Mirrors uMod's Rust game API into docs/modules/rust/ so the upcoming module-rust can be designed against it without a round trip upstream. - HOOKS.md: all 477 hooks in 20 categories, scraped verbatim from umod.org/documentation/games/rust. Each entry keeps its description, its return contract, its tags and every C# overload uMod publishes. Opens with a category table and a full alphabetical index (name -> category -> return contract). - DEFINITIONS.md: 678 items (short name, item id, display name) and 2,590 workshop skin ids across 104 items. - README.md: why the reference exists, how an Oxide hook actually binds (by name and arity, by reflection - a typo is silently never called), the four return contracts, and how the bridge invariants restate against Oxide. Records provenance and the exact refresh procedure: the hooks JSON endpoint is not Cloudflare-gated even though the HTML page is, and the definitions page has to come out of a browser. The mirror is reference only - uMod stays upstream and normative, and nothing here is a Runic Gateway contract. Rust wipes monthly, so both files carry their capture date (2026-09-15) and a re-capture note. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_016wDDVXWMDz82WqE1i969r4
194 lines
10 KiB
Markdown
194 lines
10 KiB
Markdown
# Rust — the Oxide/uMod API reference
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Reference material for the **upcoming `module-rust`**: a mirror of uMod's Rust game API, captured
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here so the module can be designed and built against it without a round trip to the website on every
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question.
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Two documents, both **scraped verbatim from uMod on 2026-09-15**:
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| Doc | What it holds | Size |
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|---|---|---:|
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| [`HOOKS.md`](HOOKS.md) | Every hook the uMod Rust extension raises — **477 hooks in 20 categories**, each with its description, its return contract, its tags and the C# signature to declare | 9.3k lines |
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| [`DEFINITIONS.md`](DEFINITIONS.md) | The item table (**678 items**: short name, item id, display name) and the workshop skin ids (**2,590 skins** across 104 items) | 3.8k lines |
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> **This is a mirror, not a specification we own.** uMod is upstream and wins any disagreement; the
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> point of copying it is availability and grep-ability, not authority. Nothing here may be cited as a
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> Runic Gateway contract — our contracts are [`MODULE_API.md`](../../website/MODULE_API.md) and
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> [`docs/link/`](../../link/).
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---
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## 1. Why this exists
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The website core is game-agnostic; a **module** is what makes it a site for one particular game
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([`MODULE_SYSTEM.md`](../../website/MODULE_SYSTEM.md)). `module-uo` was the first. A Rust module is
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the second, and it was already designed once on paper —
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[`../rust-dryrun.md`](../rust-dryrun.md) is that dry run, written deliberately *without*
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implementing it, to find out whether the module contract generalises past Ultima Online.
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The dry run's central structural fact is the thing this reference serves:
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> A ServUO shard is C# **source** the operator compiles into their own server, so our bridge plugin
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> can be anything we want. **A Rust server is a binary nobody outside Facepunch patches.** The only
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> way in is a mod — specifically an **Oxide plugin**, since Oxide/uMod is what modded Rust servers
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> run — hooking the game's own events.
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So where the UO side gets to *choose* what the shard emits, the Rust side can only emit **what Oxide
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already hands it**. `HOOKS.md` is therefore the hard boundary on what a Rust module can ever know
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about a live server: if a fact is not reachable from one of these 477 hooks (or from a game type one
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of them hands you), the bridge cannot report it.
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That makes this reference the input to two decisions the module has to make:
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1. **What the Rust sidecar's event catalogue can contain** — the analogue of
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[`docs/link/PLAN.md`](../../link/PLAN.md) §5 on the UO side.
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2. **Which hooks are cheap and which are hot.** `OnTick`, `OnFrame` and `OnEntityTakeDamage` fire at
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game-loop rates; a bridge that does real work inside them stalls the server. The same invariant
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as UO's `Emit()` applies — see §4.
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---
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## 2. How an Oxide hook actually binds
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The one thing to understand before reading `HOOKS.md`, because it is not in the table itself:
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**Oxide binds hooks by name and arity, by reflection, at runtime.** There is no interface to
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implement and no compile-time check. A method whose name is misspelled, or whose parameter types do
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not match, is simply **never called** — silently, with no warning at load. This is the single most
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common way a Rust plugin "does nothing".
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The consequence for us: **every hook name a module relies on is an untyped string constant against a
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moving upstream.** Facepunch renames and removes hooks on wipes. A Rust sidecar should log which of
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its expected hooks have actually fired at least once, so a hook that quietly stopped existing is
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visible rather than mysterious.
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### The return contract
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`HOOKS.md` reproduces uMod's return line for every hook and it is the load-bearing part:
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| uMod's wording | What it means |
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| *No return behavior* | A **notification**. Declare `void`. Nothing you return is read. |
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| *Returning a non-null value overrides default behavior* | A **veto with a payload**. Declare `object`; return `null` to let the game proceed, anything else to cancel it. |
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| *Returning true or false overrides default behavior* | A **veto**. Declare `object`; `null` abstains — returning `false` is *not* the same as abstaining. |
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| *Returning a string will kick…* | The value is **consumed as data**, not merely as a veto. |
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Two cautions that apply across the whole table:
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- Never return non-`null` from a hook documented as *no return behavior*; on some hooks Oxide will
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still read it as a veto.
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- When several plugins hook the same veto, the **first non-`null` return wins** and the rest are not
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consulted. Abstain with `null` unless you mean to decide. A bridge plugin should be a **reader**,
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and must return `null` from every veto hook it listens on — see §4.
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Three hooks (`OnEntityTakeDamage`, `OnExcavatorSuppliesRequested`, `OnPhoneCallStarted`) state no
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return behaviour upstream at all; `HOOKS.md` marks those *(not stated upstream)* rather than guessing.
