Files
docs/modules/rust/PLAN.md
wtclaude 5dcb8088ad docs(modules): R7-R14 close the audit, and the phase list roughly doubles
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.
2026-09-15 12:01:44 -05:00

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module-rust — the plan

Status: approved in outline 2026-09-15, not started. Fourteen decisions of record; two questions deferred by choice (§3). Audited against the whole contract, not just the game-facing chapters (§7).

The dry run designed this module on paper and deliberately did not build it. This is the document that builds it. Where the two disagree, this one is later and wins — but the dry run's four findings still stand, and one of them (identity) has moved from a footnote to the critical path. §2 says why.

Nothing here is normative. MODULE_API.md is the contract, MODULE_SYSTEM.md the system, EVENTS.md the event design of record, and the Integration Kit is the teaching text this plan follows chapter by chapter. This document is a schedule and a set of decisions, not a specification.


1. The shape, and what is already settled

Three new repositories, mirroring the three the platform already has for Ultima Online, plus the optional fourth part that lives inside the module:

Part Repo Mirrors What it is
Website module RunicGateway/Module-Rust Module-uo Routes, schema fragment, prebuilt client chunk, nav
Sidecar RunicGateway/Rust-Link link Owns the game connection and the durable copy
Oxide bridge plugin RunicGateway/Rust-Plugins servuo-plugins C# inside the game, dials out, never blocks
(event capability) Declarations inside Module-Rust (kit ch. 5)

All three were created empty on 2026-09-15. The module is built from integration-kit/template/, which CI holds against a pinned core — currently MODULE_API_VERSION 1.10.0.

The repository name is not the module id. Module-uo ships a module whose id is uo; this one ships rust. §2.1 of the contract requires id to equal the directory core loads it from, which is modules/rust/, and it is the prefix of every table and every mount — so the capitalisation in the repository name reaches nothing inside the bundle.

Settled before this document and unchanged by it (dry run, org lead, 2026-08-19):

  • One server, one sidecar, on that server's own host. A community with six servers runs six pairs; the module holds six clients and core never learns there is more than one.
  • The plugin dials out. Rust's server is a binary, so the way in is Oxide's published hook API rather than source — and the shard-dials-out invariant survives that change of footing unchanged.
  • No RCON. It was the original design and it was overruled.
  • wipe_id on every table that holds gameplay data. It is the whole shape of the game in one column, and it is the first thing a UO-shaped mental model gets wrong.

2. Decisions of record

Decided 2026-09-15 (org lead). A player proves account ownership by typing a command in-game; the plugin issues a one-time code; the website confirms it through the sidecar. Exactly the shape module-uo uses.

This is the dry run's finding 1 answered for now rather than closed. There is still no registerAuthProvider in the contract at 1.10.0 — verified against MODULE_API.md §2.4 on 2026-09-15 — so "Sign in with Steam", which every Rust community expects, is not reachable from a module today. The link code is one screen worse and needs no core change, so it is what v1 ships.

What changed since the dry run is the stakes, not the options. The dry run rated this survivable because the module only read: a site that renders a leaderboard does not need to know which account owns a Steam ID. R2 makes the site the author of who may do what in the game, and R3 makes it the thing that hands out loot. Both are grants against a Steam ID. A weak identity link is now a privilege-escalation path, not a missing convenience — so the code must be single-use, short-lived, rate-limited, and issued in-game to the player who will own it.

Adding registerAuthProvider properly stays the first candidate for a future MODULE_API bump. It participates in session creation, which is the one part of core a module must never be able to weaken, and it must inherit core's existing policy: SSO is link-only, identities are never auto-provisioned. Specified deliberately, not bolted on. It is out of scope here.

R2 — site-authored permissions are mirrored into Oxide's own permission store

Decided 2026-09-15 (org lead). The website is the author of record for groups and grants. The bridge plugin applies them through Oxide's own API (permission.GrantUserPermission / RevokeUserPermission), so Oxide is an enforcement cache and the site is the thing that remembers.

