Adds docs/rust-link/, the canonical spec for the Rust bridge: PROTOCOL.md (the game link and the website API) and INTEGRATION.md (standing it up by hand, and which of the three components is wrong when it does not work). A new top-level directory mirroring link/, which is decision D1 below -- it keeps the uo/link symmetry and keeps module docs separate from bridge docs. Records phase 1 in PLAN.md as section 13. Both criteria met: a server.hello produced by the live Rust rig travelled game -> sidecar -> module -> the public website API, killing the sidecar left the game untouched, and all five guards are green on the module skeleton. Three org-lead decisions this phase needed, none settled by section 2: * D1 -- the bridge docs live at docs/rust-link/. * D2 -- loopback is the ONLY trust boundary on the game link, no token, exactly as on the ServUO bridge. Argued the other way on the grounds that Rust servers are far more often on GSPs; overruled, and the consequence is now written down as the mistake rather than defended against. * D3 -- the plugin reads Oxide's own config file, so it lands inside the phase-7b config editor for free. The argument against -- that editing Host/Port from the website could cut the link carrying the edit -- becomes that phase's guard rather than a reason for a second config mechanism. Section 11.3 is corrected in place: it read module.json's as held against reality by the loader in the way is. Only half true. The loader checks that a named slot EXISTS and never that the module filled it -- checkDeclared covers mounts alone -- and only ONE of R13's two slots can be declared there at all, because site.footer.status is a CLIENT slot and naming it fails the load outright. Section 13.3 records five defects a running server found that no test could, including a bootId that regenerated on every plugin load rather than every server start -- which would have asked core to reconcile its whole ledger on every oxide.reload, for a world that never moved. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_016wDDVXWMDz82WqE1i969r4
338 lines
15 KiB
Markdown
338 lines
15 KiB
Markdown
# rust-link — the wire protocol
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**Canonical.** This document defines the two contracts that make up the Rust bridge. Code in three
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repositories is held against it, and a change here is a change in all of them.
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| Contract | Between | Transport |
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|---|---|---|
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| The **game link** | the Oxide bridge plugin ↔ the sidecar | loopback TCP, newline-delimited JSON |
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| The **website API** | the sidecar ↔ `module-rust` | HTTP + WebSocket, bearer token |
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Mirrors [`link/`](../link/PLAN.md), which is the same pair of contracts for Ultima Online. Where
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this document is silent, that one is not a fallback: the two protocols are independent and share
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only their shape.
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---
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## 1. Why the game does not listen
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**The plugin is the TCP client; the sidecar owns the listener.** A Rust server therefore opens no
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extra port, and the only component the website can reach is the sidecar. This is inherited unchanged
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from the ServUO bridge — the footing changed (Oxide hooks instead of game source) and the invariant
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did not.
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```
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Rust server + Oxide (Rust-Plugins, C#)
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│ the plugin DIALS OUT · 127.0.0.1:7799 · newline-delimited JSON, bidirectional
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▼
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rust-link sidecar (Rust-Link) ← the only network-facing bridge component
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│ WebSocket (live feed) + REST (point-in-time reads), bearer-token auth
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▼
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module-rust, inside a website core
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```
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**One game server, one sidecar, on that server's own host.** A community running six servers runs
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six pairs; `module-rust` holds six clients and the website core never learns there is more than one.
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Nothing in the sidecar is multiplexed and nothing in it should become multiplexed — the `serverId`
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on every frame exists so the *module* can tell its clients apart, not so the sidecar can.
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### 1.1 Loopback is the trust boundary on the game link
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There is **no token on the game link**. The plugin and the sidecar share a host, and the sidecar
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binds `127.0.0.1` — that is the authentication, exactly as on the ServUO bridge. Binding
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`[game].bind` to a routable address puts an unauthenticated command channel on the network.
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The website-facing surface is the opposite: authentication there is **always on** and cannot be
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turned off. The sidecar generates and persists a token on first start, so there is no state in which
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it is listening without one.
