Files
docs/rust-link/INTEGRATION.md
wtclaude 30e72adfcf docs(rust-link): protocol 2 — the read path, and phase 3 as built
The specification the other three repositories are held against, plus the phase
record.

`PROTOCOL.md` §8 is the new contract. Its centre is one field: every frame now
carries `type` — `event`, `snapshot`, `reply`, `control` — and the sidecar files
on that and nothing else. That is the dumb-forwarder property made structural
rather than intended: ten new event kinds are zero change in Rust-Link, and only
a version adding an indexed column touches it at all.

Also in §8: the fifteen-kind catalogue and what each frame carries; `wipeId`
derived by the plugin, which REVERSES §3.2's "deriving one is the website's job"
and says why; boards re-sent on connect and on a cadence; the aggregate rule (a
hook that can fire more than once a second per player is a counter, not an
event); the void rule that stops a read-path hook vetoing a death or a login; and
`GET /feed`, a cursor route separate from `/events` because one route with two
orderings serves the wrong one to every caller that forgets the parameter.

§8.5 is the part to read twice. The classification of a kind as public or staff
is NOT on the wire, deliberately: a boundary declared by the sender is one a
compromised or out-of-date game host can widen, so the module holds a
default-deny allowlist and this table is what its test holds it against.

§8.8 corrects a catalogue rather than a defect: PLAN.md §10 sources
`rust.login.denied` from `CanUserLogin`, and that hook fires on every attempt —
the only way to learn of a denial from it is to be the denier. A denial is the
absence of an approval, and protocol 2 emits both facts so phase 10 can pair them.

`PLAYER_WALK.md` is new, and it exists because half this catalogue cannot fire
without somebody holding a mouse. Ten steps, what each one should produce, and
what counts as a pass — written so the walk can be run without watching the
output live, and so the answer afterwards is readable as a transcript.

PLAN.md §16 is phase 3 as built: the four decisions, the two defects only a
server that BOOTED with the plugin could find (a wipe id that was null for every
real session, and a two-second main-thread stall on unload), what was proven and
how, and — stated plainly rather than implied — the three measurements still
queued on the org lead.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_016wDDVXWMDz82WqE1i969r4
2026-09-16 08:39:27 -05:00

