16 Commits

Author SHA1 Message Date
edff0e3695 Merge pull request 'docs(rust): phase 9 — Teams from first-party clans (PLAN.md §24, PROTOCOL.md §12)' (#264) from docs/rust-phase-9 into main
Reviewed-on: #264
2026-09-23 10:31:35 +00:00
eea4f958b2 docs(rust): phase 9 as built — protocol 6 and first-party clans as Teams
PLAN.md §24.4-24.7: walked on the Oxide rig end to end and on Carbon
hook by hook; what the rig found (the refusal-first reconcile, the
dropped first feed line and its re-offer, core's 40-character dedupe
key, one module per site). R6 amended by D47. PROTOCOL.md §12 specifies
protocol 6.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E14m6SuuY6i1vASFeGDBeY
2026-09-23 05:28:16 -05:00
de25ed3276 docs(rust): phase 9 plan of record (PLAN.md §24, D47-D58)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E14m6SuuY6i1vASFeGDBeY
2026-09-23 01:27:35 -05:00
a4c4476c3e Merge pull request 'docs(modules): the presence fix — nothing names who is online by default' (#262) from docs/rust-presence-fix into main
Reviewed-on: #262
2026-09-23 05:36:05 +00:00
3b7b9cca4f docs(modules): the presence fix - nothing names who is online by default
modules/rust/PLAN.md gains §23: the org lead's rule (2026-09-22) that
nothing names who is online by default, the five decisions it needed
(D42-D46), the fourth surface the rule reached (the leaderboard's
lastSeen), the viewer re-read from the users row, and a defect four
phases old that the walk found - every empty state in module-rust
rendered as a blank box, because core's EmptyState renders children and
the Integration Kit's template teaches title/message.

rust-link/PROTOCOL.md reclassifies six §8.4 kinds from public to
presence - public with an operator-chosen audience - with no wire change.

android/PLAN.md records the app's half as an amendment to M14.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E14m6SuuY6i1vASFeGDBeY
2026-09-23 00:32:17 -05:00
eb4a8bcafc Merge pull request 'docs(modules): phase 8 as built, and the rig that put the sidecar where the design says it lives' (#261) from docs/rust-phase-8 into main
Reviewed-on: #261
2026-09-23 01:51:51 +00:00
11b8965aa7 docs(modules): phase 8 as built, and the rig that finally put the sidecar where the design says it lives
Three documents:

* `modules/rust/PLAN.md` §22 — the phase as built. Three org-lead decisions
  (D39-D41), what a player is told and what they are not, the refusals on a
  phone, and an honest limit the rig found: a rank can be live while every
  permission it carries resolves nowhere.
* `rust-link/INSTALL_RIG.md` — new. The sidecar runs INSIDE the game
  container now, which is the shape R20 says the egg ships and which retires
  the firewall wall phases 6, 7 and 7b each stopped at. A container's
  127.0.0.1 is genuinely private, so a stock plugin config and a stock
  sidecar find each other with nothing configured at all. Three things in
  the launcher are load-bearing and each is written down with the failure it
  prevents.
* `rust-link/PLAYER_WALK.md` — the account walk on a phone, and a correction:
  7b's "it needs a firewall rule on a development machine" is no longer true.

`android/PLAN.md` gains M15.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PMH6bw1jXMgbyF3ZWGEzSM
2026-09-22 20:35:46 -05:00
15d64b28fe Merge pull request 'docs(modules): phase 7b as built — configuration from the site, and the undo that makes it safe' (#260) from docs/rust-phase-7b into main
Reviewed-on: #260
2026-09-22 15:01:26 +00:00
7f008fd1f3 docs(modules): the Carbon rig answers too, and its root is a different directory
R19's byte-identical plugin now carries protocol 5 on both frameworks:
`framework=oxide root=/home/container/oxide/config` on one rig and
`framework=carbon root=/home/container/carbon/configs` on the other, from the
same file. That is R18's amendment proven rather than argued — a literal
`oxide/config/` in this editor would have missed every config on half of all
installs.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PMH6bw1jXMgbyF3ZWGEzSM
2026-09-22 08:58:21 -05:00
82145d3b4a docs(modules): phase 7b as built — configuration from the site, and the undo that makes it safe
PROTOCOL.md §11 specifies protocol 5: the walk rooted at the framework's own
config directory, the version a write must present back, the set-shaped write,
the watched reload and the automatic restore. PLAN.md §21 is the phase as built
— four org-lead decisions, the float trap and what avoiding it cost, and four
defects a browser found that 179 green tests did not.

PLAYER_WALK.md gains the configuration walk, because the acceptance line needs
the sidecar and the game on one host and the rig cannot reach one yet.
INTEGRATION.md gains the four things an operator should know before they edit a
plugin's settings from a web page.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PMH6bw1jXMgbyF3ZWGEzSM
2026-09-22 08:55:39 -05:00
132205f0f4 Merge pull request 'docs(modules): phase 7 as built — the permission mirror, and the set arithmetic behind it' (#259) from docs/rust-phase-7 into main
Reviewed-on: #259
2026-09-22 06:53:00 +00:00
bba2ab04e0 docs(modules): phase 7 as built — the permission mirror, and the set arithmetic behind it
Protocol 4 (`PROTOCOL.md` §10), phase 7 as built (`PLAN.md` §20), what an operator
needs to know about it (`INTEGRATION.md`), and the in-game leg as a walk to run
(`PLAYER_WALK.md`).

**The spec.** One verb carrying the whole desired set, diffed by the plugin
against the live store; a report whose two interesting fields are the ways a push
looks like it worked and did not (`unresolved`, `pending`); drift as a report
rather than an action; and the permission hooks as a live SIGNAL rather than the
record — a hook that stops firing costs latency, not correctness.

**The finding the design turns on, written where it belongs.** A name in the store
that is not in the desired set is either something the site retired or something a
human granted, and those have opposite correct answers. The store records who
granted a permission nowhere, so only the website can tell them apart — which is
why it keeps a ledger of what it pushed, and why revoking a hand edit needed a
table of its own.

**§10.5 is a rule generalising.** "A wedged sidecar must never stall the game"
becomes "nothing the far side sends may cost the main thread unbounded work",
because `perm.sync` is the first command whose work is not bounded by its own
shape. Three bounds, each on the side that can say something useful when it is hit.

**§20.7 says plainly what is not proven**: the acceptance line needs a second,
non-admin Steam account on the rig, and nothing in the plugin has been compiled.
The walk doc carries the seven steps, including the two things to confirm on
Carbon rather than assume.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PMH6bw1jXMgbyF3ZWGEzSM
2026-09-21 22:59:24 -05:00
4fe8864939 Merge pull request 'docs(modules): phase 6 as built — identity, and the sentence a player could not see' (#258) from docs/rust-phase-6 into main
Reviewed-on: #258
2026-09-21 22:24:42 +00:00
e35880e713 docs(modules): phase 6 as built — identity, and the sentence a player could not see
Protocol 3 in PROTOCOL.md §9, the identity walk in PLAYER_WALK.md, what an
operator needs in INTEGRATION.md, and PLAN.md §19.

Seven org-lead decisions (§19.0): /link is chat and its reply is private, codes
live in plugin memory as the UO bridge does, an alphabet with no O/0/I/1, a
Steam id another account holds is refused rather than moved, the website asks
EVERY server because a code does not say which one minted it, staff can sever a
link, and the activity-row overflow belongs to core.

§19.3 is the finding worth reading: a slot router is not registered under a tier,
so this repo own OpenAPI generator described two routes fewer than the module
serves — internally consistent, and wrong. The frozen-manifest job catches it,
which was verified by deleting the two paths and watching it fail.

§19.4 is what a browser found and 122 green tests did not. Core request
primitive reads data.message; this module has answered { error } since phase 1,
so every refusal this phase exists to write rendered as Service Unavailable.

The code-from-the-game half is written down rather than claimed: a code reaches
a player and nobody else, so no console can read one (D27).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PMH6bw1jXMgbyF3ZWGEzSM
2026-09-21 09:06:51 -05:00
54b4059091 Merge pull request 'docs(modules): phase 5 as built — Android leg A, and the capability a client had to be given' (#257) from docs/rust-phase-5 into main
Reviewed-on: #257
2026-09-17 09:21:44 +00:00
dfdb0a3f63 docs(modules): phase 5 as built — Android leg A, and the capability a client had to be given
module-rust's surface gets its second client. `modules/rust/PLAN.md` §18 records
the phase; `android/PLAN.md` M14 records the app's half, as every Android
milestone does.

The decision worth the most words is D16. This module declared five capability
strings and every one named a SURFACE — `servers`, `killfeed`, `leaderboard`,
`presence`, `wipes` — while a client gating a navigation group needs one that
names the MODULE. Core flattens every started module's capabilities into a single
list, so `servers` is a word another module could declare tomorrow and silently
reveal these screens on a site that does not run Rust. Gating on the module `id`
was considered and rejected in as many words: `id` is a mount prefix, §2.9
forbids inferring a route from a capability, and letting a client gate on `id`
makes the two the same value in practice.

Also recorded: D17 (poll while RESUMED — the phone's Page Visibility gate), D18
(the Rust repositories move to `edge`, releases at the cutover), D19 (the drawer
badge, and NavPaths learning `/rust`), why D15's footer slot had to be translated
rather than copied, and §18.4's three defects — none of which a green suite of
644 could see, because each is about what a screen looks like or when a number is
re-read.

