R4 - Rust reaches an operator through the shipped installer behind --game servuo|rust, not a second binary and not a shared-core refactor. The shape of the work is set by where the coupling already is: service.rs and main.rs mention ServUO zero times, while install.rs, doctor.rs, overlay.rs and tier.rs carry nearly all of it, plus the bundle manifest where OverlayComponent and ServUoCompat name the game in the schema itself. So the game payload becomes a variant and ServUoCompat a per-game compat block - a schema change on the published bundles branch, which is the part to design before touching code. The Rust payload is much simpler than the UO one (no source tree, no patches, no patch tier - one .cs into oxide/plugins) and what it gains instead is an Oxide prerequisite check, which is doctor's shape rather than a new concept. R5 - Teams come from Rust's FIRST-PARTY clans; the uMod Clans plugin is the richer optional tier in phase 9. Three distinctions that are easy to collapse and expensive to get wrong: the seven first-party clan hooks are all "no return behavior", which is exactly what a read-only bridge wants; Rust's first-party TEAMS are a different system entirely (twelve mostly-vetoable hooks, the transient squad rather than the persistent organisation) and are not what core's Team provider should be fed; and the uMod Clans plugin's API is not in our mirror at all, since HOOKS.md is the game's 477 hooks and a plugin's API is its own documentation. The gap R5 has to design around: the seven hooks carry created, disbanded, added, kicked and left, but no promote or leader-changed event. So getTeamLeaders reads leadership off LocalClan at snapshot time, which makes phase 6 partly snapshot-driven where the dry run predicted fully event-driven. Recorded as a correction to that document rather than silently. Also records the start.bat fix on the rig: it now updates D:\rust rather than C:\rustserver, the original is kept at start.bat.bak, and the appmanifest already present at the same buildid means the first corrected run is a delta rather than a 5.9 GB re-download. Phases are now 0-11; the installer is phase 10. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_016wDDVXWMDz82WqE1i969r4
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module-rust — the plan
Status: approved in outline 2026-09-15, not started. Five decisions of record settled; one question open (§3).
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 | New 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) |
None exist yet. The module is built from integration-kit/template/, which CI holds against a
pinned core — currently MODULE_API_VERSION 1.10.0.
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_idon 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
R1 — identity is an in-game link code for v1
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.grantat the console is drift, and drift is surfaced to an operator — the same posture a lease'srestore()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 10, 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 exactlyok,retryanderroroff a failure envelope; a message under any other name is dropped and the operator sees a bare"<action id> refused". retry: falsehas to be reachable. Core's dispatcher enforcesbudgetMsand classifies a budget timeout as retry unconditionally — so if the sidecar client's timeout is longer thanbudgetMs, our ownretry: falseis 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-agnostic — src/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 files
— install.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 9 rather than phase 6.
The distinction matters more than the names suggest, so it is worth stating precisely:
- Rust's first-party clans are seven hooks in
HOOKS.md—OnClanCreated,OnClanDisbanded,OnClanMemberAdded,OnClanMemberKicked,OnClanMemberLeft, plus colour and logo — each handing you aLocalClan. 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.mdis 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. It is also not currently staged locally and would need pulling and mirroring.
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 6 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.
3. Open question
Which other uMod plugins are in the required base set? Kits is named. The rest of "a couple" is not, and phase 0 cannot finish its install list without it. Everything beyond the base set is phase 9's optional tier.
D:\rust\oxide\plugins\ is currently empty, so whatever the set is, all of it is a fresh install.
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.batupdated the wrong directory — fixed 2026-09-15. It ransteamcmd +force_install_dir c:\rustserver\ +app_update 258550and then launchedD:\rust\RustDedicated.exe. The server that boots had never been updated by its own script, which is why a second, never-booted install exists atC:\rustserverand whyD:\rustis a wipe behind. Now reads+force_install_dir d:\rust\; the original is kept atD:\rust\start.bat.bak.D:\rust\steamapps\appmanifest_258550.acfwas 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_filesis a 2025-04-23 Oxide and must not be copied anywhere. Oxide ships a patchedAssembly-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:\rustis 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
Phases 0–3 produce a working read-only Rust site. 4–5 are the permissions product. 6 is Teams. 7–8 are events. 9 is the optional tier. 10 is how any of it reaches somebody who is not us. 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, prove a grant made at the console is visible to a plugin | docs | A current server boots with the base mods loaded and oxide.grant demonstrably gates something |
| 1 | Protocol 1 and three skeletons. Bounded drop-oldest queue, one writer thread, reconnect with a tagged epoch, dial-out; sidecar listener + SQLite + always-on token auth + version header; module from template/ |
all 3 + docs | One hello line travels game → sidecar → module, and killing the sidecar does not stall the game |
| 2 | The read path. First hook wave from HOOKS.md; events and snapshots kept distinct at the wire; wipe_id everywhere; every board re-emitted on connect |
all 3 + docs | A restarted sidecar is fully populated within one connection, with no negotiation |
| 3 | The first pages. Server list, per-server status, killfeed, leaderboard; capabilities; nav |
Module-rust | The site renders the last thing the game said while the game is off |
| 4 | Identity (R1) | 3 + docs | A player links an account in-game and the site names their Steam ID |
| 5 | 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 |
| 6 | Teams provider (R5). Rust's first-party clans; membership event-driven, leadership read off LocalClan at snapshot |
Module-rust + 2 | Core's reconciler is answered from live transitions, complete claimed only per reachable server |
| 7 | Events: one budget, one 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 |
| 8 | Events: the Kits reward action (R3) | all 3 | A retried step grants loot once, and the ledger and the world agree |
| 9 | Optional mod integrations, the uMod Clans plugin first (R5). One adapter per plugin, each detecting via [PluginReference] and degrading to absent |
rust-plugins + docs | A server missing every optional mod still runs the module, Teams included |
| 10 | 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 |
| 11 | Docs, kit feedback, cutover | docs + Integration-kit | docs/ describes what shipped; R2's missing chapter 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. 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 8 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 isletmeinin plaintext withrcon.web 1. Acceptable on a loopback dev rig, and it must never be the shape anything published copies.