docs(modules): mirror the rest of the Oxide ecosystem, and add a machine-readable set
Completes the uMod mirror beyond the Rust hook table, and adds agent/ — the same facts in TSV/JSONL at ~46% of the tokens. New prose: - OXIDE_API.md: the 19 developer pages under umod.org/documentation/api/ — plugin structure, hooks, commands, IPlayer, permissions, config, data files, database, localization, timers, web requests, dependencies, integration, preprocessor directives, security, style guide, CI, review. This is the framework our plugin is a guest in, where HOOKS.md is what the game says. - OPERATING.md: the 6 operator pages — installing Oxide on a server, then installing, configuring and permissioning plugins. New machine-readable set (agent/): - hooks.tsv 477 rows, ~31% of HOOKS.md - items.tsv 678 rows, ~80% of DEFINITIONS.md's item table - skins.tsv 104 rows covering 2,590 skins, ~77% - api.jsonl 150 code examples, ~47% of the two prose docs Generated in the same pass as the markdown, so the two cannot drift. HOOKS.md gains the universal-hook split: 34 of the 477 are uMod's own Covalence hooks, raised identically on every game uMod supports. Verified against /documentation/games/universal in the same capture - all 34 are in the Rust set and the Rust page adds none of its own, so the overlap is exact. The distinction is architectural: a universal hook is the portable part of the surface. Two things worth recording from building it: - The first skins.tsv was one row per skin and came out 11% LARGER than the markdown it replaces. Grouping it one row per item is what made it a saving. The token win is real for prose (3.2x on hooks) and small for tables that were already dense - agent/README.md says so plainly rather than claiming a flat number. - Signature extraction by brace depth silently captured body lines (a nested '}' in OnUserConnected's example ended the block early). It now matches on the hook's own name; all 477 rows verified to carry a real signature. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_016wDDVXWMDz82WqE1i969r4
This commit is contained in:
@@ -1,15 +1,20 @@
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# Rust — the Oxide/uMod API reference
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# Rust — the Oxide/uMod ecosystem reference
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Reference material for the **upcoming `module-rust`**: a mirror of uMod's Rust game API, captured
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here so the module can be designed and built against it without a round trip to the website on every
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question.
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Reference material for the **upcoming `module-rust`**: a mirror of the uMod/Oxide documentation —
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the Rust game API *and* the game-independent plugin framework around it — captured here so the
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module can be designed and built against it without a round trip to umod.org on every question.
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Two documents, both **scraped verbatim from uMod on 2026-09-15**:
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Everything below was **scraped verbatim from uMod on 2026-09-15**.
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| Doc | What it holds | Size |
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|---|---|---:|
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| [`HOOKS.md`](HOOKS.md) | Every hook the uMod Rust extension raises — **477 hooks in 20 categories**, each with its description, its return contract, its tags and the C# signature to declare | 9.3k lines |
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| [`DEFINITIONS.md`](DEFINITIONS.md) | The item table (**678 items**: short name, item id, display name) and the workshop skin ids (**2,590 skins** across 104 items) | 3.8k lines |
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## The mirror
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| Doc | What it holds |
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|---|---|
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| [`HOOKS.md`](HOOKS.md) | **What Rust will tell you.** All **477 hooks** in 20 categories — description, return contract, tags, every C# overload. The 34 *universal* hooks are marked. |
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| [`OXIDE_API.md`](OXIDE_API.md) | **How a plugin is built.** The 19 developer pages — plugin structure, hooks, commands, `IPlayer`, permissions, config, data files, database, localization, timers, web requests, dependencies, CI, review. |
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| [`DEFINITIONS.md`](DEFINITIONS.md) | **What things are called.** 678 items (short name, id, display name) and 2,590 workshop skin ids across 104 items. |
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| [`OPERATING.md`](OPERATING.md) | **How it gets run.** The 6 operator pages — installing Oxide on a server, then installing, configuring and permissioning plugins. |
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| [`agent/`](agent/README.md) | The same facts in **machine shape** — TSV and JSONL, ~46% of the tokens. Generated in the same pass, so it cannot drift. |
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> **This is a mirror, not a specification we own.** uMod is upstream and wins any disagreement; the
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> point of copying it is availability and grep-ability, not authority. Nothing here may be cited as a
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@@ -33,24 +38,25 @@ The dry run's central structural fact is the thing this reference serves:
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> way in is a mod — specifically an **Oxide plugin**, since Oxide/uMod is what modded Rust servers
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> run — hooking the game's own events.