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---
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## 3. What is in the 477
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| Category | Hooks | What it covers |
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|---|---:|---|
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| Server | 17 | Process lifecycle, tick/frame, save and restart, RCON and console commands |
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| Player | 138 | Connect, chat, command, craft, loot, build, die, respawn |
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| Entity | 140 | The generic `BaseEntity` graph — spawn, kill, damage, mount, loot, flags |
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| Item | 43 | Item stacks and containers |
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| Vehicle | 22 | Boats, cars, horses, helicopters, trains, submarines |
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| Vending | 16 | Vending machines, the shop/trade flow, marketplace and drone deliveries |
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| Weapon | 16 | Firing, reloading, throwing, melee, projectiles and traps |
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| Structure | 15 | Placement, upgrade, demolish, stability, doors and locks |
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| Resource | 12 | Gathering and node dispensers |
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| Team | 12 | Rust's built-in team/party system |
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| Phone | 12 | In-game telephones |
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| Permission | 8 | uMod's own permission/group system (Covalence) |
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| Clan | 7 | The first-party clan system, distinct from Team |
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| Fishing · Plugin · TechTree | 4 each | |
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| Sign | 3 | |
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| Electronic | 2 | |
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| Terrain · World | 1 each | |
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**Player and Entity are 58% of the surface between them.** `HOOKS.md` opens with a full alphabetical
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index (name → category → return contract), which is the fastest way in when you already know the
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hook's name.
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Two notes on the data, both faithful to upstream:
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- `OnShopCompleteTrade` appears **twice** — two separate records. Both are kept; the second carries
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the anchor `#onshopcompletetrade-1`.
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- Eleven hooks document **more than one overload** (e.g. `CanUpdateSign` takes either a `Signage` or
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a `PhotoFrame`). Every code block is reproduced.
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---
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## 4. Where this meets our architecture
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The bridge invariants the platform already holds ([`ARCHITECTURE.md`](../../website/ARCHITECTURE.md),
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[`docs/link/PLAN.md`](../../link/PLAN.md)) are game-independent, and a Rust module inherits all of
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them. Restated against Oxide:
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- **The game server is never network-reachable.** The Rust sidecar listens; the Oxide plugin dials
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out to it, exactly as `BridgeLink.cs` does on the UO side.
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- **A wedged or absent sidecar must never stall the server.** Oxide hooks run on Rust's main thread.
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An emit must be an enqueue onto a bounded drop-oldest queue that returns immediately — never a
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socket write, never a blocking call, and never anything expensive inside `OnTick`/`OnFrame`.
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- **The bridge plugin decides nothing.** It returns `null` from every veto hook it subscribes to.
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Access control and audience scoping live on the website
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([`SHARD_VISIBILITY.md`](../../website/SHARD_VISIBILITY.md)), not in the game plugin — the same
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rule that makes the uo-link sidecar a dumb forwarder.
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- **Sensitive events never reach the public stream.** Rust raises plenty that must not: `CanUserLogin`
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and `OnUserApproved` carry IP addresses, `OnPlayerReported` carries player reports. These belong on
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the admin channel only.
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Reading order for someone picking the module up: [`../rust-dryrun.md`](../rust-dryrun.md) for the
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design, [`MODULE_API.md`](../../website/MODULE_API.md) for the contract it must satisfy, then
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`HOOKS.md` for what the game can actually tell it.
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---
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## 5. Provenance and refreshing
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| Source (hooks) | <https://umod.org/documentation/games/rust> |
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| Source (definitions) | <https://umod.org/documentation/games/rust/definitions> |
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| Captured | 2026-09-15 |
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| Content | 477 hooks · 678 items · 2,590 skins |
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**Rust wipes monthly and the hook list moves with it.** Re-capture before any significant work on
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the module, and note the new date at the top of both files.
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The hooks page renders client-side from a JSON endpoint, and *that endpoint is not behind
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Cloudflare* even though the HTML page is:
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```bash
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curl -A "Mozilla/5.0" -H "Accept: application/json" \
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"https://umod.org/documentation/hooks/rust.json" -o all_rust_hooks.json
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```
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One request returns every hook (`per_page` is 9999, so there is no paging). Each record carries
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`name`, `subcategory`, `tags`, `description` (HTML `<ul>`) and `example` (a markdown-fenced C#
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block) — which is exactly what `HOOKS.md` renders. A `?subcategory=Server` query narrows it.
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The **definitions** page has no such endpoint and the HTML *is* Cloudflare-gated, so it has to come
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out of a real browser session: load the page, then read the `Rust Items` table and the per-item
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`Rust Skins` tables out of the rendered DOM.
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---
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## 6. Beyond this page
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This reference covers the **Rust-specific** API only — the hooks and the item data. uMod's
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general plugin-authoring documentation is a separate set and is *not* mirrored here:
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| Page | Covers |
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| [Plugins — Getting Started](https://umod.org/documentation/plugins/getting-started) | The plugin skeleton, lifecycle, and the universal hooks (`Init`, `Loaded`, `Unload`) |
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| [Plugin configuration](https://umod.org/documentation/plugins/configuration) | `Config`, defaults, and the config file on disk |
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| [Data files](https://umod.org/documentation/plugins/data-files) | Persisting plugin state |
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| [Permissions](https://umod.org/documentation/plugins/permissions) | The Covalence permission and group API |
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| [Plugin installation](https://umod.org/documentation/plugins/installation) | Operator-side install |
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| [Getting Started](https://umod.org/documentation/getting-started) | Installing Oxide/uMod on a server |
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Mirror these too if the module work starts leaning on them.
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