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---
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## 2. Versioning
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The wire version is a single integer, declared in **four** places that must agree:
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| Where | Repo |
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|---|---|
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| `PROTOCOL_VERSION` in `sidecar/src/main.rs` | Rust-Link |
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| `ProtocolVersion` in `overlay/oxide/plugins/RunicGateway.cs` | Rust-Plugins |
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| `protocol` in `overlay.toml` | Rust-Plugins |
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| `PROTOCOL_VERSION` in `server/sidecarClient.js` | Module-Rust |
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Bump all four in the same change as the emitters, together with this document.
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**The two halves of the contract enforce it differently, and the asymmetry is the reason
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`overlay.toml` exists at all:**
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- On the **website API** the check is live. Every response carries `X-RustLink-Version`; a client
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that declares a different one in its request header is refused `409` with both numbers in the
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body, rather than served something it will mis-parse.
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- On the **game link** there is no such check, and a mismatched plugin would simply mis-parse. The
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plugin announces its protocol in `server.hello`, which is readable only after the game server has
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booted with it loaded — far too late for an installer to refuse a bad pairing. So `overlay.toml`
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declares it statically, and the installer refuses to pair an overlay and a sidecar whose numbers
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disagree. A bump landing in one repo and not the others fails to compose rather than half-deploying.
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---
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## 3. Protocol 1 — the transport
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Everything phase 1 defines, and deliberately nothing more.
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### 3.1 Framing
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Newline-delimited JSON over TCP, both directions, UTF-8. One complete JSON object per line, no
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embedded newlines.
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- **Outbound frames** (plugin → sidecar) carry `kind`.
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- **Inbound frames** (sidecar → plugin) carry `cmd`.
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Both ends cap an inbound line at **1 MiB**. An over-long line is **discarded, not buffered**, and
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the connection stays up: a single malformed frame is not a reason to tear down a link that live
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events are flowing over, and a dropped reply simply times out on the caller's side and is
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re-requested.
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The cap exists from protocol 1 rather than being added after the first large frame arrives. An
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unbounded read facing a peer that will one day send a map image is a memory-exhaustion shape we
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would be inventing ourselves.
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### 3.2 `server.hello` — plugin → sidecar
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Sent on **every successful connect**, not once at game-server start. The sidecar restarts
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independently of the game, so anything it needs up front has to be re-sent per connection.
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```json
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{
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"kind": "server.hello",
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"t": 1789510452152,
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"protocol": 1,
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"serverId": "main",
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"bootId": "boot-20260915T194502Z",
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"plugin": "0.1.0",
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"hostname": "Test Server",
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"description": "No server description has been provided.",
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"level": "Procedural Map",
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"seed": 1234,
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"worldSize": 4000,
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"maxPlayers": 10,
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"players": 0,
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"joining": 0,
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"queued": 0,
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"uptimeSec": 8947,
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"saveCreatedAt": "2026-09-15T19:58:17Z"
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}
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```
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| Field | Meaning |
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|---|---|
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| `t` | epoch milliseconds, stamped when the world was read |
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| `serverId` | this server's stable identity across wipes and restarts, from the plugin's config. **Not derived from the hostname** — an operator renames a server for a season and the site must not lose its history for it |
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| `bootId` | see §3.2.1 |
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| `saveCreatedAt` | when the current save was created. **Raw material for a wipe id, not a wipe id** — deriving one is the website's job and is not yet specified, and emitting a guess now would bake a wrong one into stored rows |
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Everything from `hostname` down is read from `ConVar.Server` and `BasePlayer.activePlayerList` on
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the game's main thread. A field the game cannot answer is **absent**, never zero.
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#### 3.2.1 `bootId` identifies the server PROCESS
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It is the server process's start instant, formatted `boot-yyyyMMddTHHmmssZ`, and it must change
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**when and only when the world started over**.
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That makes three things it is deliberately not:
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- **Not a fresh value per plugin load.** `oxide.reload RunicGateway` must not change it. The website
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watches this value to tell a game restart — where everything an event put in the world is gone —
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from a bridge reconnect, which loses nothing; a plugin reload is the second kind, and a boot id
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regenerated at `Init` would ask the site to reconcile its whole ledger for no news.
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- **Not the sidecar's identity.** The sidecar restarting is invisible to the world.