§18.6 is deliberately short and honest: the website's own pages have still not
been read at phone width, and the badge's non-zero case was shown with a seeded
count rather than by people playing.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_016wDDVXWMDz82WqE1i969r4
2026-09-17 03:45:01 -05:00
6 changed files with 2216 additions and 19 deletions

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@@ -1307,6 +1307,227 @@ push, and Play (M6M8) follow the designed app.
an inbox event link opening the app natively while a forum link still opened a Custom Tab; and an inbox event link opening the app natively while a forum link still opened a Custom Tab; and
participation history self-scoped, proved by two accounts rather than asserted. participation history self-scoped, proved by two accounts rather than asserted.
15. **M14 — the Rust module in the app** (post-v1; built 2026-09-17). The platform's **second game
module** reached its first public pages in `module-rust` phase 4
([`../modules/rust/PLAN.md`](../modules/rust/PLAN.md) §17), and this is phase 5 — the app's leg.
R10 has each Android leg trail the website surface it consumes by exactly one phase, so every
route here existed and answered before a line of Kotlin was written.
**Design of record: [`../modules/rust/PLAN.md`](../modules/rust/PLAN.md)**, §17 for the surface
this mirrors and §18 for this phase as built. The contract is normative there; this entry records
what the app does about it.
**No backend work beyond one word.** The five public routes were live. The one change is
Module-Rust#5, which adds `rust` to the module's `capabilities` — see the gate below.
#### Why this is not the shard screens with a different name
The two games have genuinely different shapes, and collapsing them would have cost the app the
thing that makes each legible. **UO is one shard: a place**, five drawer rows, a live SSE stream.
**Rust is a fleet**: a list, and one page beneath it with four tabs. The app grows a second route
tree rather than a second meaning for `shard/`, and both can be installed on one backend — in
which case both trees exist at once and neither row appears on a site without its module.
| Screen | Route | Reads |
| --- | --- | --- |
| **Rust servers** (the list) | `rust` | `GET /public/rust/servers` |
| **One server** (four tabs) | `rust/servers/{serverId}` | `…/:id`, `…/:id/events`, `…/leaderboard`, `…/online`, `…/wipes` |
#### Four decisions, taken by the org lead on 2026-09-16
- **D16 — the gate is a new capability, `rust`.** `module-uo`'s five shard rows all hang on one
string, `shard`, because that is the only question a capability can answer: *is the module
there*. `module-rust` declared five and every one named a **surface** — `servers`, `killfeed`,
`leaderboard`, `presence`, `wipes`. Core flattens every started module's capabilities into a
single list, so gating on `servers` would let another module declaring that word silently reveal
these screens on a site that does not run Rust. Gating on the module **id** was considered and
rejected: `id` is a mount prefix (§2.1 requires it to equal the directory core loads from), and
`MODULE_API.md` §2.9 forbids a client inferring a route from a capability — making the two the
same thing would quietly end that separation. So the module declares its own name as a sixth
string, asserted in its suite against `module.json`'s own `id` so the two cannot drift.
- **D17 — poll every 20s while the screen is RESUMED**, the phone's version of D14's Page
Visibility gate. Immediate refresh on return to the foreground; nothing at all while away.
- **D18 — the Rust repositories move to `edge`** for the rest of the workstream, with releases at
the cutover rather than per phase. `pr-checks.yml` in all four repositories already triggers on
`[main, edge]`, so this costs no CI — the trap that made all nine M12 phase PRs land unchecked
was closed in engagement Phase 8.
- **D19 — the drawer row carries a live player count**, and NavPaths learns `/rust`.
#### A refresh is not a load, and the app had only ever done loads
The app has had exactly one shape for a read since M1: set `Loading`, ask, replace. That is right
for opening a screen and wrong for a poll — a twenty-second refresh built on it clears the
killfeed, renders a spinner in its place and re-fills it, three times a minute, for ever. **The
website hit the same wall one tier along**, which is why `module-rust` bundles its own `usePolled`
instead of using core's `useAsync` (§17.3). `ui/Polling.kt` is that hook's other half:
- `refreshInto` — **a refresh is invisible when it succeeds and keeps the rows when it fails.** A
failure with rows on screen keeps them and reports the failure beside them; a failure with
nothing on screen is an ordinary error with a retry, because there is nothing to protect.
- `PollWhileResumed` — `repeatOnLifecycle(RESUMED)`, which buys three behaviours from one line: no
requests at all while backgrounded, an immediate refresh on return, and a pause behind a dialog
or the recents switcher. `STARTED` would keep polling for a reader who is not reading.
Only the **visible** live panel is polled. The leaderboard and the wipe list never are: a
leaderboard that re-sorted itself under a finger every twenty seconds would be worse than a stale
one. Changing the filter, the sort or the wipe **is** a different question, so that panel blanks
and loads — leaving the old rows up would show last wipe's killfeed under this wipe's heading.
#### The drawer badge is D15 translated, not D15 copied
D15 put a live count in core's `site.footer.status` slot, which works because every page of the
website renders the same footer. The app has no footer and no slot. What it has is a drawer row
per surface and, since engagement Phase 8, a precedent for a number beside one — the inbox's
unread badge, in the `NavigationDrawerItem` badge slot, with a `contentDescription` so a screen
reader says "42 players online" rather than "42". The count rides there, and keeps the website
version's three rules: **zero renders nothing** (an empty fleet is not a notification), a failed
read keeps the last number, and it never polls. It is asked for only where the module is
installed, so a UO site makes no request at all.
#### Verified
The app suite (**644 tests, 0 failures**), `lintDebug`, `assembleDebug`, and an emulator walk
against the phase-4 rig — a core with the module installed, one live server and one seeded fixture
that has never reported.
**Both halves of the phase criterion, directly.** With its server unreachable and reading
*Offline*, the page still rendered its map, size, seed, wipe date, killfeed, per-wipe and all-time
leaderboards, its last known presence board and its wipe history. The same app pointed at the UO
core showed Shard / Rules / Atlas / Leaderboards / Market and **no Rust row**.
Also proven rather than asserted: `refreshInto` against a genuinely dead backend (the core was
stopped with the list on screen; a poll tick later the rows were unchanged under one quiet line);
R12's arithmetic on a phone (all-time 59 = 41 + 18, and a player who appears only in the older
wipe **drops out** of it rather than reading zero); every `describe` branch from real rows,
including the fall that must not read as a kill by nobody; the calendar-day rule, filtering to the
August wipe and getting three rows six weeks old, each unmistakably dated; and the badge.
#### The walk found three defects, and 644 green tests found none of them
- **The drawer's live count resolved once per process.** It was keyed on the capability answer
alone, so it was read at connect and never again — which is not what *live* means on a row
somebody opens the drawer to look at. It now refreshes on resume, beside the unread badge.
- **Every card's text sat flush against its edge.** `ShardCard` is the themed `Card` and carries
no padding of its own; each caller pads its own content, and these four did not. On a phone the
first glyph of each line read as clipped.
- **A name touched its own kill count.** Five numeric columns beside an equal-weight name column
left *Brannock* and *50* reading as one field. The name now takes a wider share and ellipsizes,
and the **active sort is marked on the header** rather than by tinting a column of numbers — the
header is the control, and tinting the values says *these are special* instead of *this is what
the table is ordered by*.
#### The rig note worth keeping
The debug `network_security_config.xml` permits cleartext to **`127.0.0.1` and `localhost` only**
— not `10.0.2.2`. An emulator walk against a local core therefore needs
`adb reverse tcp:<port> tcp:<port>` and the loopback address; typed as `10.0.2.2` every request
fails with `UnknownServiceException: CLEARTEXT communication to 10.0.2.2 not permitted`, which the
connect screen reports — correctly, and indistinguishably from a core that is not running.
- **Excluded**, in the same class as every earlier milestone's exclusions: the Rust **admin**
surface. Server configuration, the sidecar token and the connection test are admin
*configuration*, which the app consumes and does not edit. Identity and permissions are legs B
and C (phases 8 and 11), and the map is leg D.
16. **M15 — the player's own Rust account** (post-v1; built 2026-09-22). `module-rust` phase 8, and
R10's leg B: identity (phase 6) and the half of site-owned permissions (phase 7) a player is
allowed to see. Every route existed and answered before a line of Kotlin was written except one,
`GET /player/rust/permissions`, which this phase added on the website for exactly this screen.
**Design of record: [`../modules/rust/PLAN.md`](../modules/rust/PLAN.md)**, §22 for the phase as
built and its three decisions. The contract is normative there; this entry records what the app
does about it.
#### It is `CharactersScreen` for a different game, deliberately
The org lead's instruction was to mirror `module-uo`, and the mirror is exact: **one drawer row
under the player group**, with the code card at the top of the screen it opens — the same shape
UO has had since M4, where the `[link` card sits above the character rosters. Two alternatives
were rejected for reasons the mirror makes obvious: a tab under one Rust server (a link is
**fleet-wide** — one Steam account is one person on every server, while stats are per server and
per wipe), and a section inside core's own Account screen (the app has no slot mechanism, so the
module's data would be hard-wired into a core screen).
| Screen | Route | Reads |
| --- | --- | --- |
| **My Rust account** | `player/rust` | `GET /player/rust/links`, `POST /player/rust/link`, `DELETE …/links/{steamId}`, `GET /player/rust/permissions` |
#### The gate is `rust`, and `PLAYER` means staff too
`module-uo`'s five shard rows all hang on `shard`, and this hangs on `rust` for the same reason
D16 gave: a capability answers *is the module there*, and core flattens every started module's
capabilities into one list, so a surface word like `identity` is not something a row may hang
on. `MenuAccess.PLAYER` is `isPlayer || isStaff`, which is right here — `/player/rust/*` is
`requireAuth` with no role above it, and staff play the game as well.
#### Two reads, and neither blocks the other
The accounts and the entitlements load separately and fail separately. That is not tidiness: an
entitlement is authored against the **website** account, so it exists before a Steam id does, and
the person who has just been given something and has not linked yet is exactly the one who needs
to see both halves at once. The screen says so in as many words when nothing is linked.
**The app does no scope arithmetic.** `*` never reaches a screen: each entry arrives carrying the
servers its scope reaches, each already marked *has it* or *waiting*, because a second
implementation of that rule is a second thing to keep true.
#### The refusals stay four pieces of advice
A refusal is chosen by **status** and rendered from a string resource, the convention every
earlier milestone follows (the app is localized; the website's sentence is not). 400 is a spent
code, 409 is a Steam account another website account holds — released with `/unlink` in game,
never moved silently — 429 is the server's limiter, and 503 is a server that could not be
reached. The last of those may **not** say "get a new code": the code is still good, and a player
told otherwise goes back to the same unreachable server for another one.
The known cost, written down rather than discovered later: the website distinguishes three 503s
by sentence (one server unreachable, the whole fleet down, no servers configured at all) and the
app has one string for the status, written to be true of all three.
#### Verified
The app suite (**657 tests, 0 failures**), `lintDebug`, `assembleDebug`, and an emulator walk
against a core with the module installed and a **live Oxide rig** behind it — the first Rust leg
where the backend was talking to a real game server rather than a stand-in.
Walked directly: the row absent signed-out and absent on a UO site, present for a signed-in
player; both reads; a code the live plugin genuinely refused, with its advice rendering **beside
the button** rather than at the top of a long form; a rank marked *has it* and a grant marked
*waiting* on the same screen, which is what the pushed ledger actually said; and the release.
#### The walk found one thing the suite did not
**The row said who, and not when or where.** The website's row has always read "linked just now
on rust-oxide"; the app's carried the name and the Steam id and stopped. Neither fact is part of
the identity — a link is fleet-wide — but which server minted the code is where a support
conversation starts, and the module's own schema says so in a comment.
- **Excluded**, in the same class as M14's exclusions: the Rust **admin** permission surface.
Authoring grants, groups and drift is `requireRole('admin')` on the website, the app has no
admin user-detail screen to put it in, and it writes into a running game — the phone is where
you read what you hold, not where you decide what somebody else holds.
- **No deep link yet.** `/player/rust` is not in the app's web-path table, deliberately:
`module-uo`'s player screens are not either, and that table is built from the *public* nav.
Phase 10 is when it will matter, because a notification about an entitlement will want
somewhere to land.
#### Amended 2026-09-22 — M14's Online tab and feed stop naming players by default
Not a milestone of its own: a correction to what M14 shipped, made on the website first
([`../modules/rust/PLAN.md`](../modules/rust/PLAN.md) §23). **Nothing names who is online by
default** — the module now withholds the Online list, and every feed item that says a named
player was on, from anyone below an operator-chosen audience (staff unless widened), while the
player **count** stays public.
The app's part is to never read that as *nobody is on*. `RustOnlineDto` carries `hidden`,
`count` and `audience`, and `RustEventListDto` carries `presenceHidden` and `presenceAudience`;
the repository and view model keep the whole answer rather than its rows. The Online tab says
"2 players online" and who can see the names; the feed says once, above the rows, that joins,
deaths and chat are not shown. An older module without the flags decodes as visible, as before.
Walked on an emulator: the withheld panel at the default, and the names arriving on the next poll
once the fleet was widened to signed-in — the app's bearer session reaching the module's viewer
check. Branch `fix/rust-presence-visibility`.
### Deferred (not a milestone) ### Deferred (not a milestone)
- **Platform Teams in the app** — **deferred 2026-08-17, no app work scheduled.** The website is - **Platform Teams in the app** — **deferred 2026-08-17, no app work scheduled.** The website is

