docs(modules): the Rust dry run reaches the game through an Oxide plugin, not RCON #170
@@ -14,8 +14,8 @@ Rust was chosen because it is unlike Ultima Online in the ways most likely to br
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it **wipes** every month, a community runs **several servers** rather than one shard, its identity
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is **Steam**, and its server is **not source you can compile** — ServUO's overlay is C# a shard owner
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builds into their own server, and a Rust server is a binary nobody outside Facepunch patches. The way
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in is a **mod**: a plugin loaded by the server's mod framework, hooking the game's own events. If the
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contract survives that, "game-agnostic" means something.
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in is a **mod** — specifically an **Oxide** plugin, since Oxide is what modded Rust servers run —
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hooking the game's own events. If the contract survives that, "game-agnostic" means something.
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> Nothing here re-specifies the contract. [`../website/MODULE_API.md`](../website/MODULE_API.md) is
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> normative; this document only *uses* it.
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@@ -97,7 +97,7 @@ module.exports = function register(ctx, api) {
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api.registerAnnounceLeg({
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leg: 'rust.ingame',
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label: 'In-game chat',
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dispatch: (post) => link.command('chat.broadcast', { text: `[NEWS] ${post.title} — ${ctx.site.baseUrl}/news/${post.slug}` }),
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dispatch: (post) => links.broadcast('chat.say', { text: `[NEWS] ${post.title} — ${ctx.site.baseUrl}/news/${post.slug}` }),
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classify: (result) => (result.ok ? { outcome: 'done' } : { outcome: 'retry', error: result.error }),
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})
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@@ -106,8 +106,8 @@ module.exports = function register(ctx, api) {
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// word and the roster behind it.
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api.registerTeamProvider(teamProvider)
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api.onBoot(async () => { await link.connect() })
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api.onShutdown(async () => { await link.close() })
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api.onBoot(async () => { await links.connectAll() })
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api.onShutdown(async () => { await links.closeAll() })
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}
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```
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@@ -117,11 +117,12 @@ are worth pointing at:
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- **`rust.wipe` and `rust.raid` are namespaced**, with no grandfathering request. Module-uo's seven
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bare stream ids are allowlisted because they were in `notification_subs` before the rule existed
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(§6.5); a new module gets the rule, and the rule is exactly right.
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- **The announce leg goes to in-game chat**, by asking the sidecar to send a command down the socket
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the mod already holds — a one-shot delivery with retry, so `registerAnnounceLeg` and not
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`registerPostHook`. The distinction §2.4 draws holds up on a game that has nothing in common with
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- **The announce leg goes to in-game chat**, by asking each server's sidecar to send a command down
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the socket its plugin already holds — a one-shot delivery with retry, so `registerAnnounceLeg` and
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not `registerPostHook`. Note the plural: there is one sidecar per server, so a news post reaches
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every configured server and the leg's `classify` answers for the set. The distinction §2.4 draws holds up on a game that has nothing in common with
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the one it was drawn for. Note the direction: the module never speaks to a game server, and the
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*sidecar* never dials one either — it answers on a connection the mod opened.
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*sidecar* never dials one either — it answers on a connection the plugin opened.
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- **The Team provider is the one registration core calls back into**, and Rust makes two of its rules
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bite harder than UO does. `externalId` must survive a rename, and a Rust team has no name at all —
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it is a numeric team id in the server's save, which is the right answer and the one a designer is
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@@ -129,8 +130,8 @@ are worth pointing at:
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six servers has six team spaces, so a provider that can reach five of them must leave `complete`
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off or core archives every Team on the sixth. Wipes make the same point once a month, on purpose —
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a wipe empties every team, and `{ ok: true, complete: true, teams: [] }` is then *true* and core
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archiving all of them is *correct*. Which is exactly why a sidecar with no mod connected must answer
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`{ ok: false }` instead: the two states are one API call apart and only the module can tell them
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archiving all of them is *correct*. Which is exactly why a sidecar with no plugin connected must
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answer `{ ok: false }` instead: the two states are one API call apart and only the module can tell them
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apart.
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### Tables
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@@ -152,33 +153,45 @@ model gets wrong, and it is worth writing down for whoever builds this.
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### Talking to the game
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**A mod, a sidecar, and the same three-part shape UO has.** Rust's server is a binary, so there is no
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overlay to compile into it and no source to patch — but it loads **mods**, and a mod is C# with a hook
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for everything this design needs. So `rust-link` is a real sidecar rather than a wrapper around an
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admin channel, and it is fed the way `uo-link` is fed:
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**An Oxide plugin, a sidecar, and the same three-part shape UO has.** Rust's server is a binary, so
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there is no overlay to compile into it and no source to patch — but a modded server runs **Oxide**,
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and an Oxide plugin is C# with a hook for everything this design needs. So `rust-link` is a real
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sidecar rather than a wrapper around an admin channel, and it is fed the way `uo-link` is fed:
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```
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Rust server + rust-bridge mod (C#, hooks)
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ONE Rust server + the rust-bridge Oxide plugin (C#, hooks)
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│ loopback TCP, newline-delimited JSON, bidirectional
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│ the MOD dials out to the sidecar — the game opens no listening port
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│ the PLUGIN dials out to the sidecar — the game opens no listening port
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▼
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rust-link sidecar
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ONE rust-link sidecar, on that same host
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│ bearer-authed HTTP + WebSocket, versioned
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▼
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module-rust, inside the website
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module-rust, inside the website — one client per server it is configured with
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```
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**The mod is the interesting half, and it is where a UO-shaped model has the least to unlearn.** The
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**One server, one sidecar** (org lead, 2026-08-19). Not one sidecar fronting a community's several
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servers, which is the arrangement a UO-shaped reading reaches for. Rust servers in practice sit on
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**separate VMs**, so a shared sidecar would have to be reached across a network by plugins that are
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supposed to talk to it over loopback — trading the invariant that makes this design safe for a saving
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in process count. The pairing stays local: a server, its plugin, and its own sidecar on the same host.