The alternative — the plugin keeping a private table only our own features consult — was rejected because it cannot reach any third-party plugin, and reaching them is the point: a grant authored on the site has to gate Kits.

Three properties fall out, and they are the reason this shape is worth its cost:

  • Every third-party plugin honours site-authored grants with no adapter, because they all already call permission.UserHasPermission.
  • A wipe stops being a data-loss event for permissions. The game forgets; the site does not, and re-pushes the whole set on the next connect.
  • Hand edits are reported, not overwritten. Somebody typing oxide.grant at the console is drift, and drift is surfaced to an operator — the same posture a lease's restore() takes when it finds a value a human has moved (kit ch. 5).

This is a direction the Integration Kit has no chapter for, and that is a finding. Chapters 3 and 4 are the read path — data leaving the game. Chapter 5 is one-shot commands with a ledger and a teardown. This is neither: it is continuously reconciled state where the website is authoritative, and its nearest relative in the contract is the Team provider inverted — instead of core asking the module what the game knows, the module tells the game what the site knows. The mechanism it borrows is chapter 4's: every board's current state has exactly one producer, and it runs on connect, pointed the other way. Whether this deserves a sixth chapter is a question for phase 19, after it has been built once.

R3 — the Kits reward action registers always and refuses with a reason

Decided 2026-09-15 (org lead). Kits is required for event rewards, but "required" means the action always exists and fails honestly where it cannot work — { ok: false, retry: false, error: 'Kits plugin not installed' } — rather than vanishing from the authoring form or refusing to boot the module.

Two details from kit ch. 5 that this depends on and are easy to get wrong:

  • The reason must be in error. Core reads exactly ok, retry and error off a failure envelope; a message under any other name is dropped and the operator sees a bare "<action id> refused".
  • retry: false has to be reachable. Core's dispatcher enforces budgetMs and classifies a budget timeout as retry unconditionally — so if the sidecar client's timeout is longer than budgetMs, our own retry: false is unreachable code. Derive one constant from the other and assert the inequality in a test. The first module this project shipped had exactly that pairing.

R4 — Rust reaches an operator through the existing installer, behind --game

Decided 2026-09-15 (org lead). Not a second binary and not a shared-core refactor: the shipped installer grows a game dimension, --game servuo|rust, and keeps one release stream, one doctor, one update, one uninstall.

The shape of the work is set by where the coupling already is. The reusable half is already game-agnosticsrc/service.rs and src/main.rs mention ServUO zero times, and net.rs, diff.rs, paths.rs and ui.rs barely more. The UO-specific half is concentrated in four filesinstall.rs, doctor.rs, overlay.rs, tier.rs — plus the bundle manifest, where OverlayComponent and ServUoCompat name the game in the schema itself.

So the change is: make the bundle's game payload a variant rather than an overlay, and ServUoCompat a per-game compat block. That is a schema change on the published bundles branch, and it is the part to design before touching code.

The Rust payload is much simpler than the UO one, which is what makes this affordable: no source tree to overlay, no patches/, no opt-in patch tier — a Rust install is a .cs file dropped into oxide/plugins/, plus the sidecar and its service, which the installer already knows how to do. What it gains instead is a prerequisite check: is Oxide installed, and is its build current enough. That is doctor's shape, not a new concept.

The protocol pairing check generalises unchanged. servuo-plugins/overlay.toml declares the protocol the overlay speaks and the installer refuses to pair a disagreeing sidecar; rust-plugins needs the same declaration under whatever name the variant gives it, and the refusal is the same refusal.

R5 — Teams come from Rust's first-party clans; the uMod Clans plugin is the richer tier

Decided 2026-09-15 (org lead). Basic functionality is built on Rust's own clan system; the third-party uMod Clans plugin is an optional layer for a much richer experience, and lands in phase 17 rather than phase 9.