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# The sidecar inside the game container — the Pterodactyl rig recipe
**Added 2026-09-22, during phase 8.** It is written here rather than in a phase section because it
is not a phase: it is how the rigs are wired from now on, and it is the shape
[`../modules/rust/PLAN.md`](../modules/rust/PLAN.md) R20 says the **egg** ships in phase 18.
Until now the rigs ran the sidecar on a development machine and the game on the Pterodactyl node,
which meant the plugin had to dial *out across a LAN* to reach it. That contradicts D2 — the game
link is loopback and carries no token, precisely because it is not supposed to leave the host — and
it is why the acceptance line of phases 6, 7 and 7b each ended at a firewall rule.
**The fix is not a firewall rule. It is putting the sidecar where the design always said it lives.**
A container's `127.0.0.1` is genuinely private, so a stock plugin config and a stock sidecar find
each other with nothing configured at all.
---
## What goes on the volume
Two files under `/home/container/rust-link/`, plus whatever the sidecar writes beside them:
| File | What it is |
|---|---|
| `rust-link-sidecar` | A **statically linked** Linux binary (`x86_64-unknown-linux-musl`), `chmod 755`. Static because the game image is not ours and its glibc is not a contract |
| `with-sidecar.sh` | The launcher below, `chmod 755` |
| `sidecar.toml` | Written by the sidecar itself on first run, with a generated token. Env overrides it |
| `rust-link.db` | The store. **It must never appear in the egg's `REMOVE_FILES`** — R12 keeps all-time rollups across wipes, and a swept store is the failure that looks like success |
Building the binary needs no Rust toolchain on the host:
```bash
docker run --rm -v "$PWD/rust-link/sidecar:/src" -v "$PWD/out:/out" rust:1-slim-bookworm bash -c '
apt-get update -qq && apt-get install -y -qq musl-tools >/dev/null
rustup target add x86_64-unknown-linux-musl
cd /src && CARGO_TARGET_DIR=/build cargo build --release --target x86_64-unknown-linux-musl
cp /build/x86_64-unknown-linux-musl/release/rust-link-sidecar /out/'
```
Upload both files with the panel's **client** API (`POST /api/client/servers/{id}/files/write`,
raw body — it creates missing parent directories), then `files/chmod` them. **Chmod one file per
call:** a two-entry `files` array applied only the first, silently, on this panel.
---
## The launcher
```sh
#!/bin/sh
set -e
RL=/home/container/rust-link
mkdir -p "$RL"
export RUSTLINK_CONFIG="$RL/sidecar.toml"
: "${RUSTLINK_DB_PATH:=$RL/rust-link.db}"
export RUSTLINK_DB_PATH
for v in RUSTLINK_GAME_BIND RUSTLINK_WEB_BIND RUSTLINK_SERVER_ID RUSTLINK_WEB_TOKEN RUSTLINK_RETAIN_DAYS; do
eval "val=\${$v-}"
if [ -n "$val" ]; then export "$v"; fi
done
env -u LD_PRELOAD "$RL/rust-link-sidecar" >> "$RL/sidecar.log" 2>&1 &
exec "$@"
```
Three things in it are load-bearing, and each is a thing that went wrong first:
- **`env -u LD_PRELOAD` for the sidecar.** Carbon's entrypoint prepends
`LD_PRELOAD=$(pwd)/libdoorstop.so` to the **whole** startup string, so without this the Mono
preloader is injected into a static Rust binary that has never heard of it. RustDedicated still
inherits it from this script's environment and still boots modded — which is the composition R20
left unsettled, and this is the answer.
- **`exec "$@"` for the game.** The game *becomes* this process, so the panel console keeps its
stdin and stdout and **stop still stops the server** — which then takes the sidecar down with the
container. A `wait` here instead would leave the panel talking to a shell.
- **An unset variable is never exported.** The sidecar's precedence is env > file > default, and
exporting `RUSTLINK_WEB_TOKEN=""` would override a perfectly good token in `sidecar.toml` with
nothing.
## The startup command
The launcher is a **prefix** on the egg's own startup, with the sidecar's settings in front of it
the way egg variables will supply them in phase 18 (R22):
```
RUSTLINK_WEB_BIND=0.0.0.0:<sidecar allocation> RUSTLINK_SERVER_ID=<server id> \
RUSTLINK_WEB_TOKEN=<token> ./rust-link/with-sidecar.sh <the egg's unchanged startup>
```
Set it with the **application** API (`PATCH /api/application/servers/{id}/startup`, sending the
server's existing `environment`, `egg` and `image` back unchanged with `skip_scripts: true`).
**Shell operators cannot be used here.** The image's entrypoint runs the startup string through
`eval echo` before handing it to `node /wrapper.js`, so an `&` in it would background the *eval*
and a quoted sub-shell would lose its quotes. A wrapper program that `exec`s the rest is the shape
that survives that, which is why the launcher takes the game command as arguments rather than
containing it.
## Wiring the website to it
The sidecar's web API is on the **second allocation**, so from the site it is
`http://<node ip>:<sidecar allocation>` with the token above — the ordinary Admin → Rust server row,
no tunnel and no rule. `POST /admin/rust/servers/{id}/test` should answer with
`plugin_connected: true` and the protocol version.
The plugin needs **no configuration**: `oxide/config/RunicGateway.json`'s defaults
(`127.0.0.1:7799`) are already right, which is the clearest statement of why the sidecar belongs in
the container.
## What it proved, first time
On `rust-oxide` (egg 18, `ghcr.io/pterodactyl/games:rust`), from a cold start:
```
web server listening addr=0.0.0.0:21004
plugin connected peer=127.0.0.1:51148
{"kind":"server.hello","protocol":5,"serverId":"rust-oxide",...}
```
— the sidecar bound its allocation **29 seconds** before the world had finished generating, and the
plugin found it on loopback as soon as Oxide loaded. `/health` from another machine on the LAN
answered `plugin_connected: true`.
## Still open for phase 18
- **The egg's own variables.** `RUSTLINK_*` are not egg variables yet, so they live in the startup
string on the rigs. Pterodactyl rejects environment keys an egg does not declare, which is exactly
what R22's variable block is for.
- **Carbon.** The launcher is written for it and the reasoning above is specific about why, but at
the time of writing it has run on the Oxide rig only. The two rigs cannot be up at once on this
node, so this is a walk to run, not a claim to repeat.
- **The framework is reinstalled on every boot** (Carbon from `production_build`, Oxide from
`releases/latest`), so a restart is a framework upgrade and neither is pinnable. Unchanged by any
of this, and still the reason a rig can differ from itself between two runs.

