docs(modules): the Rust dry run reaches the game through a MOD, not RCON
Overruled by the org lead: RCON is not used. Rust gets the same three-part shape UO has - a plugin inside the game that dials out, a sidecar that persists before it forwards, a module that talks only to the sidecar - and the plugin is a mod loaded by the server's mod framework, exposing data through hooks. The document had RCON as its premise, so the correction reaches further than the transport paragraph: - The reason Rust is a good second game changes. It was "its server speaks a protocol nobody has to write". It is now "its server is a BINARY" - the opposite of ServUO, which is source a shard owner compiles - so the way in is a published mod API and the shard-dials-out invariant has to survive that change of footing. It does, unchanged, which is a stronger result than the one the document originally claimed. - The announce leg sends a command down the socket the mod already holds, rather than calling rcon.say. - The provider refuses when no mod is connected, not when RCON is unreachable. - Two hooks answer questions UO had to work for: a wipe arrives as an event, and membership is real-time - so this module's Team provider is event-driven with a baseline on connect rather than sweep-driven. The provider contract does not change by a line, which is the part worth keeping: core never needed to know how the data arrives. The 2026-08-12 correction block stays and a second one is added beside it rather than editing the history out - this document's own convention, and the thing that makes it worth reading twice. It also records what the correction COSTS: this project no longer has a worked example of "a game that already speaks a remote-control protocol, so its sidecar is thin". Co-Authored-By: Claude <noreply@anthropic.com>
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@@ -12,8 +12,10 @@ design comes first, because a finding is only worth anything with the design tha
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Rust was chosen because it is unlike Ultima Online in the ways most likely to break assumptions:
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it **wipes** every month, a community runs **several servers** rather than one shard, its identity
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is **Steam**, and its server speaks a **protocol nobody has to write** — RCON over WebSocket, built
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in. If the contract survives that, "game-agnostic" means something.
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is **Steam**, and its server is **not source you can compile** — ServUO's overlay is C# a shard owner
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builds into their own server, and a Rust server is a binary nobody outside Facepunch patches. The way
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in is a **mod**: a plugin loaded by the server's mod framework, hooking the game's own events. If the
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contract survives that, "game-agnostic" means something.
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> Nothing here re-specifies the contract. [`../website/MODULE_API.md`](../website/MODULE_API.md) is
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> normative; this document only *uses* it.
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@@ -95,7 +97,7 @@ module.exports = function register(ctx, api) {
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api.registerAnnounceLeg({
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leg: 'rust.ingame',
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label: 'In-game chat',
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dispatch: (post) => rcon.say(`[NEWS] ${post.title} — ${ctx.site.baseUrl}/news/${post.slug}`),
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dispatch: (post) => link.command('chat.broadcast', { text: `[NEWS] ${post.title} — ${ctx.site.baseUrl}/news/${post.slug}` }),
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classify: (result) => (result.ok ? { outcome: 'done' } : { outcome: 'retry', error: result.error }),
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})
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@@ -104,8 +106,8 @@ module.exports = function register(ctx, api) {
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// word and the roster behind it.
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api.registerTeamProvider(teamProvider)
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api.onBoot(async () => { await rcon.connectAll() })
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api.onShutdown(async () => { await rcon.closeAll() })
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api.onBoot(async () => { await link.connect() })
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api.onShutdown(async () => { await link.close() })
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}
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```
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@@ -115,9 +117,11 @@ are worth pointing at:
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- **`rust.wipe` and `rust.raid` are namespaced**, with no grandfathering request. Module-uo's seven
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bare stream ids are allowlisted because they were in `notification_subs` before the rule existed
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(§6.5); a new module gets the rule, and the rule is exactly right.
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- **The announce leg goes to in-game chat over RCON**, which is a one-shot delivery with retry —
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`registerAnnounceLeg`, not `registerPostHook`. The distinction §2.4 draws holds up on a game that
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has nothing in common with the one it was drawn for.