The distinction matters more than the names suggest, so it is worth stating precisely:

  • Rust's first-party clans are seven hooks in HOOKS.mdOnClanCreated, OnClanDisbanded, OnClanMemberAdded, OnClanMemberKicked, OnClanMemberLeft, plus colour and logo — each handing you a LocalClan. All seven are "no return behavior", which is exactly what a read-only bridge wants: there is nothing to abstain from, so kit ch. 4's return-null-from-every-veto rule has no work to do here. They need no plugin, and the rig is already running them (D:\rust\server\server1\clans.287.db).
  • Rust's first-party Teams are a different system — twelve hooks, mostly vetoable — and are the transient in-game squad, not the persistent organisation. They are not what core's Team provider should be fed. Clans is the right choice and this is why.
  • The uMod Clans plugin's API is not in our mirror. HOOKS.md is the game's 477 hooks; a plugin's own API is its own documentation. It is reached through [PluginReference] and is null when absent, making it an R3-shaped dependency that must refuse with a reason.

Reading that plugin's source settled R5 far more firmly than the reasoning above did, and in a direction worth stating plainly: for Teams, the plugin is worse than first-party, not richer. Clans v0.2.10 (k1lly0u, MIT, 2,692 lines) publishes fifteen [HookMethod]s and every one of them is a mutationCreateClan, JoinClan, LeaveClan, KickPlayer, PromotePlayer, DemotePlayer, DisbandClan, and the eight alliance verbs. There is no read API whatsoever: no GetClan, no GetClanOf, no GetClanMembers, no GetAllClans. And it raises exactly three hooks — OnClanCreate, OnClanChat, OnAllianceChatnone of which is a membership transition.

So it cannot answer any of core's three provider questions from its published surface, while first-party clans answer all three. Feeding the Team provider from first-party clans is therefore permanent, not a first step.

What the plugin genuinely adds is alliances and clan/alliance chat — richer in features, not in roster data. That is what phase 17's adapter surfaces, and it sits beside the Team provider rather than under it.

One route is deliberately not taken: the plugin persists to its own files under oxide/data/, and a determined integration could read those directly. That is reaching into another plugin's private storage, not using an API — it breaks without warning on any upstream refactor and is not a contract anybody owes us. If phase 17 wants roster data from the plugin, the honest path is an upstream pull request adding a read method, not a file reader.

R6 — the required base set is Kits, Clans and PopupNotifications, all k1lly0u

Named 2026-09-15 (org lead). All three are MIT, all by the same author, all fetched at plan time:

Plugin Version Released Source
Kits 4.4.9 2026-06-04 https://umod.org/plugins/Kits.cs
Clans 0.2.10 2026-05-06 https://umod.org/plugins/Clans.cs
PopupNotifications 0.2.1 2026-08-09 https://umod.org/plugins/PopupNotifications.cs

Every one has a direct .cs download, so phase 0's install step is three curls into oxide/plugins/ and no manual retrieval. Pull them fresh rather than using the copies staged in Downloads, which are an older vintage.

Clans is listed by uMod as a Universal plugin rather than a Rust one — it is written against Covalence, and its API takes IPlayer rather than BasePlayer. That is the portable half of the uMod surface, and it is why the same plugin serves several games.

Kits is the opposite of Clans and is a genuinely good dependency. Twenty-three [HookMethod]s, including the three things the event work actually needs:

  • GiveKit(BasePlayer player, string name) — the reward action's call;
  • GetKitNames(List<string>) / GetAllKits()the option source for the authoring form, so an operator picks a kit from the live server instead of typing an identifier from memory;
  • GetKitInfo / KitDescription / KitImage / KitMax / KitCooldown / GetPlayerKitUses / GetPlayerKitCooldown — form metadata and per-player eligibility.

It also raises OnKitRedeemed(BasePlayer player, string kitName), which the bridge can listen on to report a redemption as an ordinary event, whoever triggered it.