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- **Not the wipe.** A wipe is `saveCreatedAt` changing; a restart is not a wipe.
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The plugin reads it from `Process.StartTime`, which is exact and identical on every read.
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### 3.3 `ping` / `pong` — the heartbeat
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The sidecar sends `{"cmd":"ping"}` every 30 seconds while a plugin is connected; the plugin answers
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`{"kind":"pong","t":…}`.
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A `pong` is **never persisted**. It only moves the sidecar's `last_event`, which is the whole point:
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a Rust server with nobody on it is very quiet, and without a heartbeat "the game has said nothing
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for six hours" would be indistinguishable from "the link died six hours ago".
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### 3.4 `server.status` — the request/reply verb
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The one correlated round trip in protocol 1. It exists so the correlation path is exercised by
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something before anything depends on it.
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```
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sidecar → plugin {"cmd":"server.status","reqId":"r-1"}
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plugin → sidecar {"kind":"server.status","reqId":"r-1","t":…, …the §3.2 body…}
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```
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**Correlation is by `reqId`, a process-unique counter minted by the sidecar.** The plugin echoes it
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verbatim and **only when one was supplied**: a reply that invented one would be routed to nobody,
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and a reply that omitted one the caller sent would leave that caller waiting out its whole timeout.
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`server.hello` and `server.status` share a body by construction, in one function in the plugin. They
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differ in what wraps them, not in what they say about the server, and letting them drift is how a
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site ends up showing two different player counts.
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### 3.5 `link.down` — the sidecar's own observation
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Not a frame the plugin sends. When a plugin connection ends the sidecar synthesises
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`{"kind":"link.down"}` onto its broadcast channel, so the website sees the drop without polling. It
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is **never persisted**: it is this process's observation, not something the game said.
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---
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## 4. The website API
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Served by the sidecar. Everything except `/health` requires the token, which may arrive as
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`Authorization: Bearer <t>`, `X-Api-Key: <t>`, or `?token=<t>` — the last so browser WebSocket
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clients, which cannot set handshake headers, can still authenticate. The compare is constant-time.
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Every response carries `X-RustLink-Version`, including `/health` and including error responses.
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| Route | Backed by | Notes |
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|---|---|---|
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| `GET /health` | — | **Unauthenticated**, so monitoring can reach it |
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| `GET /server` | the store | The last `server.hello`. **`204` when the game has never connected** |
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| `GET /events?kind=&limit=` | the store | Newest first; `limit` clamped to 1–1000 |
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| `GET /status` | the plugin (RPC) | A live round trip. `503` with no plugin, `504` on no reply |
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| `GET /ws` | broadcast | The live feed; sends `{"kind":"ws.hello","protocol":1}` on connect |
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### 4.1 The split between store-backed and live is deliberate
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The store-backed reads answer **while the game server is off**, which is what lets the website render
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a server list during a wipe or a restart. `/status` is the one route that fails when the game is
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down, because "what is it doing right now" has no stale answer worth giving.
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### 4.2 `204` is an answer
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`GET /server` answers `204`, not `200` with a null, when the game has never connected. "We have
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never heard from this server" and "this server reports nothing" are different answers, and a client
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that cannot tell them apart renders a server that does not exist. `module-rust` maps the two onto
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distinct stored states (`reachable` without `online`, versus neither).
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### 4.3 Status codes carry the diagnosis
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A wrong URL, a wrong token and a mismatched protocol all present to an operator as "the site says my
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server is offline", and each has a different fix. The codes keep them apart:
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| Code | Means | Where the fix is |
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| `409` | protocol mismatch, both numbers in the body | upgrade one component |
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| `401` | wrong or missing token | the admin form |
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| `503` | no plugin connected | the game server |
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| `504` | the plugin did not reply in time | the game server, differently |
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| *(transport error)* | nothing is listening | the sidecar, or the URL |
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### 4.4 The RPC timeout is a ceiling on every later command budget
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The sidecar waits **10 seconds** for a correlated reply (`rpc::REPLY_TIMEOUT`). `module-rust`'s own
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client waits **12 seconds** (`TIMEOUT_MS`).
