +
$"writeErrors={Interlocked.Read(ref _writeErrors)} bootId={_bootId} " +
$"wipeId={(_wipeId ?? "none")}");
}
/// <summary>
/// What the last permission sync did, from the server console.
///
/// <para>
/// It is the fastest way to tell the two silent failures apart on a rig: a sync that
/// reported `unresolved` names granted nothing because no loaded plugin registered
/// them, and a sync that reported `pending` members could not put somebody in a group
/// because the store has never seen them. Both look like "the website says they have
/// it and the game disagrees" from the other end.
/// </para>
/// </summary>
[ConsoleCommand("rg.perms")]
private void CmdPerms(ConsoleSystem.Arg arg)
{
string[] groups = permission.GetGroups();
string[] registered = permission.GetPermissions();
arg.ReplyWith(
$"protocol={ProtocolVersion} registered={(registered != null ? registered.Length : 0)} " +
$"groups={(groups != null ? groups.Length : 0)} " +
$"running={(_permJob != null)}" + Environment.NewLine +
$"last sync: {_lastPermSummary}");
}
/// <summary>
/// Where this framework keeps configuration, and what the last write from the website
/// did.
///
/// <para>
/// The root is the interesting half. It is <c>oxide/config</c> on one rig and
/// <c>carbon/configs</c> on the other, from this same source file, and an operator
/// wondering why the website is offering a tree they do not recognise is usually
/// looking at a server whose directories were moved.
/// </para>
/// </summary>
[ConsoleCommand("rg.config")]
private void CmdConfig(ConsoleSystem.Arg arg)
{
string root = ConfigRoot();
arg.ReplyWith(
$"protocol={ProtocolVersion} framework={(IsCarbon() ? "carbon" : "oxide")} " +
$"root={(string.IsNullOrEmpty(root) ? "(none)" : root)}" + Environment.NewLine +
$"waiting={(_configJob != null ? _configJob.Reload : "no")}" + Environment.NewLine +
$"last write: {_lastConfigSummary}");
}
/// <summary>
/// Which of this plugin's hooks have actually fired, and how often.
///
/// <para>
/// Both frameworks bind hooks by name and arity through reflection, with no
/// compile-time check and no warning when a name matches nothing. So a hook Facepunch
/// renames on a Thursday, and a hook one framework's catalogue does not list, both
/// present identically: silence. This command is the standing answer to both, on
/// whichever framework the server is actually running — and it outranks either
/// catalogue, because it is a measurement rather than a document.
/// </para>
///
/// <para>
/// A zero is not automatically a fault: <c>OnNewSave</c> fires on wipe day and
/// <c>OnUserBanned</c> only when somebody is banned. It is a fault when the thing it
/// names has demonstrably happened.
/// </para>
/// </summary>
[ConsoleCommand("rg.hooks")]
private void CmdHooks(ConsoleSystem.Arg arg)
{
var fired = new List<string>();
var silent = new List<string>();
foreach (string hook in ExpectedHooks)
{
long count;
_hookCounts.TryGetValue(hook, out count);
if (count > 0L)
fired.Add($"{hook}={count}");
else
silent.Add(hook);
}
string firedText = fired.Count > 0 ? string.Join(" ", fired.ToArray()) : "(none)";
string silentText = silent.Count > 0 ? string.Join(" ", silent.ToArray()) : "(none)";
arg.ReplyWith(
$"protocol={ProtocolVersion} hooks={ExpectedHooks.Length} " +
$"fired={fired.Count} silent={silent.Count}" + Environment.NewLine +
$"fired: {firedText}" + Environment.NewLine +
$"silent: {silentText}");
}
}
}