Files
docs/rust-link/PLAYER_WALK.md
wtclaude 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

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13 KiB
Markdown

# The player walk — proving the half of the read path a console cannot reach
Protocol 2's catalogue divides cleanly in two, and the line is not about importance: it is about
whether a hook can fire without somebody holding a mouse.
Everything in the first half was proven from a console and a REST client while phase 3 was built —
the boards, the wipe id, the envelope, bans, the server lifecycle. Everything below needs a **real
player on a real server**, because the hooks carry a `BasePlayer`, a `HitInfo` or a chat line, and
none of those three can be manufactured from a console without becoming a different test.
This document is the walk that closes it. It takes about ten minutes, it is the same on Oxide and on
Carbon, and it is written so that the answer is readable afterwards rather than watched live.
---
## Before you start
1. A rig running, with `RunicGateway.cs` loaded — `oxide.plugins` (or `c.plugins`) lists *Runic
Gateway*, and `rg.link` answers `connected=True`.
2. A sidecar the rig can reach, with its store **empty** — that is what makes the event list at the
end readable as a transcript of the walk and nothing else.
3. The sidecar's token to hand, for the reads at the bottom.
Run this once, before you join:
```
rg.hooks
```
Every player hook should read **silent**. That is the baseline: the point of the walk is to move
them, and starting from a run where some already fired proves less.
---
## The walk
Do these in order. The order matters only in two places, noted where it does.
| # | Do this | Fires | The frame should carry |
|---|---|---|---|
| 1 | **Join the server** | `CanUserLogin`, `OnUserApproved`, `OnPlayerConnected` | Three frames, in that order. The first two carry your **IP address** — check it is a real address and not the string `0`. `player.connected` carries your steam id and name |
| 2 | **Wake up / spawn in** (click Respawn if you are dead) | `OnPlayerRespawned` | `player.respawned`, steam id only. It does **not** fire if you simply wake from sleeping — that is the hook's own documented behaviour, so no frame here is a pass, not a failure |
| 3 | **Say something in chat**, then **say something in team chat** if you have a team | `OnPlayerChat` | Two `player.chat` frames, with `channel` reading `Global` and `Team`. The message must arrive whole — if it is truncated or the frame is missing, the flattener ate it |
| 4 | **Chop a tree for about twenty seconds**, then **mine a node** | `OnDispenserGather` | **Nothing immediately.** This is the aggregate: one `player.tally` frame within 60 seconds, carrying `gathered` with `wood` and `stones`, summed. Seeing a frame per swing would be the bug |
| 5 | **Kill an animal or a scientist** | `OnEntityDeath` | Again nothing immediately — `npcKills` on the next `player.tally`. No `player.death`: a chicken is not a killfeed entry |
| 6 | **Die to the environment** — fall damage is easiest | `OnPlayerDeath` | `player.death` with `attackerType: "environment"`, a `grid` like `H7`, and **no** `attackerId`. Check the grid against the map: a wrong sign in the row arithmetic mirrors the whole map, and only a human with the map open can see that |
| 7 | **Kill yourself**`kill` in the F1 console | `OnPlayerDeath` | `attackerType: "self"`, no `attackerId` |
| 8 | **If a second player is available**: kill each other once | `OnPlayerDeath` | `attackerType: "player"`, with `attackerId`, `attackerName`, a `weapon` shortname and a `distance` in metres. This is the killfeed's whole shape, and it is the one row phase 4's page is built from |
| 9 | **Build a foundation, then destroy it yourself** | `OnEntityDeath` | `entity.destroyed` with `ownerId` (yours), `prefab`, `grid` and `attackerId`. Decay must **not** produce one of these — only a player breaking it |
| 10 | **Disconnect** | `OnPlayerDisconnected` | `player.disconnected` with a `reason` and a **`sessionSec`** roughly equal to how long you were on. It also flushes your tally first, so any gathering since the last minute arrives immediately before it |
Two ordering notes: step 4 must come before step 10 by at least a minute if you want to see the
cadence flush rather than the disconnect flush, and step 1's three frames are the only place the
order between hooks is itself part of the answer.
---
## Reading the result
From the machine running the sidecar:
```bash
TOKEN=# [web].auth_token from sidecar.toml, or `--print-config`
BASE=http://127.0.0.1:8090
# The whole walk, oldest first, as a transcript.
curl -s -H "Authorization: Bearer $TOKEN" "$BASE/feed?since=0&limit=500" \
| python -m json.tool
# Or one kind at a time.
curl -s -H "Authorization: Bearer $TOKEN" "$BASE/events?kind=player.death&limit=20"
```
And from the game console:
```
rg.hooks
```
Every hook in the walk should now read **fired**, with a count. A hook still `silent` after the step
that should have fired it is the finding — and on Carbon it is the specific question
[`CARBON.md`](../modules/rust/CARBON.md) §6 asks, since Carbon's catalogue omits thirteen uMod names
and nobody has yet checked whether they are renames or holes.
---
## What counts as a pass
Not "frames arrived". Three things, and the third is the one worth slowing down for:
1. **Every hook in the table fired**, on both frameworks, from the same plugin file.
2. **Every frame carries the envelope**`type`, `serverId` and `wipeId` on all of them
([`PROTOCOL.md`](PROTOCOL.md) §8.1). A player frame without a `wipeId` cannot be attributed to a
wipe and its rollup is lost.
3. **The aggregates are aggregates.** `player.tally` is a delta since the last flush, so two minutes
of chopping is two frames that sum to the total, not two frames each carrying the total. Getting
this backwards makes every leaderboard roughly double, and it looks correct until somebody counts.
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.
---
## 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.