View File

@@ -220,6 +220,69 @@ how long the sidecar keeps raw events. The permanent record — per-wipe totals
lives in the website's own tables, so shortening this loses recent detail and never loses a player's lives in the website's own tables, so shortening this loses recent detail and never loses a player's
history. Set it to `0` to keep everything, if the host's disk is yours to spend. history. Set it to `0` to keep everything, if the host's disk is yours to spend.
**From protocol 3 your players can link their Steam account.** In game they type `/link` and the
server answers them privately with a six-character code; on the website they type that code in
within five minutes and the two are joined. Nothing about the link is stored on the game host — the
website owns the record, and `/unlink` in game asks it to let go.
Two things an operator should know about it:
- **The code is never in a frame.** It reaches the player and nobody else, which is what makes typing
it into a signed-in browser proof that they are the one who asked. What crosses the bridge is
`account.link.requested`, a staff-visible note that somebody asked.
- **A Steam account can belong to one website account at a time, across your whole fleet.** A code
from any of your servers links for all of them. If somebody links the wrong account the site
refuses to move it — the player runs `/unlink` in game, or staff release it from the user's page in
the admin panel.
**From protocol 4 the website owns your permissions.** Groups and grants are written in
Admin → Rust permissions and pushed into this server's own Oxide/Carbon permission store, so every
plugin you already run honours them — Kits, ZoneManager, anything that calls `UserHasPermission`.
Nothing is required of those plugins and nothing is configured twice.
Four things an operator should know about it, because each looks like something else from the game
side:
- **A wipe does not lose them.** The site re-pushes the whole set when the server comes back. If your
wipe script clears `oxide/data/`, the permissions the site authored are back within a minute of the
server being up; ones granted at the console are not, because nothing remembers those.
- **Granting at the console still works, and the website notices.** A hand edit is reported as
drift on that screen and is **never** undone on its own — an operator is offered two answers to
it: adopt it, so the site maintains it from then on, or revoke it. That is deliberate: a console
grant during an incident must survive the next sync.
- **A permission no loaded plugin has registered cannot be granted.** Oxide's own API silently does
nothing for an unknown name, so the site checks first and reports the name as unresolved instead
of claiming a privilege nobody has. Load the plugin and the grant lands by itself.
- **A player who has never connected to that server can hold a grant but cannot be in a group.**
The store has no record of them to put in a group yet; the site says which memberships are waiting
and they land on that player's first connection.
`rg.perms` at the server console prints what the last sync did, which is the fastest way to tell
"that permission does not exist here" from "that player has never been seen here".
**From protocol 5 you can edit your plugins' settings from the website**, in Admin → Rust mod
config. It reads the configuration directory your framework actually uses — `oxide/config` or
`carbon/configs`, or wherever you moved it — and generates a form from the values it finds, so it
works for whatever you have installed. Four things worth knowing before you use it:
- **A save reloads the plugin and watches the reload.** If the plugin does not come back within four
seconds, the old file is **restored automatically** and the site shows you the log line that says
why. A typo costs you a few seconds, not a plugin.
- **Your data directory is not listed, deliberately.** `oxide/data` (or `carbon/data`) holds live
state — kit cooldowns, zone definitions, the permission store itself — not settings. Editing it
from a web form edits your players' cooldowns, and a running plugin overwrites the change on its
next save anyway.
- **Which plugin gets reloaded is your choice, with a guess filled in.** A folder name is
convention, not contract, so the site suggests one and lets you change it. The suggestion is right
nearly always and wrong silently when it is wrong, which is why it is a field rather than an
assumption.
- **This bridge's own `Host`, `Port` and `ServerId` are read-only there.** Changing them from the
website would cut the link carrying the change, or strand every row the site holds for this
server. Edit them on the host; everything else in that file is editable from the site.
`rg.config` at the server console prints which directory the site is reading and what the last write
from it did.
**Every row carries its wipe.** The plugin derives a `wipeId` from the save's creation time and **Every row carries its wipe.** The plugin derives a `wipeId` from the save's creation time and
stamps it on every frame, so a wipe splits the history rather than ending it. That is also why stamps it on every frame, so a wipe splits the history rather than ending it. That is also why
**the sidecar's database must never be in a wipe script's delete list** — see the Pterodactyl egg's **the sidecar's database must never be in a wipe script's delete list** — see the Pterodactyl egg's