Two traps in GiveKit that phase 13 must handle, both found by reading it rather than by reasoning about it.

GiveKit returns null on a failure path, and null is Oxide's idiom for "no opinion". The first line is if (!player) return null;. Everywhere else in this ecosystem a null return means abstain, so the reflex — treat null as fine — reports a reward as delivered when there was no player to deliver it to. The success value is the literal true; a refusal is a message string, which drops straight into chapter 5's error field. So the mapping is result is bool ok && ok for success, a string for a refusal reason, and null is a failure, not a success.

GiveKit takes a BasePlayer, so the player must be connected. There is no offline grant in this API. An event that rewards participants at two in the morning rewards only whoever is online at that moment, silently. Phase 13 has to choose: accept online-only and say so in the action's description, or keep our own persisted pending-grant queue in the bridge and redeem it on next connect. The queue is the honest answer and it is not free — it is a second at-most-once store with its own idempotency, which is exactly the machinery chapter 4 says to persist in the world save. Decide it deliberately at phase 13 rather than discovering it from a complaint.

PopupNotifications is small and does exactly one thing: CreatePopupNotification(string message, BasePlayer player = null, float duration = 0f), where a null player makes it global. That is the server-side notification surface, and it needs no more than that.

The one gap to design around: the seven first-party hooks carry created, disbanded, added, kicked and left — but no promote or leader-changed event. Core's provider requires getTeamLeaders, so leadership is read off LocalClan at snapshot time rather than tracked from transitions. That makes phase 9 partly snapshot-driven where the dry run predicted it would be fully event-driven — a small correction to that document, recorded here rather than silently.

R7 — the notifications and engagement set ships in v1

Decided 2026-09-15 (org lead). registerNotificationStreams, registerEventTriggers, registerAudiences and registerEngagementSeeds are all in the first release, plus registerAnnounceLeg and registerPostHook.

They are a matched set, which is why they are one decision and one phase: a trigger declares the payload contract and the widest audience a rule on it may ever be given, an audience resolves people over module data, and seeds ship the bodies and the rules that use them. Three rules from the kit that this phase lives or dies on:

  • ceiling is required, has no default, 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. Fewer people is not less exposure.
  • subjectKey must name one of your declared variables — it is what the cooldown keys on. Core refuses the module at boot if it names nothing, which is the good failure; the bad one it prevents is every subject sharing undefined.
  • A rule group is offered once, per group key. A rule appended to an existing group reaches fresh installs only — so a rule that must reach existing deployments takes a new group key.

And the emit discipline: emit on the transition, not on the poll. Core's cooldown would hide a module that emitted "the server is still up" as news.

R8 — multi-server from the start

Decided 2026-09-15 (org lead). The server list is the landing page and everything else hangs under /rust/servers/:id. Every gameplay row carries a server id as well as a wipe_id, and the module holds one sidecar client per configured server.

This is the dry run's finding 2 taken at face value: "one module, one game" is not the same as "one module, one server". Retrofitting an :id segment through every route, table and page is the expensive version, and a Rust community runs several servers by default.

R9 — the live map, with every layer toggleable

Decided 2026-09-15 (org lead). The site offers a live map, and each layer is an operator switch set to public / players-only / admin-only through the existing visibility framework (SHARD_VISIBILITY.md).

The map is two problems and they take different paths, which is the thing to get right before building either:

  • The map image is static content on the game hostproceduralmap.<size>.<seed>.<save>.map beside the world save, regenerated only on a wipe. That is exactly kit ch. 3 §2b's case, and it takes that shape: request/reply, never events (a sidecar that broadcast it would write megabytes into its own store and fan them at every client), one in flight with an explicit busy, two stages — what exists, then what changed, and a derivation version separate from the protocol so improving how we read the file invalidates a cached image whose source hash did not move. And no import on boot: a wipe is an event the operator knows about and the website does not.
  • Everything moving on it is live state down the ordinary read path — monuments, cargo ship, patrol helicopter, airdrops, locked crates, and player positions.

