ZoneManager (k1lly0u, 3.1.14, MIT, ~218k downloads) is a fourth REQUIRED plugin
rather than an optional one. It is what makes an event able to answer where a
player is, and reading its source changed two things this plan had been vague
about while promoting one action out of the optional tier.
Its API is private methods reached through Oxide's reflection Call() - no
HookMethod, no API_ prefix. That makes THREE conventions among the four base
plugins: Kits declares HookMethod, BetterChat uses API_ prefixed methods, and
ZoneManager uses plain private methods resolved by name. All are reached the
same way from our side, but only the first is greppable as a declared API, which
is worth knowing before someone goes hunting for one that is not there.
Participation stops being the hard part. EVENTS.md section H rates participation
the hard part for UO and substantially easier for Rust because hooks carry
attacker and victim. ZoneManager makes it exact rather than merely easier:
OnEnterZone and OnExitZone are presence transitions delivered as events, so the
participation ledger is fed from what happened rather than reconstructed from a
sweep. That is where an action's participants envelope member gets its content.
Advance conditions become expressible. A phase that waits until ten players are
at the monument is a real gate that reads zone membership, rather than distance
arithmetic against a point recomputed on a timer.
And rust.zone.open moves from the optional tier into the base catalogue with an
honest reversible: ledger. CreateOrUpdateTemporaryZone takes a Plugin owner and
EraseTemporaryZone is SCOPED to that owner, so ZoneManager already has a
first-class notion of a zone belonging to the plugin that made it. That is most
of the persisted ownership registry chapter 4 demands - we still keep our own
map from core's resource reference to the zone id, but we are borrowing a
concept rather than inventing one. Erasing a zone that is gone is a success,
which is what revert needs.
One trap recorded, chapter 4's rule meeting a chatty hook: OnEnterZone and
OnExitZone fire on the game thread and a large zone on a busy server produces a
great many. The emit path already enqueues and returns so the game cannot stall,
but the bridge should subscribe SELECTIVELY rather than forwarding every
transition in every zone - a zone no event cares about should cost nothing on
the wire. Decide the filter at phase 12 with the hooks in front of you, and
measure it: a sweep over GetPlayerZoneIDsNoAlloc is cheap and a flood of wire
traffic is not.
Also adds rust.options.zones, makes the rust.zone.minutes budget dimension real,
and takes phase 0's install step to four curls.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_016wDDVXWMDz82WqE1i969r4