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- **The announce leg goes to in-game chat**, by asking the sidecar to send a command down the socket
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the mod already holds — a one-shot delivery with retry, so `registerAnnounceLeg` and not
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`registerPostHook`. The distinction §2.4 draws holds up on a game that has nothing in common with
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the one it was drawn for. Note the direction: the module never speaks to a game server, and the
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*sidecar* never dials one either — it answers on a connection the mod opened.
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- **The Team provider is the one registration core calls back into**, and Rust makes two of its rules
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bite harder than UO does. `externalId` must survive a rename, and a Rust team has no name at all —
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it is a numeric team id in the server's save, which is the right answer and the one a designer is
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@@ -125,7 +129,7 @@ are worth pointing at:
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six servers has six team spaces, so a provider that can reach five of them must leave `complete`
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off or core archives every Team on the sixth. Wipes make the same point once a month, on purpose —
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a wipe empties every team, and `{ ok: true, complete: true, teams: [] }` is then *true* and core
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archiving all of them is *correct*. Which is exactly why an unreachable RCON must answer
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archiving all of them is *correct*. Which is exactly why a sidecar with no mod connected must answer
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`{ ok: false }` instead: the two states are one API call apart and only the module can tell them
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apart.
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@@ -135,7 +139,7 @@ are worth pointing at:
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`rust_bans`, `rust_maps`. All `rust_`-prefixed, all in one idempotent `schema.sql` fragment.
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**`rust_teams` stays this module's table, and core's `teams` stays core's.** They hold the same teams
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and neither reads the other: the module ingests from RCON into `rust_teams`, core reconciles by
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and neither reads the other: the module ingests from the sidecar into `rust_teams`, core reconciles by
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*asking* the provider, and §2.6's prefix rule forbids the module touching core's table even though
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the module is what populates it. A module that wrote `team_members` directly would be racing core's
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reconciler for rows it does not own.
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@@ -148,22 +152,60 @@ model gets wrong, and it is worth writing down for whoever builds this.
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### Talking to the game
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**A thin sidecar.** Rust ships RCON over WebSocket, so `rust-link` is small: it holds the RCON
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connection to each server with the token an admin saved, and presents the website the same shape
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`uo-link` does — a bearer-authed HTTP + WebSocket API in front of a SQLite store. The module talks
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only to it, never to a game server.
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**A mod, a sidecar, and the same three-part shape UO has.** Rust's server is a binary, so there is no
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overlay to compile into it and no source to patch — but it loads **mods**, and a mod is C# with a hook
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for everything this design needs. So `rust-link` is a real sidecar rather than a wrapper around an
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admin channel, and it is fed the way `uo-link` is fed:
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The store is the reason it exists even though the game is already remote-controllable. RCON is a
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live channel with no memory: what it tells you while nobody is listening is gone. So the sidecar
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appends every kill, wipe and chat line, keeps the latest snapshot of each server's state, and
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answers the website's reads from disk — a website that is down, restarting or mid-deploy loses
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nothing, and a leaderboard renders the last thing the server said rather than an error. It also
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keeps the RCON token, the reconnect loop and the per-server fan-out out of an Express process, where
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a stalled socket is a stalled request handler.
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```
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Rust server + rust-bridge mod (C#, hooks)
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│ loopback TCP, newline-delimited JSON, bidirectional
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│ the MOD dials out to the sidecar — the game opens no listening port
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▼
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rust-link sidecar
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│ bearer-authed HTTP + WebSocket, versioned
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▼
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module-rust, inside the website
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```
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**The mod is the interesting half, and it is where a UO-shaped model has the least to unlearn.** The
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threading contract transfers whole — emit enqueues onto a bounded drop-oldest queue and returns, one
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writer thread owns the socket, the world is read only on the game's own thread — because it is a
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property of *game servers* and not of ServUO. What changes is that the hooks are handed to you rather
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than found: the mod framework publishes them, so the plugin is small and the guesswork is in deciding
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what to emit rather than in finding somewhere to hang it.
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Two of them answer questions UO had to work for:
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- **The wipe arrives as an event.** The mod is told a new save has begun; nothing has to detect a wipe
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by noticing the world looks different.