View File

@@ -98,3 +98,145 @@ Not "frames arrived". Three things, and the third is the one worth slowing down
Anything that disagrees with the table is a finding about the game or the framework rather than a Anything that disagrees with the table is a finding about the game or the framework rather than a
mistake in the table — record it, the same way phases 0, 1 and 2 recorded theirs. mistake in the table — record it, the same way phases 0, 1 and 2 recorded theirs.
---
## The identity walk (protocol 3, phase 6)
Added 2026-09-21, and here for the same reason as everything above: **a link code reaches a player
and nobody else**, so no console can read one. The site's own half was walked in a browser — the
refusals, the admin panel, staff unlink, the rate limit — and what needs a person in game is the
three steps below.
It takes two minutes, and it wants **two website accounts** — one you will link, one you will try to
link the same Steam account to.
| # | Do this | You should see |
|---|---|---|
| 1 | **In game, type `/link`** | A private reply with a six-character code and a five-minute deadline. Check it is private: a second player on the server must not see it. The code has **no O, 0, I or 1** in it — those glyphs are not in the alphabet, so one in your code is a finding |
| 2 | **Type `/link` again straight away** | *"Please wait a moment…"* — the thirty-second cooldown. The first code is now dead either way: a new request drops the old one, so only the newest ever works |
| 3 | **On the website, sign in and open `/player/rust`. Type the code** | The account appears, named as the game knows you, with the server it came from. Try the same code again: *"That code is unknown or has expired"* — it works once |
| 4 | **Sign in as the SECOND account and type a fresh code for the same Steam account** | Refused, naming the account that holds it: *"That Steam account is already linked to <name>. Run /unlink in game to release it."* The link must **not** move — it is what phase 7 grants permissions against |
| 5 | **In game, type `/unlink`** | The site's row disappears within one ingest tick (five seconds by default). Reload `/player/rust` to confirm — this is the frame arriving over the feed, not the page asking |
| 6 | **Type a code from a server whose sidecar you have just stopped** | *"One of the servers could not be reached… your code is still good — try again in a minute."* Distinct from step 3's refusal, and the distinction is the point: the code is fine and fetching another one would not help |
Step 6 needs a fleet of two, one of them down; on a single-server rig it reads *"The game servers are
unreachable right now"* instead, which is the same rule with nothing left to be unsure about.
**What counts as a pass here:** the code never appears anywhere but in front of the player who asked
for it (check the chat log and the sidecar's `/events?kind=account.link.requested` — the frame
carries the steam id, the name and a TTL, and **no code**), a Steam account belongs to one website
account at a time, and every refusal is a sentence that tells the player what to do next.
---
## The permission walk (protocol 4, phase 7)
Added 2026-09-21. The website half was walked end to end against a stand-in plugin — the authoring
screen, the report, drift and its two answers, and a restart that emptied the store and was fully
re-pushed. **What is left is the sentence the phase exists for: a grant made on the website gates a
third-party plugin in the game.**
It cannot be walked from a console, and it cannot be walked on the owner's account:
- **A console session bypasses every gate.** The standard idiom is
`return !player || permission.UserHasPermission(...)`, and an RCON command has no `BasePlayer`
so the console is unconditionally allowed ([PLAN.md §12.5](../modules/rust/PLAN.md)).
- **An admin account bypasses most plugins' gates too**, and not uniformly: Popup Notifications
(`player.IsAdmin ||`) and Zone Manager (`authLevel > 0 ||`) are hard bypasses. Kits is the
exception — its `IsAdmin` is the `kits.admin` **permission** and `AdminIgnoreRestrictions`
defaults to `false` — so a kit's `RequiredPermission` does apply to a server owner.
So this walk wants a **second, non-admin Steam account** connected to the rig. Kits alone can be
walked on the owner's account; steps 4 and 5 cannot.
| # | Do this | You should see |
|---|---|---|
| 1 | **Link the second account** (the identity walk above), then on the website open Admin → Rust permissions and grant it a kit's `RequiredPermission` — pick the kit from `GetKitNames`, or read one out of `oxide/config/Kits.json` | The grant appears with the account beside it. Within a minute the server row reads **in sync** — or press *Sync now* and watch it happen |
| 2 | **In game on that account, open the kit menu** | The kit is no longer locked. Before the grant it shows as locked; that difference is the whole phase |
| 3 | **At the server console, `oxide.show user <steamid>`** | The permission is there, granted by this plugin rather than by hand |
| 4 | **At the console, `oxide.grant user <steamid> zonemanager.admin`** (a permission the site manages but did not grant) | Within seconds the website's screen shows it under *Changed in game*. **Revoke** it there, and it is gone from `oxide.show user` on the next sync. **Adopt** a different one instead and it stays, now listed as the site's own |
| 5 | **Put the second account in a group on the website, then wipe or restart the server** (a wipe script that clears `oxide/data/` is the interesting case) | After the server is back: the group exists again, the membership is back, and the grant is back — without anybody touching the website. This is R2's central promise and the one thing a stand-in cannot prove |
| 6 | **Grant a permission whose plugin you have just unloaded** | The site reports it **unresolved** against that server and keeps the grant. Load the plugin again: it lands on the next sync, with nothing typed |
| 7 | **Add a website account that has never connected to this server to a group** | The site reports the membership as *waiting on their first connection*. Have them connect: it lands. A **direct grant** to the same account, by contrast, is in `oxide.show user` immediately |
**Run it on both frameworks.** From phase 3, done means done on Oxide and on Carbon (R19/R21), and
this phase has two specific things to confirm there rather than assume:
- **`GetPermissionUsers` / `GetUsersInGroup` entry format.** Both answer `id(name)`, and the spacing
differs between the calls and between the frameworks. The plugin takes everything before the first
bracket. If that parse is wrong, **every holder is reported as foreign** — which is visible
immediately: the drift list fills with grants the site itself made.
- **`GetGroupPermissions(name, false)`** is called with both arguments. If Carbon's signature has no
second parameter, the plugin does not compile there at all — the one place in protocol 4 where
R19's byte-identical-plugin claim is at risk.
**What counts as a pass:** a non-admin player's access in game changes because of something typed on
the website and nothing else; a hand edit is reported rather than undone; and a wipe costs the
operator nothing.
## The configuration walk (protocol 5, phase 7b)
Added 2026-09-22. The website half was walked end to end against a real sidecar and a stand-in
plugin over a real directory of real config files — the recursive walk, a form save, a rollback, a
refusal, a version conflict and the locked keys — and the plugin half **compiles and loads on the
live Oxide rig**, where `rg.config` answers
`protocol=5 framework=oxide root=/home/container/oxide/config`.
**What is left is the sentence the phase exists for: a setting changed on the website takes effect
in the running game.** It needs the sidecar and the game server on **one host**, because the game
link is loopback by design (D2).
**Since 2026-09-22 the rigs have that**, and it is no longer a firewall rule on anybody's
development machine: the sidecar runs **inside the game container** on the Pterodactyl rigs, which
is the shape phase 18's egg ships. The recipe is in [`INSTALL_RIG.md`](INSTALL_RIG.md); a stock
plugin config (`127.0.0.1:7799`) and a stock sidecar need no configuration at all to find each
other, which is the whole point of putting them in one container.
| # | Do this | You should see |
|---|---|---|
| 1 | **Open Admin → Rust mod config** and pick the server | The tree the framework actually uses — `oxide/config` on Oxide, `carbon/configs` on Carbon — grouped by plugin, with every loaded plugin's version beside it |
| 2 | **Open `ZoneManager.json`, change a setting, leave the reload target on its guess, and save** | "Saved, and the plugin reloaded." At the console, `oxide.show`/`c.show` is irrelevant — the proof is the plugin behaving differently, so pick a setting you can see: `Auto Show Zones`, or an entry message |
| 3 | **Check a float nobody touched**, e.g. a rate ending `.0`, in the file on the host | It is still `1.0`, not `1`. This is the trap the whole editor exists for, and a server whose configs are full of whole-numbered floats is where it bites |
| 4 | **Break a config on purpose** — in Raw JSON, give a numeric field a string, or anything the plugin's own class cannot deserialize — and save with that plugin as the reload target | Within about four seconds: *"The plugin did not come back, so the old file was put back automatically"*, the compiler's own line underneath it, and the file on the host back as it was. `oxide.plugins` shows the plugin **loaded** — because the restore was reloaded too |
| 5 | **Save a nested file** (`Kits/kits.json`, or any `config/<Mod>/x.json`) **and confirm the reload target** | The right plugin reloads. Reloading the wrong one is the failure this field exists to prevent, and it reports success — so check `oxide.plugins`' timestamps, not the website's word |
| 6 | **Open the bridge's own config** | `Host`, `Port` and `ServerId` are read-only with the reason; `QueueCap` saves; the reload dropdown does not offer this plugin. The save says it was written and **not** reloaded, which is the honest answer — our settings apply on the next deliberate reload |
| 7 | **Edit a file on the host over SSH while the website has it open, then save from the website** | A conflict, with the current file offered — never an overwrite |
| 8 | **Ask for a file outside the tree** (`../data/oxide.users.data`, an absolute path) with `curl` against the sidecar, with a valid token | Refused by the **plugin**, with a reason. The sidecar forwards paths and judges none of them; the guard is where the directory is |
**Run it on both frameworks.** From phase 3, done means done on Oxide and on Carbon (R19/R21), and
this phase has two specific things to confirm rather than assume:
- **The reload path.** The plugin asks `Interface.Oxide` for `ReloadPlugin` by reflection and falls
back to a console command — `c.reload` on Carbon, `oxide.reload` on Oxide, chosen by looking for a
Carbon assembly at runtime. A wrong prefix on Carbon prints **nothing at all**, which looks
exactly like a command that worked (`CARBON.md` §5), so the proof is `OnPluginLoaded` arriving,
not the command being accepted.
- **`OnPluginLoaded` / `OnPluginUnloaded` firing at all.** They are the rollback's only evidence. If
either does not fire on a framework, every save there rolls itself back four seconds later and
reports a plugin that is in fact perfectly fine. `rg.hooks` at the console is the standing answer:
both names are in `ExpectedHooks`, so a framework that never raises one shows a zero.
**What counts as a pass:** a setting typed on the website changes what the running game does; a
deliberately broken config leaves the plugin loaded and the operator holding the reason; and no file
the save did not touch differs by a single byte.
## The account walk on a phone (phase 8, Android leg B)
Added 2026-09-22. The app's half was walked on an emulator against a core with the module installed
and a **live** rig behind it — the drawer row appearing only for a signed-in player on a site that
runs the module, both reads, a refused code rendering beside the button, the entitlement list with
its per-server marks, and a release. What no emulator can produce is the code itself, so this is the
same three minutes as the identity walk above, done on the phone instead of in a browser.
| # | Do this | You should see |
|---|---|---|
| 1 | **In game, type `/link`.** On the phone, open the drawer → *My Rust account*, type the code and press *Link account* | The account appears with the name the game knows you by, when it was linked and which server minted the code |
| 2 | **Press it again with the same code** | *"That code is unknown or has expired."* Beside the button, not at the top of the screen |
| 3 | **Turn the site off and try a fresh code** | *"A server could not be reached… your code is still good — try again in a minute."* It must NOT tell you to get a new code: you would get it from the same unreachable server |
| 4 | **Have an operator grant you something on the website, then pull down / reopen the screen** | It appears under *What you can do in game*, marked **waiting** until a sync lands it and **has it** afterwards. The two states are a word as well as a colour |
| 5 | **Press *Unlink*** | The row goes, and every entitlement returns to *waiting* on the next read — the site still holds them, and they now reach nobody |
| 6 | **Sign out** | The row is gone from the drawer. On a site with no Rust module it is never there at all, whoever is signed in |
**What counts as a pass:** a player links an account from the phone without touching a browser, and
the screen never claims an entitlement is in the game when the site has not confirmed it there.