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So where the UO side gets to *choose* what the shard emits, the Rust side can only emit **what Oxide
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already hands it**. `HOOKS.md` is therefore the hard boundary on what a Rust module can ever know
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about a live server: if a fact is not reachable from one of these 477 hooks (or from a game type one
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of them hands you), the bridge cannot report it.
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Two consequences, and they are the two halves of this directory:
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That makes this reference the input to two decisions the module has to make:
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1. **What the Rust sidecar's event catalogue can contain** — the analogue of
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1. **We can only emit what Oxide already hands us.** [`HOOKS.md`](HOOKS.md) is the hard ceiling on
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what a Rust module can ever know about a live server. If a fact is not reachable from one of
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those 477 hooks (or from a game type one of them hands you), the bridge cannot report it. That
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makes it the input to the Rust sidecar's event catalogue — the analogue of
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[`docs/link/PLAN.md`](../../link/PLAN.md) §5 on the UO side.
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2. **Which hooks are cheap and which are hot.** `OnTick`, `OnFrame` and `OnEntityTakeDamage` fire at
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game-loop rates; a bridge that does real work inside them stalls the server. The same invariant
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as UO's `Emit()` applies — see §4.
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2. **We are a guest in someone else's plugin framework.** Our plugin is compiled, loaded, permissioned
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and configured by Oxide, on Oxide's terms. [`OXIDE_API.md`](OXIDE_API.md) is that rulebook, and
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[`OPERATING.md`](OPERATING.md) is what the server owner has to do — which is the surface our
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deployment story has to sit on, the way
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[`installer/INSTALL.md`](../../installer/INSTALL.md) sits on top of ServUO.
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---
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## 2. How an Oxide hook actually binds
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The one thing to understand before reading `HOOKS.md`, because it is not in the table itself:
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The one thing to understand before reading [`HOOKS.md`](HOOKS.md), because it is not in the table
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itself:
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**Oxide binds hooks by name and arity, by reflection, at runtime.** There is no interface to
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implement and no compile-time check. A method whose name is misspelled, or whose parameter types do
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@@ -64,14 +70,14 @@ visible rather than mysterious.
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### The return contract
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`HOOKS.md` reproduces uMod's return line for every hook and it is the load-bearing part:
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[`HOOKS.md`](HOOKS.md) reproduces uMod's return line for every hook and it is the load-bearing part:
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| uMod's wording | What it means |
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|---|---|
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| *No return behavior* | A **notification**. Declare `void`. Nothing you return is read. |
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| *Returning a non-null value overrides default behavior* | A **veto with a payload**. Declare `object`; return `null` to let the game proceed, anything else to cancel it. |
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| *Returning true or false overrides default behavior* | A **veto**. Declare `object`; `null` abstains — returning `false` is *not* the same as abstaining. |
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| *Returning a string will kick…* | The value is **consumed as data**, not merely as a veto. |
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| uMod's wording | Code in [`agent/hooks.tsv`](agent/hooks.tsv) | What it means |
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|---|---|---|
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| *No return behavior* | `none` | A **notification**. Declare `void`. Nothing you return is read. |
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| *Returning a non-null value overrides default behavior* | `nonnull` | A **veto with a payload**. Declare `object`; return `null` to let the game proceed, anything else to cancel it. |
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| *Returning true or false overrides default behavior* | `bool` | A **veto**. Declare `object`; `null` abstains — returning `false` is *not* the same as abstaining. |
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| *Returning a string will kick…* | `data` | The value is **consumed as data**, not merely as a veto. |
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Two cautions that apply across the whole table:
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@@ -79,10 +85,11 @@ Two cautions that apply across the whole table:
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still read it as a veto.
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- When several plugins hook the same veto, the **first non-`null` return wins** and the rest are not
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consulted. Abstain with `null` unless you mean to decide. A bridge plugin should be a **reader**,
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and must return `null` from every veto hook it listens on — see §4.
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and must return `null` from every veto hook it listens on — see §5.
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Three hooks (`OnEntityTakeDamage`, `OnExcavatorSuppliesRequested`, `OnPhoneCallStarted`) state no
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return behaviour upstream at all; `HOOKS.md` marks those *(not stated upstream)* rather than guessing.
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return behaviour upstream at all; both the markdown and the TSV mark those *(not stated upstream)* /
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`?` rather than guessing.