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The cost lands on the module, and it is the right place for it: `module-rust` holds one client per
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configured server rather than one client to one aggregator, and every board it reads is that server's.
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A community with six servers runs six pairs and the module knows about six endpoints. **That is a
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reevaluable assumption rather than a principle** — if a deployment ever wants one sidecar for several
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servers, nothing in the contract objects, because core is not in this conversation at all.
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**The plugin is the interesting half, and it is where a UO-shaped model has the least to unlearn.** The
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threading contract transfers whole — emit enqueues onto a bounded drop-oldest queue and returns, one
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writer thread owns the socket, the world is read only on the game's own thread — because it is a
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property of *game servers* and not of ServUO. What changes is that the hooks are handed to you rather
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than found: the mod framework publishes them, so the plugin is small and the guesswork is in deciding
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what to emit rather than in finding somewhere to hang it.
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than found: Oxide publishes them, so the plugin is small and the guesswork is in deciding what to
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emit rather than in finding somewhere to hang it.
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Two of them answer questions UO had to work for:
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- **The wipe arrives as an event.** The mod is told a new save has begun; nothing has to detect a wipe
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by noticing the world looks different.
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- **The wipe arrives as an event.** The plugin is told a new save has begun; nothing has to detect a
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wipe by noticing the world looks different.
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- **Membership is real-time** — created, joined, left, disbanded, leader changed. UO has no
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`guild.leave` at all and needed a 60-second sweep plus a set diff to synthesise one (protocol 4,
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[`../link/v4.md`](../link/v4.md)); here every transition is delivered as it happens. So this
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@@ -189,22 +202,22 @@ Two of them answer questions UO had to work for:
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**The sidecar still earns its place, and the store is why.** A hook fires once, and what it says while
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nobody is listening is gone. So the sidecar appends every kill, wipe and chat line, keeps the latest
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snapshot of each server's state, and answers the website's reads from disk — a website that is down,
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snapshot of its server's state, and answers the website's reads from disk — a website that is down,
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restarting or mid-deploy loses nothing, and a leaderboard renders the last thing the server said
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rather than an error. It also keeps the auth token, the reconnect loop and the per-server fan-out out
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of an Express process, where a stalled socket is a stalled request handler.
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rather than an error. It also keeps the auth token and the reconnect loop out of an Express process,
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where a stalled socket is a stalled request handler.
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**Several servers, one sidecar.** Each server runs the mod and each dials the same sidecar,
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identifying itself on connect; the sidecar keys every board by server id. A community running six
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servers deploys one thing per server and one sidecar, and the module sees a single API — which is
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where the Team provider's per-server `complete` (§2) gets its meaning.
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**A sidecar answers for exactly one server**, which is what makes the Team provider's `complete`
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(§2) answerable at all: "every team there is" means every team on *this* server, and the module can
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only claim it for the servers whose sidecar answered. Five of six reachable is `complete` left off,
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and core then adds and updates without archiving anything.
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**`wipe_id` makes the durable copy load-bearing rather than a nicety.** A wipe is the moment the
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game forgets; the sidecar is the only thing that remembers the shape of the map that just ended.
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**Commands go back down the same socket.** The announce leg's in-game chat line is a command the
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sidecar sends to the mod — the same direction UO's bridge already carries. The connection belongs to
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the mod, and nothing outside the game ever dials into it.
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sidecar sends to its plugin — the same direction UO's bridge already carries. The connection belongs
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to the plugin, and nothing outside the game ever dials into it.
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> **Correction, 2026-08-12.** This section originally concluded **"No sidecar"** — the module dialling
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> RCON directly — and offered it as evidence that core has no opinion about how a module reaches its
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@@ -220,8 +233,10 @@ the mod, and nothing outside the game ever dials into it.
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> **Correction, 2026-08-19 (org lead).** This document originally reached the game over **RCON**, and
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> this section concluded "a thin sidecar" on that basis — no wire protocol to invent and no game-side
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> plugin to write. Overruled: **the transport is a mod, exactly as it is for UO, and RCON is not
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> used.** Hooks inside the mod expose the data and the mod dials the sidecar.
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> plugin to write. Overruled: **the transport is an Oxide plugin, exactly as UO's is a ServUO
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> overlay, and RCON is not used.** Hooks inside the plugin expose the data and the plugin dials the
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> sidecar. **One server, one sidecar**, since Rust servers usually sit on separate VMs — a reevaluable
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> assumption, recorded as one.
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>
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> Two things that costs the document, worth stating because both were used as evidence elsewhere.
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> Rust is no longer an example of *"a game that already speaks a remote-control protocol, so its
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@@ -331,6 +346,10 @@ The contract is silent on this, and silence turns out to be right: multiplicity
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module's own tables and route parameters (`/rust/servers/:id`). Core's mount prefixes, capabilities
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and state machine are per-**module**, and none of them wanted to be per-server.
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The one-server-one-sidecar decision above pushes that further and it still holds: the module holds
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*several* sidecar clients, and core never learns there is more than one. What core has an opinion
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about is the module; how many things the module talks to is the module's business.
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Worth recording only because it looks like a problem until you try it — and because it is the shape
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that would have broken a contract designed around "the shard" as a singular noun. The phase-2
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inversions that removed core's opinions about game content (the push catalog, the announce legs,
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