View File

@@ -50,8 +50,8 @@ it is listening without one.
## 2. Versioning ## 2. Versioning
The wire version is a single integer — **2** as of the read path8) — declared in **four** places The wire version is a single integer — **6** as of first-party clans12) — declared in
that must agree: **four** places that must agree:
| Where | Repo | | Where | Repo |
|---|---| |---|---|
@@ -330,12 +330,13 @@ writing the file and generating the token if they are missing — and prints it
## 7. What is deliberately not here yet ## 7. What is deliberately not here yet
Protocol 2 is the transport plus the read path. Every one of these arrives with the phase that needs Protocol 4 is the transport, the read path, identity and the permission mirror. Every one of these
it, and each is a version bump: arrives with the phase that needs it, and each is a version bump:
- identity and the in-game link code (phase 6) - ~~identity and the in-game link code (phase 6)~~ — **protocol 3, §9**
- the permission mirror (phase 7), and plugin configuration edited from the site (phase 7b) - ~~the permission mirror (phase 7)~~ — **protocol 4, §10**
- clans, for core's Team provider (phase 9) - ~~plugin configuration edited from the site (phase 7b)~~ — **protocol 5, §11**
- ~~clans, for core's Team provider (phase 9)~~ — **protocol 6, §12**
- leases, budgets and the event actions (phases 12-13) - leases, budgets and the event actions (phases 12-13)
- the map image over the asset-bridge shape (phase 14) - the map image over the asset-bridge shape (phase 14)
@@ -444,12 +445,12 @@ Every kind protocol 2 defines, and the hook behind it. **`class` is not a field
| `kind` | Hook | `class` | Carries | | `kind` | Hook | `class` | Carries |
|---|---|---|---| |---|---|---|---|
| `player.connected` | `OnPlayerConnected` | public | steamId, name | | `player.connected` | `OnPlayerConnected` | **presence** | steamId, name |
| `player.disconnected` | `OnPlayerDisconnected` | public | steamId, name, reason, sessionSec | | `player.disconnected` | `OnPlayerDisconnected` | **presence** | steamId, name, reason, sessionSec |
| `player.respawned` | `OnPlayerRespawned` | public | steamId | | `player.respawned` | `OnPlayerRespawned` | **presence** | steamId |
| `player.death` | `OnPlayerDeath` | public | victim, attacker, attackerType, weapon, distance, grid | | `player.death` | `OnPlayerDeath` | **presence** | victim, attacker, attackerType, weapon, distance, grid |
| `player.chat` | `OnPlayerChat` | public | steamId, name, channel, message | | `player.chat` | `OnPlayerChat` | **presence** | steamId, name, channel, message |
| `player.tally` | *aggregate* — see §8.6 | public | steamId, gathered{}, npcKills, structures | | `player.tally` | *aggregate* — see §8.6 | **presence** | steamId, gathered{}, npcKills, structures |
| `entity.destroyed` | `OnEntityDeath` on owned building blocks | **staff** | ownerId, prefab, grid, attacker | | `entity.destroyed` | `OnEntityDeath` on owned building blocks | **staff** | ownerId, prefab, grid, attacker |
| `player.reported` | `OnPlayerReported` | **staff** | reporter, target, subject, message, type | | `player.reported` | `OnPlayerReported` | **staff** | reporter, target, subject, message, type |
| `player.banned` / `player.unbanned` | `OnUserBanned` / `OnUserUnbanned` | **staff** | id, name, **ip**, reason | | `player.banned` / `player.unbanned` | `OnUserBanned` / `OnUserUnbanned` | **staff** | id, name, **ip**, reason |
@@ -458,6 +459,8 @@ Every kind protocol 2 defines, and the hook behind it. **`class` is not a field
| `server.wipe` | `OnNewSave` | public | the new `wipeId`, the one it replaced | | `server.wipe` | `OnNewSave` | public | the new `wipeId`, the one it replaced |
| `server.initialized` | `OnServerInitialized` | public | — | | `server.initialized` | `OnServerInitialized` | public | — |
| `server.shutdown` | `OnServerShutdown` | public | — | | `server.shutdown` | `OnServerShutdown` | public | — |
| `account.link.requested` | `/link` chat command *(protocol 3)* | **staff** | steamId, name, ttlSec — **never the code** |
| `account.unlinked` | `/unlink` chat command *(protocol 3)* | **staff** | steamId, name, origin |
`grid` is the Rust map reference (`H7`), not a coordinate. A death's grid is where a fight happened `grid` is the Rust map reference (`H7`), not a coordinate. A death's grid is where a fight happened
and every community site shows it; a **structure's** grid is where somebody lives, which is why and every community site shows it; a **structure's** grid is where somebody lives, which is why
@@ -483,6 +486,14 @@ So: the table in §8.4 is the specification, `module-rust` holds the allowlist,
its allowlist against this document, so adding a kind here without classifying it there fails a its allowlist against this document, so adding a kind here without classifying it there fails a
build rather than shipping an IP address to a public page. build rather than shipping an IP address to a public page.
**`presence` is `public` with an audience an operator chooses** (added 2026-09-22, [`PLAN.md`](../modules/rust/PLAN.md) §23).
The six kinds marked so each say that a *named* player was on the server at a given moment, and the
org lead's rule is that nothing names who is online by default: `module-rust` serves them only to
viewers inside an operator-chosen audience — staff unless widened, fleet-wide with a per-server
override. Below it the public feed carries only what names nobody (a wipe, a start, a shutdown).
Nothing on the wire changed: the class is still the module's to enforce, which is why the rule could
be added without a protocol bump.
`player.login.attempt`, `player.approved` and `player.banned` carry **IP addresses**, and `player.login.attempt`, `player.approved` and `player.banned` carry **IP addresses**, and
`player.reported` carries the text of one player's complaint about another. They are stored because `player.reported` carries the text of one player's complaint about another. They are stored because
an operator chasing ban evasion needs them and because the sidecar persists what it is told; they an operator chasing ban evasion needs them and because the sidecar persists what it is told; they
@@ -585,3 +596,603 @@ a game host is a wipe-day outage waiting for a busy month.
--- ---
## 9. Protocol 3 — identity
R1's identity link, and the first message in this bridge that the **website** originates. Everything
in protocol 2 was the game talking, or the sidecar asking the game to repeat something it already
knew.
The shape is the one the UO bridge proved: the player asks in game, the plugin mints a one-time code
and hands it to them privately, and the website redeems it through the sidecar.
```
player plugin sidecar website
│ /link │ │ │
├────────────────────►│ mint code, hold it │ │
│◄────── code ────────┤ in memory, 5 min │ │
│ ├─ account.link.requested ►│ ───── feed ───────►│
│ │
│ ………… the player types the code into the website ……………………………►│
│ │ │◄ POST /link/confirm ┤
│ │◄──── link.confirm ───────┤ │
│ ├───── link.ok ───────────►│ ── steamId, name ──►│
│ │ (code spent) │ │
```
**Nothing about the link is stored in the game.** The site is the author of record, which is not a
preference: there is no per-account store in Rust that survives a wipe, and phase 7 makes the site
authoritative anyway — it pushes permissions *into* the game keyed by Steam id. A copy on the game
host would be a second thing to reconcile every wipe, answering no question better.
### 9.1 `/link` and `/unlink` are CHAT commands, and the reply is private
`[ChatCommand("link")]`. Both frameworks consume a `/` command rather than broadcasting it, and
`SendReply` 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.**
`/unlink` emits rather than deletes, because the plugin holds no link to delete. It exists because
the website **refuses** to move a Steam id another account already holds (D23): without a way out, a
player who linked the wrong account while signed in as it would need staff. The authority on that
path is the Steam account itself — whoever is connected to the game as it is who it is.
### 9.2 The code is **not** on the wire
`account.link.requested` carries the Steam id, the name and the TTL, and **never the code**. The
event exists so an operator can see linking being used and so the site can see a player fishing; it
is not how the code travels. The code travels **through the player**, which is what makes typing it
into a signed-in browser proof that they are the one who asked.
Both account frames are **staff** class (§8.5). Neither carries a secret, but both name a Steam id
beside a website account's activity, and that join — *this player is that person* — is a fact about
somebody's identity rather than about what happened on the server.
### 9.3 `link.confirm` — website → plugin
The first inbound command that is not a request to repeat something.
```json
{ "cmd": "link.confirm", "reqId": "r-42", "code": "K7M2PQ" }
```
Answered with `link.ok` carrying `steamId` and `name`, or `link.error` carrying a `reason` of
`unknown`, `expired` or `malformed`. Both are replies, correlated by `reqId` like `server.status`.
**A code is consumed on the FIRST lookup, whether or not it turns out to be expired.** The removal
happens before the expiry check rather than after it, so a code cannot be probed twice.
**`unknown` and `expired` are separate here and identical to the player.** An operator reading a log
wants to know whether codes are being guessed or merely going stale; a stranger typing codes must not
learn which of the two they hit, because that is the difference between "keep guessing" and "guess
faster".
### 9.4 The code itself
Six characters from `ABCDEFGHJKLMNPQRSTUVWXYZ23456789`**no O, 0, I or 1**, because a player reads
this off their screen and types it into a browser, often on a phone. A five-minute TTL, a
thirty-second cooldown per player, **one outstanding code each** (a new `/link` drops the old one),
and a purge timer, because an unconfirmed code is never looked up and nothing else would ever remove
it.
They live in plugin memory and nowhere else. A plugin reload drops every pending code — and phase
7b's config editor will reload plugins routinely — but the cost of that is a player typing `/link`
again, which is cheaper than an unconfirmed credential living in a second process.
### 9.5 `POST /link/confirm` — the first route on this sidecar that is not a GET
```
POST /link/confirm { "code": "K7M2PQ" } → 200 { "kind": "link.ok", "steamId": "765…" }
→ 200 { "kind": "link.error", "reason": "unknown" }
→ 503 the game is not connected
→ 504 the game is up and did not answer
```
**A refused code is a `200`.** `link.ok` and `link.error` are both answers; the sidecar reserves its
own status codes for the transport, because the website has to tell *"that code is wrong"* from
*"the game never replied"* to say the right thing to a player (§4.3).
The sidecar validates nothing but the shape — it trims the code, bounds its length, and forwards it.
Only the game holds the pending codes, and putting the table here instead would give the sidecar a
credential and an opinion, which D2 and the bridge principles say it has neither of.
### 9.6 The website asks EVERY server (D24)
A code is minted by one server, and the player types six characters into a browser. Nothing in the
code says which server it came from, so the module asks each configured server in turn and the first
`link.ok` wins; the others answer `unknown` and nothing happens there, because a code is only spent
at the server that holds it.
Asking the player to pick was rejected: a wrong pick comes back indistinguishable from a wrong code.
The consequence for this protocol is worth stating, because it is the shape of every later
fleet-wide command: **"every reachable server refused" is not the same answer as "a server could not