The layer switches are a security boundary, not a preference. Public player positions in Rust are a competitive-advantage leak — anyone, including people who do not play on the server, could locate players and infer base positions. The default posture is monuments and world events public, player and base layers admin-only, and an operator opening one up is a deliberate act with the consequence stated on the switch.

This is the only asset-bridge work in scope. Item icons and the 2,590 workshop skin ids stay out of v1; kill feeds and kit lists render as text.

R10 — the Android app is in this workstream, capability-driven, trailing by one phase

Decided 2026-09-15 (org lead). Full Rust support in the app, not a degradation check. It decides which screens to show from GET /api/v1/public/modules — each started module's capabilities array — and each app leg lands one phase after the website surface it consumes is merged, so it is always built against a real endpoint rather than a planned one.

Two endpoints that are not this and are easy to confuse with it, both checked on 2026-09-15: /api/v1/public/status returns site mode plus a version block — the first-run probe and version-mismatch guard, not a feature manifest — and /api/health on the internal app is a liveness probe returning {status:'ok'}. Neither can say which pages exist.

§2.9's rule governs: treat an unknown capability as absent, and never infer a URL from one.

R11 — a small read-only set of Discord slash commands

Decided 2026-09-15 (org lead). Questions answered from data the module already holds — server status, wipe schedule, leaderboards, who is online. No write verbs, and the account link stays on the two surfaces R1 names rather than acquiring a third.

The trap to carry in from the Teams work: ephemerality is fixed at the deferral, so a command that might refuse must defer ephemeral or its refusal goes public in the channel. And the registries have no removal path, which is an argument for adding a command late rather than early.

R12 — per-wipe detail plus all-time rollups

Decided 2026-09-15 (org lead). Every gameplay row carries wipe_id; leaderboards default to the current wipe; a separate rollup accumulates per player across wipes so a returning player's history survives the monthly reset.

The truncation is a runtime operation on a module route, never a schema one — §2.6's leading-verb allowlist forbids DELETE and TRUNCATE in a fragment precisely because the fragment replays at every boot and would empty the table on each restart.

R13 — two extension slots: admin.users.detail and site.footer.status

Decided 2026-09-15 (org lead). An operator looking at a user sees their linked Steam identity, per-server stats and site-authored permission grants in core's own admin user page; the footer carries a shard-status indicator on every page.

One module per slot, so claiming them also reserves them. And the naming rule matters for anyone reading this later: a slot is named for a PLACE, never for a meaningsite.footer.status is "the status-ish spot in the footer", not core knowing what a game server is.

R14 — /rust on all three tiers

Decided 2026-09-15 (org lead). public, admin and player all mount /rust, exactly as module-uo mounts /uo. Sub-surfaces are path segments: /rust/servers/:id, /rust/map, /rust/clans.

Chosen deliberately because prefixes share one namespace with core's own and the loader's collision probe cannot see all of core's — several core endpoints are mounted at the tier root rather than under a prefix. A noun from our own domain that equals the module id cannot collide, where /servers or /map very well might.

3. Open questions

The fourteen decisions above close every question the contract audit raised. Two remain, both deliberately deferred rather than unanswered:

Clans is in the base set and the Team provider reads first-party clans. Not in conflict — the plugin is installed because a community wants alliances and clan chat, while core's Teams are fed from the first-party system that actually publishes membership transitions (R5). Still an interpretation rather than something stated.

Offline reward grants. GiveKit requires a connected BasePlayer (R6). Whether the reward phase accepts online-only or builds a persisted pending-grant queue is a real decision with real cost, and it belongs in that phase with the code in front of it.

D:\rust\oxide\plugins\ is empty, so the whole base set is a fresh install in phase 0.

