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
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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
- A rig running, with
RunicGateway.csloaded —oxide.plugins(orc.plugins) lists Runic Gateway, andrg.linkanswersconnected=True. - 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.
- 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:
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 §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:
- Every hook in the table fired, on both frameworks, from the same plugin file.
- Every frame carries the envelope —
type,serverIdandwipeIdon all of them (PROTOCOL.md§8.1). A player frame without awipeIdcannot be attributed to a wipe and its rollup is lost. - The aggregates are aggregates.
player.tallyis 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 . 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 noBasePlayer— so the console is unconditionally allowed (PLAN.md §12.5). - 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 — itsIsAdminis thekits.adminpermission andAdminIgnoreRestrictionsdefaults tofalse— so a kit'sRequiredPermissiondoes 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/GetUsersInGroupentry format. Both answerid(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) — on the Pterodactyl rigs that is phase 18's egg, and on a development machine it is a firewall rule for the port the plugin dials.
| # | 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.OxideforReloadPluginby reflection and falls back to a console command —c.reloadon Carbon,oxide.reloadon 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 isOnPluginLoadedarriving, not the command being accepted. OnPluginLoaded/OnPluginUnloadedfiring 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.hooksat the console is the standing answer: both names are inExpectedHooks, 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.