Every question the contract audit raised was answered the same day. Eight new
decisions of record, and the schedule goes from twelve phases to twenty.
R7 the notifications and engagement set ships in v1 - streams, triggers,
audiences, seeds, announce leg, post hook - as ONE phase because they are a
matched set in the template rather than three independent gaps. The three rules
it lives on: ceiling is required and is not a ladder (a staff ceiling does not
permit owner, because one person for a cheat-detection event is the player it
was detected on); subjectKey must name a declared variable or every subject
shares undefined; and a rule group is offered once, so a rule appended to an
existing group reaches fresh installs only.
R8 multi-server from the start - the dry run's finding 2 taken at face value.
R12 per-wipe detail plus all-time rollups, with the truncation as a runtime
route and never a schema statement, since the fragment replays every boot.
R14 /rust on all three tiers, chosen deliberately because prefixes share one
namespace with core's and the collision probe cannot see core's root-mounted
endpoints. R13 two extension slots. R11 a small read-only slash command set,
with ephemerality fixed at the deferral so a refusal must defer ephemeral.
R9 is the one that split in two. The map IMAGE is static content on the game
host regenerated only on a wipe - the ch.3 2b case, so request/reply, one in
flight, two stages, its own derivation version, and no import on boot - while
everything moving on it is live state down the ordinary read path. Every layer
is an operator switch, and that is a security boundary rather than a preference:
public player positions in Rust locate players and let anyone infer base
positions. Default is monuments and world events public, players and bases
admin-only. This is the ONLY asset-bridge work in scope; item icons and the
2,590 skin ids stay out of v1.
R10 the Android app is in this workstream, deciding its screens from
/api/v1/public/modules capabilities, with each leg trailing the website surface
it consumes by one phase. Records the two endpoints that are not this and are
easy to confuse with it: /api/v1/public/status is site mode plus a version
block, and /api/health is an internal liveness probe.
Section 7 now carries the phase each previously-unplanned element lands in, and
the honest cost: twelve phases, from reading the chapters that describe the game
bridge and treating the module as the thin part when the kit says in its first
paragraph that the module is most of the work.