4. The test rig

D:\rust on the org lead's workstation. It has been booted, it has a generated world (procedural, seed 1234, size 4000, save v287) and Oxide 2.0.7585 matched to its build, and its Oxide permission store already holds a default and an admin group with one admin user — which means R2's mechanism can be exercised on day one.

Two traps recorded here because both cost time before they were understood:

  • D:\rust\start.bat updated the wrong directory — fixed 2026-09-15. It ran steamcmd +force_install_dir c:\rustserver\ +app_update 258550 and then launched D:\rust\RustDedicated.exe. The server that boots had never been updated by its own script, which is why a second, never-booted install exists at C:\rustserver and why D:\rust is a wipe behind. Now reads +force_install_dir d:\rust\; the original is kept at D:\rust\start.bat.bak. D:\rust\steamapps\appmanifest_258550.acf was already present at the same buildid, so the first corrected run is a delta to the current wipe rather than a 5.9 GB re-download.
  • C:\oxide_files is a 2025-04-23 Oxide and must not be copied anywhere. Oxide ships a patched Assembly-CSharp.dll; that bundle's is 6,842,880 bytes against the live 9,780,224, so copying it over a real install is a hard downgrade. D:\rust is already correct and needs nothing from it.

Rust force-wipes on the first Thursday of the month and Oxide is rebuilt to match, so "is the rig current" is a recurring question, not a one-time setup step. Every phase that touches the plugin re-checks it.

5. The phases

Twenty phases, roughly doubled from the first draft — the contract audit in §7 is why, and the honest reading is that the first list was a game-bridge plan with a website module bolted on, where the kit treats the module as the bulk of the work.

04 produce a working read-only multi-server Rust site that an operator can actually install. 67 are the permissions product. 9 is Teams. 10 is the notifications set. 1213 are events. 14 is the map. 18 is how any of it reaches somebody who is not us. The Android legs (5, 8, 11, 15) each trail the website surface they consume by one phase, per R10.

Each phase ends with its findings written down, as every workstream here does.