be reached"**, and a module that collapses them tells the player whose server is down that their code
is wrong — so they fetch another code from the same server and hear it again.
---
## 10. Protocol 4 — the permission mirror
R2, and the first command on this bridge that **changes the game**. Protocol 3's
`link.confirm` was the website originating a message, but it spent a code the game
itself had minted; this writes to a store the game enforces.
```
website sidecar plugin
│ │ │
├── POST /permissions/sync ►│ ──── perm.sync ─────────►│ diff against the
│ the whole desired set │ (the same object) │ live store, apply
│ │ │ the difference in
│◄──── the report ──────────│◄──── perm.report ────────┤ bounded steps
│ │
│◄──── perm.drift (event) ──────────────────────────────┤ somebody else wrote
```
**The website is the author of record and the framework's store is an enforcement
cache.** Every third-party plugin honours a site grant with no adapter, because
they all already call `permission.UserHasPermission` — reaching them is the point,
and it is why the site does not keep a private table of its own.
### 10.1 One verb, and the PLUGIN does the diffing
`perm.sync` carries the whole set the site authors **for that server**. The plugin
compares it against the live store and writes only what differs.
The alternative — the plugin reporting its store and the website computing the
difference — 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.
```json
{
"cmd": "perm.sync",
"reqId": "r-42",
"setId": "69dfc769…",
"groups": [
{ "name": "vip", "title": "VIP", "rank": 10,
"permissions": ["kits.vip"],
"members": ["76561198000000001", "76561198000000002"] }
],
"grants": [
{ "steamId": "76561198000000001", "permissions": ["kits.gold"] }
],
"managed": ["kits.vip", "kits.gold"],
"retire": [
{ "kind": "grant", "subject": "76561198000000003", "object": "kits.silver" }
]
}
```
| Field | Means |
|---|---|
| `setId` | the site's digest of the set, echoed in the report. It is how the site knows a report describes the set it sent rather than an earlier one |
| `groups` | group definitions, what each carries, and who is in it. **Three separate facts**, because the game can fail at each independently |
| `grants` | permissions held by one account without a group |
| `managed` | the permission namespace the site claims. Foreign holders are only looked for within it — which also bounds the scan by the site's own set rather than by the size of the store |
| `retire` | what the site put there and has since withdrawn (§10.3) |
### 10.2 `perm.report` — what actually happened
```json
{
"kind": "perm.report", "type": "reply", "reqId": "r-42", "setId": "69dfc769…",
"applied": { "grants": 1, "revokes": 0, "groupsCreated": 1, "groupPermissions": 1,
"members": 2, "membersRemoved": 0, "groupsRemoved": 0,
"groupPermissionsRemoved": 0 },
"alreadyCorrect": 14,
"absent": 0,
"unresolved": ["kits.gold"],
"pending": ["76561198000000003:vip"],
"foreign": [{ "kind": "grant", "subject": "76561198000000009", "object": "kits.admin" }],
"operations": 4
}
```
**`unresolved` and `pending` are the two ways a push looks like it worked and did
not**, and both are load-bearing:
- **`unresolved`** — no loaded plugin on that server has registered the name.
`permission.GrantUserPermission` returns void, throws nothing and logs nothing
for an unregistered name ([PLAN.md §12.2](../modules/rust/PLAN.md) rule 1), so
without the `PermissionExists` pre-check the grant vanishes without a trace. The
plugin does **not** register the name itself: that fabricates a permission the
operator never installed.
- **`pending`** — the store has never seen that player, so there is no user record
to put in a group (§12.2 rule 4). A **direct grant** to the same account works
immediately, and the asymmetry is exactly why groups are not the only shape the
site can express. The membership lands on their first connection.
Neither is recorded by the website as pushed. A site that recorded them would
believe it had given a privilege it had not — and would later "retire" it from a
server that never had it, which is a no-op that reads as a success in every log.
**A refusal of the whole sync is `perm.error`**, with a reason of `busy` (an
earlier sync is still draining) or `too-large`. Like `link.error` it is a `200`
from the sidecar: the transport worked and the game answered.
### 10.3 Retirement is the one thing the game cannot work out
A name in the store that is not in the desired set is **either** something the site
authored and has since withdrawn **or** something a human granted at a console —
and those two have opposite correct answers. The store records who granted a
permission nowhere, so only the website can tell them apart, from its own memory of
what it pushed.
So the site sends `retire` explicitly, and everything else it did not ask for comes
back as `foreign`. **Nothing in `foreign` is ever removed by a sync** (D31): a
console `oxide.grant` during an incident is drift, not an error, and an operator is
offered two answers to it on the website — adopt it, or revoke it.
### 10.4 `perm.drift` — a reason to reconcile, not the reconciliation
Both frameworks raise a hook for every permission write. The plugin subscribes to
six of them and emits `perm.drift` for writes **it did not make itself**, 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.
```json
{ "kind": "perm.drift", "type": "event", "action": "granted",
"steamId": "76561198000000009", "permission": "kits.admin" }
```
`action` is one of `granted`, `revoked`, `group-added`, `group-removed`,
`group-permission-granted`, `group-permission-revoked`.
**It cannot say whether the change is foreign** — only the desired set can, and
that comparison happens in a sync. So the website treats the frame as a reason to
reconcile *soon*: a hand edit shows up in seconds instead of at the next audit, and
the authoritative answer still arrives as a report. That division is what makes the
hooks safe to trust at this weight: one that stops firing on a framework upgrade
costs latency, not correctness.
The plugin suppresses them while it is applying a sync, because they fire for its
own writes too — and the site cannot tell its own grant from a human's by looking
at one.
### 10.5 Nothing the far side sends may cost the main thread unbounded work
This is the first command whose work is **not** bounded by its own shape. A
community with two thousand linked players sends thousands of store operations in
one frame, and applying them in the tick the frame arrives is a freeze an 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; the report goes back when the last one lands.
Compiling touches nothing, so an oversized or malformed sync is refused before any
state exists to unwind. That is §5's rule — the one that keeps a wedged sidecar
from stalling the game — pointed at the inbound half.
Three bounds, each on the side that can say something useful when it is hit:
| Bound | Where | Why there |
|---|---|---|
| ~15,000 rows | the website | it can name the server and reach an operator |
| 1 MiB | the sidecar | it is the game link's own line cap (§3.1); forwarded, the line is discarded silently and presents as a `504` |
| 20,000 operations | the plugin | past it, a half-applied permission set is the state nobody can reason about |
### 10.6 `GET /permissions/catalogue`
A live round trip to the plugin: every permission the loaded plugins have
registered, and the groups the store holds. It is the option source behind the
website's authoring form — a grant can only be written against a name that will
actually resolve — and, like `/status`, it fails when the game is down, because
"what exists right now" has no stale answer worth giving.
### 10.7 What the sidecar does NOT do
It defines no schema for either body. Protocol 4 adds the largest command on this
bridge and touches neither the store nor the feed, which is §8.1's dumb-forwarder
property paying for itself a second time.
What it does own is the envelope: `cmd` and `reqId` are written over whatever the
caller sent, so no request can arrive claiming to be a different command or aimed
at a correlation id somebody else is waiting on.
---
## 11. Protocol 5 — configuration from the site
R18, and the first command on this bridge that writes to the game host's
**filesystem**. Protocol 4 wrote to a store the game owns through an API the game
owns; this replaces bytes in a file and then asks the framework to read them.
```
website sidecar plugin
│ │ │
├── GET /config/files ─────►│ ──── config.list ───────►│ walk ConfigDirectory
│◄──── the tree ────────────│◄──── config.catalogue ───┤ (never DataDirectory)
│ │ │
├── GET /config/file ──────►│ ──── config.read ───────►│ one file + a version
│ │ │
├── POST /config/write ────►│ ──── config.write ──────►│ back up, write,
│ whole file TEXT │ │ reload, WATCH
│◄──── the report ──────────│◄──── config.report ──────┤ …or restore it all
```
**The website composes the bytes and the plugin writes them.** That split is the
one design decision everything else here follows from, and §11.5 is why.
### 11.1 The roots come from the framework, and one of them is forbidden
The walk is rooted at `Interface.Oxide.ConfigDirectory``oxide/config` on
Oxide, `carbon/configs` on Carbon, and neither on a server whose operator moved
it with `-carbon.configdir` ([`CARBON.md`](../modules/rust/CARBON.md) §3). It is
never composed from a literal, and that amendment was proven the best way it
could have been: this bridge's own config landed in **both** places, written by
the same source file.
`DataDirectory` is **never walked**. It holds live state — kit cooldowns, zone
definitions — and both frameworks' own permission stores (`oxide.users.data`,
`oxide.groups.data`), which is protocol 4's mirror one directory over. A
settings editor that strayed there would be editing §10 underneath itself.
### 11.2 `config.list` — a description of the tree, never its contents
```json
{
"kind": "config.catalogue", "type": "reply", "reqId": "r-7",
"root": "/home/container/oxide/config",
"self": "RunicGateway",
"files": [
{ "path": "ZoneManager.json", "bytes": 4210, "modified": 1758500000000,
"plugin": "ZoneManager", "editable": true },
{ "path": "Kits/kits.json", "bytes": 980, "modified": 1758400000000,
"plugin": "Kits", "editable": true },
{ "path": "Huge.json", "bytes": 9400000, "editable": false,
"reason": "larger than this bridge will carry" }
],
"plugins": [ { "name": "ZoneManager", "title": "Zone Manager", "version": "3.1.14" } ],
"truncated": false,
"limits": { "depth": 6, "files": 500, "fileBytes": 262144, "writeFiles": 10 }
}
```
Four things about that shape are load-bearing.
**No file is hashed here.** A version is produced by `config.read`, on the one
file somebody actually opened. Hashing 500 files would be up to 128 MB of reads
in a single frame, which is the unbounded main-thread work §10.5 forbids — so
this walk reads directory entries and nothing else.
**`plugin` is a GUESS and is labelled one all the way to the form.** It is the
folder for a nested file and the filename otherwise, and a folder name is
convention rather than contract. Infer it silently and the failure is the
nastiest available here: the wrong plugin is reloaded, `OnPluginLoaded` fires for
*it*, and the write is reported as a success while the plugin that was actually
edited never re-read anything.
**A file past a limit is listed and marked, never hidden.** An operator who
cannot find a file they know exists goes looking for a bug in the bridge; one who
can see why it was refused does not.
**`self` is the plugin naming itself**, so the website can lock the three keys in
*our* config that would cut this link (§11.6) without matching on a filename
somebody may rename.
### 11.3 `config.read` — one file, and the version a write must present back
```json