239 lines
10 KiB
Markdown

# rust-link — standing the bridge up
**Operator- and developer-facing.** How to get a Rust server, a sidecar and a website talking, and
how to tell which of the three is wrong when they are not. The contract itself is
[`PROTOCOL.md`](PROTOCOL.md).
There is no installer support for Rust yet — that is a later phase — so everything here is done by
hand. When the installer gains `--game rust`, this page becomes the fallback path rather than the
only one.
---
## 1. What you need
| Piece | Where it comes from |
|---|---|
| A Rust dedicated server with **Oxide** | umod.org |
| `RunicGateway.cs` | [Rust-Plugins](https://gitea.whitlocktech.com/RunicGateway/Rust-Plugins), `overlay/oxide/plugins/` |
| `rust-link-sidecar` | [Rust-Link](https://gitea.whitlocktech.com/RunicGateway/Rust-Link) |
| A Runic Gateway website with `module-rust` installed | [Module-Rust](https://gitea.whitlocktech.com/RunicGateway/Module-Rust) |
**One game server, one sidecar, on that server's own host.** Six servers means six of the first two
pairs and six rows in the website's admin panel.
The module also expects four third-party Oxide plugins to be present for the features that follow
the bridge itself — `Clans`, `Kits`, `PopupNotifications` and `ZoneManager`, all from k1lly0u on
umod.org. The bridge works without them; the features that read them do not.
---
## 2. The order that works
Sidecar first, then plugin, then website. Any order eventually converges — the plugin retries for
ever and the website polls — but this one gives you a readable log at each step instead of three
components all reporting that something else is missing.
### 2.1 The sidecar
```bash
rust-link-sidecar --print-config
```
This resolves the configuration exactly as a normal start would: it writes `sidecar.toml` if it is
missing, generates and saves an auth token if there is none, and prints the whole thing as JSON —
**including the token in clear text**, which is the point. Keep that token; the website needs it and
there is no second way to read it back.
```json
{
"component": "rust-link-sidecar",
"protocol": 1,
"config_path": "/etc/runicgateway/rust-main.toml",
"game": { "bind": "127.0.0.1:7799", "server_id": "" },
"web": { "bind": "127.0.0.1:8090", "auth_token": "…", "ws_path": "/ws" },
"store": { "path": "/var/lib/runicgateway/rust-link.db" }
}
```
Then start it. On a host running more than one game server, give each sidecar its own
`--config`, its own ports and its own database file.
**`[game].bind` stays on loopback.** There is no token on the game link — the plugin and the sidecar
share a host and `127.0.0.1` *is* the authentication. Moving that bind to a routable address puts an
unauthenticated command channel on the network.
**`[web].bind` is the one you may need to move**, because the website is usually on another host.
Behind TLS and a firewall: the token is the only thing guarding it.
Check it:
```bash
curl http://127.0.0.1:8090/health
{"status":"degraded","protocol":1,"plugin_connected":false,"database":"ok","uptime":"0m","last_event":null}
```
`degraded` with `plugin_connected: false` is exactly right at this point — nothing is connected yet.
### 2.2 The plugin
```bash
cp RunicGateway.cs /path/to/rust/oxide/plugins/
```
Oxide compiles and loads it on the write. Watch `oxide/logs/`:
```
[Info] RunicGateway was compiled successfully in 2295ms
[Info] [Runic Gateway] protocol 1, serverId 'main', sidecar 127.0.0.1:7799
[Info] [Runic Gateway] connected to 127.0.0.1:7799
```
The first load also writes `oxide/config/RunicGateway.json`. Set `ServerId` before you go further:
```json
{ "Host": "127.0.0.1", "Port": 7799, "QueueCap": 5000, "ServerId": "main" }
```
**`ServerId` is this server's identity as the website knows it, and it is permanent.** It is not
derived from the hostname on purpose — an operator renames a server for a season, and the site must
not lose its history for it. Changing it later orphans everything recorded under the old one.
Now `/health` should read:
```json
{"status":"ok","protocol":1,"plugin_connected":true,"database":"ok","uptime":"2m","last_event":"…"}
```
If it does not, ask the game server:
```
rg.link
protocol=1 serverId=main connected=True depth=0 sent=3 dropped=0 received=2
connects=1 writeErrors=0 bootId=boot-20260915T194502Z
```
### 2.3 The website
**Admin → Rust → add a server.** Four values:
| Field | Value |
|---|---|
| Id | the slug every URL carries. Match `ServerId` in the plugin config |
| Name | what visitors see |
| Sidecar base URL | `http://<sidecar host>:8090` |
| Sidecar token | the `auth_token` from `--print-config` |
**The token is write-only.** It is stored encrypted and never returned to any client; the panel
reports only whether one is set. A save that leaves the field blank keeps the stored one — so
renaming a server does not mean re-pasting a credential.
Then press **Test**, which probes the sidecar and reports what came back:
```json
{ "ok": true, "status": "ok",
"sidecar": { "status": "ok", "protocol": 1, "plugin_connected": true, } }
```
Within a poll interval the server appears at `/rust/servers`.
---