# Phase Repos Done when
0 The rig. Update to the current wipe (the script is fixed), confirm the Oxide build still matches, install the base set (R6), prove a console grant reaches a plugin docs A current server boots with Kits, Clans and PopupNotifications loaded and oxide.grant demonstrably gates something
1 Protocol 1, three skeletons, and every bundle seam at once. Plugin: bounded drop-oldest queue, one writer thread, tagged reconnect epoch, dial-out. Sidecar: listener, SQLite, always-on token auth, version header, rpc correlation. Module: id: rust, /rust on all three tiers (R14), schema.sql and purge.sql, the vite aliases and shims, checkExternals, checkImports, the swagger fragment and its staleness check, explicit onBoot/onShutdown, capabilities all 3 + docs One hello line travels game -> sidecar -> module; killing the sidecar does not stall the game; all five guards green on an untouched skeleton
2 Packaging and release. release.yml, the install manifest, the sha256, the host allowlist — and a real install into a running core from a manifest URL Module-Rust + docs An operator installs the empty module from Admin -> Modules and it reaches started
3 The read path. First hook wave from HOOKS.md; events and snapshots distinct at the wire; wipe_id and server id on every row (R8); all-time rollups (R12); every board re-emitted on connect all 3 + docs A restarted sidecar is fully populated within one connection, and a wipe does not erase a player's history
4 The first pages. Server list as the landing page, /rust/servers/:id beneath it, killfeed, leaderboard; nav rows; the UI kit (PublicLayout shell, PageHeader props); capabilities; the site.footer.status slot (R13) Module-Rust The site renders the last thing each server said while every server is off
5 Android leg A (R10). Capability-driven shell from GET /api/v1/public/modules, plus the phase-4 screens Android-app The app renders a Rust site it has never seen, and a UO site unchanged
6 Identity (R1), and the admin.users.detail slot (R13) 3 + docs A player links an account in-game; an operator sees the Steam id inside core's own user page
7 Site-owned permissions (R2). Groups and grants authored on the site; full set pushed on connect, deltas after; drift reported all 3 + docs A grant made on the website gates a third-party plugin in-game, and survives a wipe
8 Android leg B (R10). Identity and permission surfaces Android-app A player links from the app
9 Teams from first-party clans (R5). Membership event-driven, leadership read off LocalClan at snapshot; declareModuleSlot × 3 for core's team.notify / team.activity / team.forum Module-Rust + 2 The clan page is ours, core's contributions land in places we named, and every slot empty still reads correctly
10 Notifications and engagement (R7). Streams, triggers with ceiling and subjectKey, audiences, engagement seeds, announce leg, post hook Module-Rust + docs An operator turns on a rule, edits a body, and a wipe announcement reaches the right people and nobody else
11 Android leg C (R10). Inbox and notification preferences for Rust triggers Android-app A Rust notification arrives on a phone and can be switched off there
12 Events: one budget, one verified lease. kit ch. 5's own ordering — the lease before the action Module-Rust + 2 The leased value is observed changing in the running game and restored, per key
13 Events: the Kits reward action (R3, R6). Includes the offline-grant decision (§3) all 3 A retried step grants loot once, and the ledger and the world agree
14 The live map (R9). The map image over the bridge — request/reply, two-stage, one in flight, its own derivation version, no import on boot — plus the live layers and a per-layer public/players/admin switch all 3 + docs The map renders for the current wipe, and a player layer is invisible until an operator deliberately opens it
15 Android leg D (R10). Map and events Android-app The map renders on a phone with the same layer gates
16 Discord slash commands (R11). A small read-only set, every refusal deferred ephemeral Module-Rust + docs A refusal does not go public in the channel
17 Optional mod integrations. The uMod Clans adapter first — alliances and clan chat, beside the provider rather than under it (R5) — then others, each detecting via [PluginReference] and degrading to absent Rust-Plugins + docs A server missing every optional mod still runs the module, Teams included
18 The installer (R4). `--game servuo rust, the bundle payload as a variant, an Oxide prerequisite check in doctor`, the protocol pairing refusal carried over installer + docs
19 Docs, kit feedback, cutover. docs/; .profile (three repos were added); runicgateway.com (a second game is a headline change); and the Integration-kit question R2 raised docs + Integration-kit + .profile + runicgateway.com docs/ describes what shipped, the front door names the new repos, and R2's missing chapter is answered either way

Why the lease comes before the reward action

The stated priority is Kits rewards, and this plan still schedules a lease first (12 before 13). kit ch. 5 is explicit about it and the reasoning survives restating: a lease is a value that already existed, changed for a while, and put back, so reading it first gives you the baseline for nothing. An action makes something that did not exist. The lease proves the whole command path — correlation, the idempotency key, budgetMs against the client timeout, the deadline the game enforces on its own — before anything hands out loot. It is a cheaper place to find all four of chapter 5's invisible failures.

Reversible on request.

What phase 13 must declare honestly

A kit grant cannot be reversible: 'ledger'. That value is a promise that core may come back and have the thing undone, on every terminal path including an abort — and there is no honest way to un-grant loot a player has already spent. The correct declaration is reversible: 'none', and saying so is the point: a capability that claims a reversal it cannot perform is the "capability that lies" chapter 5 names, and neither core nor review can catch it.

cost() must count the kits actually granted, derived from the params, every time. Core prices cost before dispatch and never reconciles it against what came back — it cannot, it does not know what a kit is — so an action that reports one while granting twelve turns an operator's cap of 30 into a cap of 360 with nothing anywhere going red.

And the monthly wipe is the case revert's tolerance rule was written for: every ledgered resource is invalidated at once, and "gone, and that is fine" is a success, not a failure.