{ "kind": "config.file", "type": "reply", "reqId": "r-8",
"path": "ZoneManager.json", "text": "{\n \"Auto Show\": true\n}",
"version": "1a4-3f2c8a91b0de4471", "bytes": 420, "modified": 1758500000000 }
```
`version` is the file's length and an FNV-1a hash of its text. It is deliberately
**not** a cryptographic digest: nothing here is a security claim — the website
never computes one, it only echoes back the one it was given — and
`System.Security.Cryptography` is one more thing that would have to be available
under two plugin compilers.
### 11.4 `config.write` — the set, the reload, and the undo
```json
{ "cmd": "config.write", "reqId": "r-9",
"files": [ { "path": "ZoneManager.json", "version": "1a4-3f2c…", "text": "{…}" } ],
"reload": "ZoneManager" }
```
The plugin, in order:
1. resolves and guards every path (§11.6), checks every version, and checks that
every document parses — **before the first byte is written**. Same posture as
`perm.sync`: a refusal that has touched nothing has nothing to unwind;
2. backs each file up under `DataDirectory/RunicGateway/config-backups/`, keeping
the last ten per file, and holds the original in memory for the rollback;
3. writes the set;
4. reloads the named plugin **through the framework**, not by composing a console
string — Carbon's commands are `c.`-prefixed, an alias for the Oxide names is
opt-in, and a wrong prefix on Carbon prints *nothing*, so it looks exactly
like a command that worked;
5. waits up to **four seconds** for `OnPluginLoaded` naming that plugin;
6. if it arrives, re-reads each file and reports the new versions. If it does
not, **restores every file, reloads again, and reports the failure with the
tail of the server's newest log file.**
```json
{ "kind": "config.report", "type": "reply", "reqId": "r-9",
"ok": false, "reloaded": false, "rolledBack": true,
"reason": "'ZoneManager' did not reload within 4s",
"log": "…Error while compiling ZoneManager…",
"files": [ { "path": "ZoneManager.json", "version": "1a4-…", "rewritten": false } ] }
```
**That rollback is the feature.** Without it this is a web form that takes a
required plugin off a production server one typo at a time — and four plugins are
required (R6/R17), so a broken `ZoneManager` config is also event participation
gone.
Three consequences worth naming:
- **The window is arithmetic, not taste.** The worst path is two windows — wait,
give up, restore, wait again — and the caller holds a socket throughout. It
must fit inside the sidecar's `REPLY_TIMEOUT` (§4.4, 10s), or the rollback
report arrives after the only thing waiting for it has gone. The sidecar
mirrors the number as `web::CONFIG_RELOAD_WINDOW` and a test asserts the
inequality rather than trusting it.
- **`rewritten` is normal.** 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 that was sent. The report says so; a website that assumed
otherwise would conflict with itself on the next save.
- **The bridge will not reload itself.** The reload would unload this plugin and
close the link carrying the answer, leaving a rollback with nothing watching
it — the one failure the mechanism exists to report would be the one it could
not. `reload-self` is refused, and our own settings apply on the next
deliberate reload instead.
### 11.5 JavaScript cannot tell `1` from `1.0`, so it never writes the number
`JSON.parse('{"Rate":1.0}')` yields `1` and `JSON.stringify` writes `1`. Both
frameworks deserialize a config into typed C# classes, so a naive
read-modify-write **silently rewrites every whole-numbered float as an integer,
on fields nobody touched** — and Newtonsoft may coerce that or may throw. A throw
at load is a plugin that does not come back.
So the website never parses, mutates and re-serialises. Its editor records the
**source span** of every value and splices new literals into them, which is why
`config.write` carries whole file text: the bytes on the wire are the bytes that
will be on disk, and the fields nobody edited are byte-identical. A number's new
value travels as the literal an admin typed, and never becomes a JavaScript
number anywhere in the path.
The plugin's contribution to that is deliberately nothing beyond checking that
the document parses. Giving this end an opinion about content would put the
decision in two places, and only one of them can be tested against a real
Newtonsoft.
### 11.6 Addressing by path is a new bug class, and it is guarded here
Protocol 4 addressed things by name. This addresses them by path, which is
exactly the change that introduces traversal — so the plugin refuses a path that
is absolute, carries a drive letter, contains `..`, does not end in `.json`, or
does not resolve **under the canonicalised config root**. Links are not followed:
any file or directory carrying a reparse point is skipped by the walk and refused
by the resolver, because resolving one is how a tree that looks bounded turns out
not to be.
The sidecar forwards the path verbatim and judges nothing, as it forwards a link
code and a permission set. That is not laziness: only the process holding the
directory can decide whether a path resolves inside it, and a guard in the middle
would be a weaker second opinion in a place with no way to check it.
The website checks the *shape* before spending a round trip, and the bridge's own
three keys — `Host`, `Port`, `ServerId` — are refused there rather than here,
because "which file is ours" is a question about the website's configuration, not
about the game's.
### 11.7 What the sidecar does NOT do
It stores nothing. Nothing from protocol 5 reaches the store or the feed: a
config this sidecar cached would be an edit an operator made over SSH that the
website then silently overwrote. All three routes fail when the game is down,
like `/status`, because "what is on that host's disk" has no stale answer worth
giving.
The one thing it adds is a better `504`. A timeout on `/config/write` is the only
timeout on this bridge with a knowable answer, because the plugin writes a whole
set or restores a whole set and never half of either — so the body says to
re-read rather than to guess, and names the reload window that is probably still
running.
---
---
## 12. Protocol 6 — first-party clans
Phase 9, R5. Rust's **own** clan system becomes core's Teams: the plugin reports it, the module
answers core's Team provider from it, and the website owns the clan page. Design of record:
[`PLAN.md`](../modules/rust/PLAN.md) §24 (D47D58).
It is not the uMod **Clans** plugin. That is a separate system that never touches the game's
`ClanManager` (D47), so a server running it has two unrelated clan systems, and only the game's
becomes Teams. The plugin reads nothing of it except whether it is loaded.
**The sidecar changed nothing but its version.** One board and five events, filed by `type` (§8.1).
### 12.1 The `clans` board
A snapshot, re-sent on connect, on the 60-second cadence, and about three seconds after any clan
hook fires, so a roster follows the change that caused it.
```json
{
"kind": "clans", "type": "snapshot", "t": 1790158748054, "serverId": "rust-oxide",
"enabled": true, "backend": "LocalClanBackend", "supported": true, "truncated": false,
"umodClans": false, "count": 1,
"clans": [{
"clanId": 1, "createdMs": 1790158729260, "name": "Northwatch", "color": "#3fa9f5",
"score": 0, "maxMembers": 100,
"members": [{ "steamId": "76561190000000001", "rank": 1, "role": "Leader", "joinedMs": 1790158729264, "name": "…" }]
}]
}
```
| Field | Meaning |
|---|---|
| `enabled` | The game's `clan.enabled` convar. `false` is an authoritative answer — no clans — and is `supported` |
| `supported` / `reason` | Could the plugin read the clans at all. `false` when the backend has not started, or is not the local one (a **Nexus** server keeps its clans elsewhere) — refused with a reason rather than guessed at |
| `truncated` | There may be clans the board does not list. See §12.3 |
| `umodClans` | The uMod Clans plugin is loaded. The website warns that its clans are not Teams |
| `rank` | The member's role rank. **Rank 1 is leader**, and several members may hold it. Absent when the member's role id matched no role — never defaulted |
| `name` | Present when the framework knows the player. Absent, not empty, otherwise |
A member's `LastSeen` is **not sent**. It is presence, and nothing names who is online by default
(PLAN.md §23).
### 12.2 The five events
| `kind` | Hook | Carries |
|---|---|---|
| `clan.created` | `OnClanCreated(LocalClan, ulong)` | clan, founder (`steamId`, `name`) |
| `clan.disbanded` | `OnClanDisbanded(LocalClan, ulong)` | clan, who disbanded it |
| `clan.member.added` | `OnClanMemberAdded(long, ulong)` | clan, the new member |
| `clan.member.left` | `OnClanMemberLeft(LocalClan, ulong)` | clan, the member |
| `clan.member.kicked` | `OnClanMemberKicked(LocalClan, ulong, ulong)` | clan, the member, and who kicked them (`bySteamId`, `byName`) |
"Clan" is always `clanId`, `createdMs` and `clanName`. Every one is **`staff` class** in §8.5's
terms: clan membership is members-only (D49), so the public feed never carries it. It reaches a
clan's members through core's Team feed, where core decides who is a member.
`OnClanColorChanged` is hooked too, but produces no event: a colour is a property of the clan, so it
travels on the board, and the hook only brings the next board forward.
Three facts the hook sites impose, all read from the game's assemblies:
- **The founder's membership fires no `OnClanMemberAdded`.** The game adds them inside the
creation, so `clan.created` implies it.
- **`OnClanMemberAdded` hands over a bare id**, fired from inside the database layer before the
game's cached clan is refreshed. The plugin reads the clan back for `createdMs` and `clanName`; if
even that fails the frame carries `clanId` alone and the website matches on it.
- **The game raises no promote or demote hook.** Leadership travels on the board only, and the
website diffs one board against the next (D54).
### 12.3 Identity, and the ceiling
**A clan's identity is `clanId` AND `createdMs`.** The game keeps clans in `clans.<version>.db` with
the version hard-coded, so a game update that bumps it starts a fresh file whose ids restart at 1.
The website keys a Team on `<serverId>:<clanId>:<createdMs>` (D52), and every clan frame carries
both halves for that reason.
**The game has no "list every clan" call.** Its backend offers get-by-id and get-by-member; the only
listing is the clan leaderboard, which runs `SELECT … ORDER BY score DESC LIMIT ?` with the limit
**clamped to 100**. So the board lists at most the top 100 clans by score. A board at that ceiling
cannot be told apart from one with exactly 100 clans, and says `truncated: true` either way. It also
says so if its rows would pass **768 KiB**, well inside the sidecar's 1 MiB line cap, which drops a
longer line outright — a board that never arrived would read as a server with no clans.
The org lead accepted the ceiling (D55) over reading the game's private SQLite schema directly. A
truncated board is answered to core as partial, so core adds and updates Teams there and never
removes one on its word.
### 12.4 A hook name another plugin also raises
The uMod Clans plugin raises `OnClanDisbanded(string tag, List<ulong> members)`, and a Universal
form with `List<string>`. Both have **the same name and arity** as the game's
`OnClanDisbanded(LocalClan, ulong)`. The bridge declares the game's types exactly, and the framework
matches a call to a method by its argument types, so neither call reaches it.
**Walked on the Oxide rig (2026-09-23):** both uMod-shaped calls were raised from a rig plugin, and
the bridge's own `rg.hooks` count for `OnClanDisbanded` stayed at the one real disband, with nothing
logged. A loosely typed signature (`object, object`) would have filed the plugin's clans as the
game's.