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- **Membership is real-time** — created, joined, left, disbanded, leader changed. UO has no
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`guild.leave` at all and needed a 60-second sweep plus a set diff to synthesise one (protocol 4,
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[`../link/v4.md`](../link/v4.md)); here every transition is delivered as it happens. So this
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module's Team provider is **event-driven with a baseline on connect** rather than sweep-driven —
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and the provider contract does not change by one line, because core asks the same three questions
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and gets the same envelope. That is the result worth keeping: the contract never needed to know how
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the data arrives.
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**The sidecar still earns its place, and the store is why.** A hook fires once, and what it says while
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nobody is listening is gone. So the sidecar appends every kill, wipe and chat line, keeps the latest
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snapshot of each server's state, and answers the website's reads from disk — a website that is down,
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restarting or mid-deploy loses nothing, and a leaderboard renders the last thing the server said
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rather than an error. It also keeps the auth token, the reconnect loop and the per-server fan-out out
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of an Express process, where a stalled socket is a stalled request handler.
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**Several servers, one sidecar.** Each server runs the mod and each dials the same sidecar,
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identifying itself on connect; the sidecar keys every board by server id. A community running six
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servers deploys one thing per server and one sidecar, and the module sees a single API — which is
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where the Team provider's per-server `complete` (§2) gets its meaning.
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**`wipe_id` makes the durable copy load-bearing rather than a nicety.** A wipe is the moment the
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game forgets; the sidecar is the only thing that remembers the shape of the map that just ended.
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**Commands go back down the same socket.** The announce leg's in-game chat line is a command the
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sidecar sends to the mod — the same direction UO's bridge already carries. The connection belongs to
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the mod, and nothing outside the game ever dials into it.
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> **Correction, 2026-08-12.** This section originally concluded **"No sidecar"** — the module dialling
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> RCON directly — and offered it as evidence that core has no opinion about how a module reaches its
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> game. That was overruled by the org lead when Phase 5 (§2.11.1 d3/d4) settled the kit's stance, and
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@@ -176,6 +218,19 @@ game forgets; the sidecar is the only thing that remembers the shape of the map
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> to be restarted and the one facing the internet. The finding is left in view rather than edited out;
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> what a dry run concluded is worth more than a tidy document.
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> **Correction, 2026-08-19 (org lead).** This document originally reached the game over **RCON**, and
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> this section concluded "a thin sidecar" on that basis — no wire protocol to invent and no game-side
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> plugin to write. Overruled: **the transport is a mod, exactly as it is for UO, and RCON is not
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> used.** Hooks inside the mod expose the data and the mod dials the sidecar.
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>
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> Two things that costs the document, worth stating because both were used as evidence elsewhere.
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> Rust is no longer an example of *"a game that already speaks a remote-control protocol, so its
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> sidecar is thin"* — that example now has none in this project. And the reason Rust is a good second
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> game is no longer that its protocol comes free. It is that its server is a **binary**, the opposite
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> of ServUO: the way in is a published mod API rather than source you compile, and the
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> shard-dials-out invariant has to survive that change of footing. It does, unchanged, which is a
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> stronger result than the one this document originally claimed.
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## 3. The client half
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```js
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@@ -315,11 +370,16 @@ load-bearing with two.
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## Verdict
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**The contract generalises.** A second game, chosen for how little it shares with the first, is
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served by the same `module.json`, the same seven registration calls, the same schema-fragment rules,
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served by the same `module.json`, the same registration calls, the same schema-fragment rules,
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the same client registry and the same UI kit — with one genuine gap (identity providers), one
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non-issue that looks like a gap (multiple servers), and two places where a rule written for one
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reason turns out to cover another.
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**And the three-part shape generalises with it**, which the 2026-08-19 correction is what actually
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established: a game whose server is a binary, reached through a published mod API, still ends up with
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a plugin that dials out, a sidecar that persists before it forwards, and a module that talks only to
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the sidecar. Nothing about that arrangement was a property of ServUO being source you can compile.
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The gap is worth having found before something was built on top of it, which is what a dry run is
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for. What it does **not** establish is that someone outside this org could build this module from the
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documentation alone — that is the Integration Kit's acceptance test (§2.11), and it stays untested
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