85d52c69dc95528bfc53a976c71d35a9e6944a7c
55 Commits
| Author | SHA1 | Message | Date | |
|---|---|---|---|---|
| 839e5d05a8 |
docs(modules): R6 names the base mod set, and reading Clans settles R5 the other way
The three repos exist and are named: Module-Rust, Rust-Link, Rust-Plugins. Notes that a repository name is not a module id - Module-uo ships id `uo`, this ships `rust`, and 2.1 requires id to equal the directory core loads it from. R6 - the required base set is Kits 4.4.9, Clans 0.2.10 and PopupNotifications 0.2.1, all k1lly0u, all MIT, each with a direct .cs download, so phase 0's install step is three curls rather than manual retrieval. Clans is listed as a Universal plugin, written against Covalence, which is why its API takes IPlayer rather than BasePlayer. Kits is a good dependency: 23 HookMethods, including GiveKit for the reward action, GetKitNames/GetAllKits for the authoring form's OPTION SOURCE so an operator picks a kit from the live server instead of typing an identifier, and per-player uses and cooldown for eligibility. It also raises OnKitRedeemed, which the bridge can report as an ordinary event whoever triggered it. Two traps in GiveKit, both found by reading it rather than reasoning about it. It returns null on a failure path - `if (!player) return null` - and null is Oxide's idiom for "no opinion", so the reflex of treating null as fine reports a reward as delivered when there was no player to deliver it to. Success is the literal true and a refusal is a message string, which drops straight into chapter 5's `error`. And GiveKit takes a BasePlayer, so there is no offline grant: an event rewarding participants at 2am rewards only whoever is online. Phase 8 chooses between accepting online-only and keeping a persisted pending-grant queue, which is a second at-most-once store and is not free. R5 is settled far more firmly, and the other way round from how it was argued. For Teams the Clans plugin is WORSE than first-party, not richer: it publishes fifteen HookMethods and every one is a mutation, with no read API at all - no GetClan, no GetClanMembers, no GetAllClans - and it raises exactly three hooks, none of them a membership transition. It cannot answer any of core's three provider questions from its published surface, while first-party clans answer all three. So first-party is PERMANENT for the provider, not a first step. What the plugin actually adds is alliances and clan/alliance chat - richer in features, not in roster data - which is what phase 9 surfaces beside the provider rather than under it. Reading its own data files is recorded as deliberately not taken: that is another plugin's private storage, not an API. Two questions left open in 3, neither blocking: whether Clans being in the base set while the provider reads first-party is the intended reading (an interpretation, not something stated), and the offline-grant choice, deferred to phase 8 on purpose. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_016wDDVXWMDz82WqE1i969r4 |
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| 7d589ff5f2 |
docs(modules): R4 the installer grows a game dimension, R5 Teams come from first-party clans
R4 - Rust reaches an operator through the shipped installer behind --game servuo|rust, not a second binary and not a shared-core refactor. The shape of the work is set by where the coupling already is: service.rs and main.rs mention ServUO zero times, while install.rs, doctor.rs, overlay.rs and tier.rs carry nearly all of it, plus the bundle manifest where OverlayComponent and ServUoCompat name the game in the schema itself. So the game payload becomes a variant and ServUoCompat a per-game compat block - a schema change on the published bundles branch, which is the part to design before touching code. The Rust payload is much simpler than the UO one (no source tree, no patches, no patch tier - one .cs into oxide/plugins) and what it gains instead is an Oxide prerequisite check, which is doctor's shape rather than a new concept. R5 - Teams come from Rust's FIRST-PARTY clans; the uMod Clans plugin is the richer optional tier in phase 9. Three distinctions that are easy to collapse and expensive to get wrong: the seven first-party clan hooks are all "no return behavior", which is exactly what a read-only bridge wants; Rust's first-party TEAMS are a different system entirely (twelve mostly-vetoable hooks, the transient squad rather than the persistent organisation) and are not what core's Team provider should be fed; and the uMod Clans plugin's API is not in our mirror at all, since HOOKS.md is the game's 477 hooks and a plugin's API is its own documentation. The gap R5 has to design around: the seven hooks carry created, disbanded, added, kicked and left, but no promote or leader-changed event. So getTeamLeaders reads leadership off LocalClan at snapshot time, which makes phase 6 partly snapshot-driven where the dry run predicted fully event-driven. Recorded as a correction to that document rather than silently. Also records the start.bat fix on the rig: it now updates D:\rust rather than C:\rustserver, the original is kept at start.bat.bak, and the appmanifest already present at the same buildid means the first corrected run is a delta rather than a 5.9 GB re-download. Phases are now 0-11; the installer is phase 10. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_016wDDVXWMDz82WqE1i969r4 |
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| a5881d5a55 |
docs(modules): the module-rust plan, its decisions of record and its rig
The dry run designed this module on paper and deliberately did not build it. This is the document that builds it: eleven phases, three new repos, and the three decisions the org lead settled on 2026-09-15. R1 identity is an in-game link code for v1. There is still no registerAuthProvider at MODULE_API_VERSION 1.10.0, so "Sign in with Steam" is not reachable from a module. What changed since the dry run is the stakes, not the options: the dry run rated this survivable because the module only read, and R2/R3 make the site the author of who may do what and the thing that hands out loot. A weak link is now a privilege-escalation path. R2 site-authored permissions mirror into Oxide's own permission store, so every third-party plugin honours them with no adapter and a wipe stops being a data-loss event for permissions. This is a direction the Integration Kit has no chapter for - not the read path, not a ledgered one-shot, but continuously reconciled state where the website is authoritative. Its nearest relative is the Team provider inverted. Whether that deserves a sixth chapter is phase 10's question. R3 the Kits reward action always registers and refuses with a reason in `error`, rather than vanishing from the form or refusing to boot. Phase 8 must declare reversible: 'none' honestly - there is no way to un-grant loot a player has spent - and count cost() per kit actually granted. The rig is D:\rust, which has been booted and carries a matched Oxide 2.0.7585. Two traps recorded: its start.bat updates C:\rustserver and launches D:\rust, so the server that boots has never been updated by its own script; and C:\oxide_files is a 2025-04-23 Oxide whose bundled Assembly-CSharp.dll would downgrade a real install. One question left open: which plugins besides Kits are in the required base set. oxide/plugins/ is empty, so all of it is a fresh install either way. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_016wDDVXWMDz82WqE1i969r4 |
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| 4e2c2dc439 |
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 |
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| 8d31e497d2 |
docs(modules): add the Rust Oxide/uMod API reference for module-rust
Mirrors uMod's Rust game API into docs/modules/rust/ so the upcoming module-rust can be designed against it without a round trip upstream. - HOOKS.md: all 477 hooks in 20 categories, scraped verbatim from umod.org/documentation/games/rust. Each entry keeps its description, its return contract, its tags and every C# overload uMod publishes. Opens with a category table and a full alphabetical index (name -> category -> return contract). - DEFINITIONS.md: 678 items (short name, item id, display name) and 2,590 workshop skin ids across 104 items. - README.md: why the reference exists, how an Oxide hook actually binds (by name and arity, by reflection - a typo is silently never called), the four return contracts, and how the bridge invariants restate against Oxide. Records provenance and the exact refresh procedure: the hooks JSON endpoint is not Cloudflare-gated even though the HTML page is, and the definitions page has to come out of a browser. The mirror is reference only - uMod stays upstream and normative, and nothing here is a Runic Gateway contract. Rust wipes monthly, so both files carry their capture date (2026-09-15) and a re-capture note. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_016wDDVXWMDz82WqE1i969r4 |