6. Risks worth naming now

  • Hooks bind by name and arity, by reflection, with no compile-time check. A misspelled hook is never called, silently, with no warning at load — the single most common way a Rust plugin does nothing. The plugin must log which of its expected hooks have fired at least once, so a hook Facepunch renamed on a wipe is visible rather than mysterious. See README.md §2.
  • A convar that applies cleanly and does nothing. Most game config is read once at boot and cached; applying it later succeeds, reads back correctly, and changes nothing. Every lease key gets verified live — apply, observe in the running game, restore — before it is advertised. The UO module surveyed 156 config reads and found roughly eight that were live.
  • The wipe cadence is the schedule. A monthly force wipe moves the hook list, rebuilds Oxide, and invalidates every ledgered resource. Phases that end near one should expect to re-verify rather than assume.
  • start.bat's RCON password is letmein in plaintext with rcon.web 1. Acceptable on a loopback dev rig, and it must never be the shape anything published copies.

7. Contract coverage audit

Added 2026-09-15 after re-reading the whole kit rather than only chapters 3-5. The first draft of §5 was built from the game-facing chapters and under-planned the website module by a wide margin — the template makes eight of the ten non-event registrations and the plan covered three. Every element is listed with the phase it now lands in; the column worth reading is "was it in the first draft", because that is the shape of the mistake.

The server handshake — ten registrations plus two hooks (ch. 2)

Call In the first draft Phase
registerRoutes yes 4
registerTeamProvider yes 9
registerEventBudgets / OptionSources / Leases / Actions yes 12-13
onBoot / onShutdown implicit only 1
registerExtension no 4 (site.footer.status), 6 (admin.users.detail)
registerNotificationStreams no 10
registerEventTriggers no 10
registerAudiences no 10
registerEngagementSeeds no 10
registerAnnounceLeg no 10
registerPostHook no 10
registerSlashCommands no 16

Triggers, audiences and seeds are one phase because they are a matched set in template/server/index.js, not three independent gaps — see R7.

The bundle's own parts

Part In the first draft Phase
module.json id / coreApi / capabilities yes 1, 4
mounts and prefix choice no 1 (R14)
schema.sql yes 1, 3
purge.sql no 1
swagger-fragment.json + generator + check:swagger no 1
vite.config.js aliases / shims / checkExternals no 1
checkImports.js no 1
release.yml, install manifest, sha256, host allowlist no 2 — there was no packaging phase at all

Phase 1 carries most of these on purpose. kit ch. 1's whole argument is to get every seam working at once with almost nothing in them, so that afterwards you break exactly one at a time.

The client half

Part In the first draft Phase
registry.registerRoutes / registerNav yes 4
declareModuleSlot no 9 — the kit: "you will need it the moment your game has anything like a guild"
registerFeatureProvider no 4
UI kit discipline (PublicLayout shell, PageHeader props) no 4

Beyond the module

Item In the first draft Phase
Sidecar rpc correlation implicit 1, stated
Asset bridge (ch. 3 §2b) no 14 — map image only (R9)
.profile landing page no 19
runicgateway.com no 19
Android app no 5, 8, 11, 15 (R10)
docs/ yes every phase, plus 19

What the audit cost the schedule: twelve phases. That is the honest number, and it is worth recording because the under-planning had one cause — 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 website module is most of the work.

8. Questions the audit raised — all answered

Every question §7 produced was put to the org lead on 2026-09-15 and answered the same day. They are recorded as R7R14 in §2 rather than repeated here:

Question Answer Decision
Notifications and engagement in v1? the full matched set R7
How many servers does the UI support? multi-server from the start R8
The asset bridge? only the live map — not item icons, not skins R9
Android in this workstream? full app, capability-driven, trailing by one phase R10
Discord slash commands? a small read-only set R11
What survives a wipe? per-wipe detail plus all-time rollups R12
Extension slots? admin.users.detail and site.footer.status R13
Which mount prefixes? /rust on all three tiers R14

The two in §3 are deferred by choice rather than unanswered.