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Core's event dispatcher classifies a `budgetMs` overrun as retryable **unconditionally** — it cannot
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ask the action, which is still awaiting a socket. So an action whose `budgetMs` does not exceed the
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module's client timeout can never report `retry: false`, and that code is unreachable. The ordering
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is:
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```
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sidecar RPC timeout (10s) < module client timeout (12s) < an action's budgetMs
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```
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Derive one from another rather than writing all three down independently.
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---
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## 5. What the plugin owes the game
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Three rules, and each has a failure behind it. They are the ServUO bridge's, unchanged.
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1. **`Emit` is called from the main thread. It formats nothing, blocks on nothing, and touches no
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socket.** It enqueues and returns. A slow, wedged, or absent sidecar cannot stall the game.
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2. **One link thread owns the socket.** A single writer keeps event ordering intact. It reconnects
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with bounded backoff, and the backoff waits on a handle rather than sleeping — an uninterruptible
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sleep there is a stall of up to the backoff on every plugin reload, on the main thread.
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3. **A reader thread parses inbound lines and marshals each to the main thread** via
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`Interface.Oxide.NextTick`. The reader touches no Unity object, no `BasePlayer` and no `ConVar`.
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The outbound queue is **bounded, drop-oldest**: on overflow the oldest record goes and is counted,
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because telemetry is worth less than the server's memory.
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### 5.1 Diagnosing the link
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```
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rg.link
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```
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from the game server's console or over RCON:
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```
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protocol=1 serverId=main connected=True depth=0 sent=3 dropped=0 received=2
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connects=1 writeErrors=0 bootId=boot-20260915T194502Z
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```
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This separates "the plugin is not loaded", "the plugin cannot reach the sidecar" and "the website
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cannot reach the sidecar", which look identical from the site.
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---
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## 6. Configuration
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### 6.1 The plugin — `oxide/config/RunicGateway.json`
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Written by Oxide on first load; edited like any other plugin's config.
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```json
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{
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"Host": "127.0.0.1",
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"Port": 7799,
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"QueueCap": 5000,
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"ServerId": "main"
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}
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```
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### 6.2 The sidecar — `sidecar.toml`
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Resolved as `--config <PATH>`, else `$RUSTLINK_CONFIG`, else `./sidecar.toml`. Environment variables
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override the file.
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| Key | Env | Default |
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|---|---|---|
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| `[game].bind` | `RUSTLINK_GAME_BIND` | `127.0.0.1:7799` |
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| `[game].server_id` | `RUSTLINK_SERVER_ID` | *(empty)* |
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| `[web].bind` | `RUSTLINK_WEB_BIND` | `127.0.0.1:8090` |
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| `[web].auth_token` | `RUSTLINK_WEB_TOKEN` | *(generated on first start)* |
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| `[store].path` | `RUSTLINK_DB_PATH` | `rust-link.db` |
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Two things about those are load-bearing:
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- **A relative `[store].path` resolves against the directory holding `sidecar.toml`**, not the
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working directory. A service manager's working directory must not decide where the database lands
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— on Windows that can be `%SystemRoot%\System32`, or a silently redirected VirtualStore copy.
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- **`[game].server_id` is a cross-check, not a second source of truth.** The plugin announces its own
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`serverId` and that is the authority; when both are set and they disagree, the sidecar logs the
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disagreement loudly and keeps the plugin's. Two game servers pointed at one sidecar by a copied
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config is the mistake this catches, and it is silent in every other design.
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`rust-link-sidecar --print-config` resolves the configuration exactly as a normal start would —
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writing the file and generating the token if they are missing — and prints it as JSON on stdout,
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**including the token in clear text**. That is the supported way for an installer to read it back.
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---
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## 7. What is deliberately not here yet
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Protocol 1 is the transport. Every one of these arrives with the phase that needs it, and each is a
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version bump:
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- the read path — player events, kills, clans, presence
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- identity and the in-game link code
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- the permission mirror
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- leases, budgets and the event actions
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- the map image over the asset-bridge shape
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The rule that governs all of them: **the sidecar is a dumb forwarder.** It defines no schema for a
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frame's contents, so a version that adds fields to an event needs no change there — only one that
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adds a new *indexed* column does.
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