## 3. When it does not work
A wrong URL, a wrong token and a mismatched protocol version all present as *"the site says my
server is offline"*. The **Test** button is what separates them, and its `status` is the whole
diagnosis:
| `status` | What is wrong | Where to look |
|---|---|---|
| `ok` | nothing | — |
| `no-token` | the admin form was saved without one | Admin → Rust |
| `unauthorized` | the token does not match | `--print-config` on the sidecar host |
| `protocol-mismatch` | the sidecar and the module speak different versions | upgrade one of them; the body names both numbers |
| `timeout` | the sidecar answered too slowly, or not at all | the sidecar's own log |
| `transport-error` | nothing is listening at that address | the base URL, the firewall, whether the sidecar is running |
| `http-<code>` | something answered, and it was not a sidecar | usually a reverse proxy in front of the wrong thing |
Two failures that look alike and are not:
- **`plugin_connected: false` with an otherwise healthy sidecar** — the bridge is fine and the game
is not talking to it. Check the plugin is loaded (`oxide.plugins`) and `rg.link` on the game
server.
- **The server is listed but reads `stale`** — something reported once and has not since. The row
says what was true when it was written; nothing has written it since. Either the poll is failing
(the website's log) or the sidecar stopped (its own).
### 3.0 `untyped_frames` on `/health` is not zero
**The plugin and the sidecar are on different protocol versions.** The game link has no handshake
to catch that at connect time (`PROTOCOL.md` §2), so it shows up here instead: the sidecar files a
frame by its `type`, a frame from the wrong version does not carry one it recognises, and it is
dropped and counted rather than guessed at.
The symptom without this counter is the confusing one — a game server plainly up, a sidecar plainly
healthy, and a website showing nothing. Check the plugin's `rg.link` (it prints its protocol) against
the sidecar's `/health` (which prints its own) and upgrade whichever is behind.
### 3.1 The failures that are supposed to happen
Three things look like breakage and are the design:
- **Killing the sidecar does not disturb the game.** The plugin logs `sidecar link lost;
reconnecting` and retries with backoff, buffering into a bounded queue that drops its oldest
entries rather than growing. The game does not stall, and `Emit` never touches a socket.
- **Starting the plugin before the sidecar logs one line and then goes quiet.** `cannot reach the
sidecar: … — retrying quietly until it answers`, printed once per load rather than every few
seconds. A wrong `Host` or `Port` looks exactly like this, which is why it is printed at all.
- **The website renders with every game server off.** The server list, the player counts and the
last-reported times all come from stored state. A page that 500s because a socket is closed would
be a module that made the site's availability depend on the game's.
---
## 4. Running more than one server
Each pair is fully independent: its own ports, its own `sidecar.toml`, its own database file, its
own token, its own row on the website.
Set `[game].server_id` in each `sidecar.toml` to match that server's plugin config. It is a
**cross-check**, not a second source of truth — the plugin's announcement wins — and it exists to
catch exactly one mistake: two game servers pointed at one sidecar by a copied config, which is
silent in every other design and produces one server's history under another's name. When it fires
you get a warning naming both ids.
---
## 4.1 What the bridge sends, and how much of it is kept
From protocol 2 the plugin sends the read path: connects and disconnects, deaths, chat, gathering,
bans and reports, and the wipe. Two things about the volume are worth knowing before you size
anything.
**Gathering and NPC kills are counted, not forwarded.** `OnDispenserGather` fires on every swing at
a tree; sending one frame per swing would make the bridge the most expensive thing on the server. The
plugin keeps a per-player tally and flushes it once a minute as a single `player.tally` frame. So the
leaderboard is exact and the wire is quiet.
**The sidecar's history is bounded; the website's is not.** `[store].retain_days` (default 14) is
how long the sidecar keeps raw events. The permanent record — per-wipe totals that survive a wipe —
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.
**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
**the sidecar's database must never be in a wipe script's delete list** — see the Pterodactyl egg's
`REMOVE_FILES`.
---
## 5. Upgrading
The four declaration sites in [`PROTOCOL.md` §2](PROTOCOL.md#2-versioning) must agree. In practice
that means upgrading the sidecar and the plugin **together**, because the game link has no version
check of its own and a mismatched plugin mis-parses rather than refusing.
The website is the forgiving half: it sends its version on every request and a sidecar that
disagrees answers `409` with both numbers, so a module ahead of or behind its sidecar reports a
named fault rather than misbehaving.