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---
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@@ -108,20 +115,43 @@ return behaviour upstream at all; `HOOKS.md` marks those *(not stated upstream)*
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| Electronic | 2 | |
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| Terrain · World | 1 each | |
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**Player and Entity are 58% of the surface between them.** `HOOKS.md` opens with a full alphabetical
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index (name → category → return contract), which is the fastest way in when you already know the
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hook's name.
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**Player and Entity are 58% of the surface between them.** [`HOOKS.md`](HOOKS.md) opens with a full
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alphabetical index (name → category → universal → return contract), which is the fastest way in when
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you already know the hook's name.
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### Universal vs. Rust-specific
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**34 of the 477 are not Rust's.** They are uMod's own *universal* (Covalence) hooks — `Init`,
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`Loaded`, `Unload`, `OnUserConnected`, the whole `OnGroup*`/`OnUserPermission*` family — which uMod
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raises identically on every game it supports. They appear on the Rust page because they fire on Rust
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too. Verified against <https://umod.org/documentation/games/universal> in the same capture: all 34
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are in the Rust set, and the Rust page adds none of its own, so the overlap is exact.
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The distinction is architectural, not trivia: **a universal hook is the portable part of the
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surface.** Code written against one would carry to any other uMod-supported game; code written
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against a Rust-specific hook would not. They are marked in `HOOKS.md` and flagged `1` in
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[`agent/hooks.tsv`](agent/hooks.tsv).
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Two notes on the data, both faithful to upstream:
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- `OnShopCompleteTrade` appears **twice** — two separate records. Both are kept; the second carries
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the anchor `#onshopcompletetrade-1`.
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- Eleven hooks document **more than one overload** (e.g. `CanUpdateSign` takes either a `Signage` or
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- Twelve hooks document **more than one overload** (e.g. `CanUpdateSign` takes either a `Signage` or
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a `PhotoFrame`). Every code block is reproduced.
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---
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## 4. Where this meets our architecture
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## 4. Reading the machine copy
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[`agent/`](agent/README.md) holds the same facts as TSV and JSONL, at ~46% of the tokens — a real
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3.2× saving on the hooks, 2.1× on the API prose, and only ~1.25× on the item and skin tables, which
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were already dense. Reach for it when you want to *find* something; read the markdown when you want
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the reasoning, which is deliberately not in there. [`agent/README.md`](agent/README.md) has the
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column definitions and an honest account of where the saving is and is not.
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---
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## 5. Where this meets our architecture
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The bridge invariants the platform already holds ([`ARCHITECTURE.md`](../../website/ARCHITECTURE.md),
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[`docs/link/PLAN.md`](../../link/PLAN.md)) are game-independent, and a Rust module inherits all of
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@@ -132,6 +162,8 @@ them. Restated against Oxide:
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- **A wedged or absent sidecar must never stall the server.** Oxide hooks run on Rust's main thread.
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An emit must be an enqueue onto a bounded drop-oldest queue that returns immediately — never a
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socket write, never a blocking call, and never anything expensive inside `OnTick`/`OnFrame`.
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Oxide's own `timer` and `NextFrame` helpers ([`OXIDE_API.md` § Timers](OXIDE_API.md#timers)) are
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the tools for deferring work off a hot hook.
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- **The bridge plugin decides nothing.** It returns `null` from every veto hook it subscribes to.
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Access control and audience scoping live on the website
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([`SHARD_VISIBILITY.md`](../../website/SHARD_VISIBILITY.md)), not in the game plugin — the same
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@@ -141,53 +173,66 @@ them. Restated against Oxide:
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the admin channel only.
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Reading order for someone picking the module up: [`../rust-dryrun.md`](../rust-dryrun.md) for the
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design, [`MODULE_API.md`](../../website/MODULE_API.md) for the contract it must satisfy, then
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`HOOKS.md` for what the game can actually tell it.
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design, [`MODULE_API.md`](../../website/MODULE_API.md) for the contract it must satisfy,
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[`OXIDE_API.md`](OXIDE_API.md) for the framework we are a guest in, then [`HOOKS.md`](HOOKS.md) for
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what the game can actually tell us.
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---
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## 5. Provenance and refreshing
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## 6. Provenance and refreshing
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| | |
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|---|---|
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| Source (hooks) | <https://umod.org/documentation/games/rust> |
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| Source (definitions) | <https://umod.org/documentation/games/rust/definitions> |
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| Captured | 2026-09-15 |
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| Content | 477 hooks · 678 items · 2,590 skins |
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| Captured | **2026-09-15** |
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| Hooks | <https://umod.org/documentation/games/rust> · <https://umod.org/documentation/games/universal> |
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| Definitions | <https://umod.org/documentation/games/rust/definitions> |
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| Developer API | <https://umod.org/documentation/api/> — 19 pages |
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| Operator docs | <https://umod.org/documentation/> — 6 pages |
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| Content | 477 hooks (34 universal) · 678 items · 2,590 skins · 25 prose pages · 150 code examples |
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**Rust wipes monthly and the hook list moves with it.** Re-capture before any significant work on
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the module, and note the new date at the top of both files.
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the module, and update the date in every file — they all carry it.
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The hooks page renders client-side from a JSON endpoint, and *that endpoint is not behind
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Cloudflare* even though the HTML page is:
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### How to capture it
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Three different routes, because uMod serves these three ways. Cloudflare gates the HTML pages but
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**not** the JSON endpoints:
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**1. Hooks — a plain `curl`, no browser needed.** The page renders client-side from an endpoint that
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is not gated. One request returns everything (`per_page` is 9999, so there is no paging):
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```bash
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curl -A "Mozilla/5.0" -H "Accept: application/json" \
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"https://umod.org/documentation/hooks/rust.json" -o all_rust_hooks.json
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"https://umod.org/documentation/hooks/rust.json" -o all_rust_hooks.json
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curl -A "Mozilla/5.0" -H "Accept: application/json" \
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"https://umod.org/documentation/hooks/universal.json" -o all_universal_hooks.json
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```
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One request returns every hook (`per_page` is 9999, so there is no paging). Each record carries
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`name`, `subcategory`, `tags`, `description` (HTML `<ul>`) and `example` (a markdown-fenced C#
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block) — which is exactly what `HOOKS.md` renders. A `?subcategory=Server` query narrows it.
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Each record carries `name`, `subcategory`, `tags`, `description` (HTML `<ul>`) and `example` (a
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markdown-fenced C# block). A `?subcategory=Server` query narrows it.
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The **definitions** page has no such endpoint and the HTML *is* Cloudflare-gated, so it has to come
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out of a real browser session: load the page, then read the `Rust Items` table and the per-item
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**2. Definitions — a real browser.** No JSON endpoint, and the HTML *is* gated. Load
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`/documentation/games/rust/definitions`, then read the `Rust Items` table and the per-item
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`Rust Skins` tables out of the rendered DOM.
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---
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**3. The prose pages — a real browser, throttled.** Also gated. Fetch each page same-origin from an
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already-loaded uMod tab and take `document.querySelector('.documentation')`, dropping the
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`.table-of-contents` child. **Pause ~1s between pages** — uMod returns `429 Too Many Requests` on a
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tight loop, and a 429 is easy to mistake for a real page because it still returns 200-shaped HTML
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with a title.
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## 6. Beyond this page
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The pages mirrored here, in the order they appear:
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This reference covers the **Rust-specific** API only — the hooks and the item data. uMod's
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general plugin-authoring documentation is a separate set and is *not* mirrored here:
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- `api/` — overview, getting-started, hooks, commands, player, permissions, configuration,
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data-files, database, localization, timers, web-requests, dependencies, integration,
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preprocessor-directives, security, style-guide, continuous-integration, approval-guide
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- operator — getting-started, plugins/getting-started, plugins/installation, plugins/configuration,
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plugins/data-files, plugins/permissions
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| Page | Covers |
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|---|---|
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| [Plugins — Getting Started](https://umod.org/documentation/plugins/getting-started) | The plugin skeleton, lifecycle, and the universal hooks (`Init`, `Loaded`, `Unload`) |
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| [Plugin configuration](https://umod.org/documentation/plugins/configuration) | `Config`, defaults, and the config file on disk |
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| [Data files](https://umod.org/documentation/plugins/data-files) | Persisting plugin state |
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| [Permissions](https://umod.org/documentation/plugins/permissions) | The Covalence permission and group API |
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| [Plugin installation](https://umod.org/documentation/plugins/installation) | Operator-side install |
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| [Getting Started](https://umod.org/documentation/getting-started) | Installing Oxide/uMod on a server |
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### Deliberately not mirrored
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Mirror these too if the module work starts leaning on them.
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- **The other games** uMod supports (Hurtworld, 7 Days to Die, Reign of Kings, The Forest). Not our
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ecosystem. `api/preprocessor-directives` lists their compile symbols if that ever changes.
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- **Community pages** — contributing, community guidelines, reporting issues, getting help. Process,
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not API.
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- **The `/documentation/umod/*` paths**, which are aliases of the same pages.
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Reference in New Issue
Block a user