The dry run designed this module on paper and deliberately did not build it. This is the document that builds it: eleven phases, three new repos, and the three decisions the org lead settled on 2026-09-15. R1 identity is an in-game link code for v1. There is still no registerAuthProvider at MODULE_API_VERSION 1.10.0, so "Sign in with Steam" is not reachable from a module. What changed since the dry run is the stakes, not the options: the dry run rated this survivable because the module only read, and R2/R3 make the site the author of who may do what and the thing that hands out loot. A weak link is now a privilege-escalation path. R2 site-authored permissions mirror into Oxide's own permission store, so every third-party plugin honours them with no adapter and a wipe stops being a data-loss event for permissions. This is a direction the Integration Kit has no chapter for - not the read path, not a ledgered one-shot, but continuously reconciled state where the website is authoritative. Its nearest relative is the Team provider inverted. Whether that deserves a sixth chapter is phase 10's question. R3 the Kits reward action always registers and refuses with a reason in `error`, rather than vanishing from the form or refusing to boot. Phase 8 must declare reversible: 'none' honestly - there is no way to un-grant loot a player has spent - and count cost() per kit actually granted. The rig is D:\rust, which has been booted and carries a matched Oxide 2.0.7585. Two traps recorded: its start.bat updates C:\rustserver and launches D:\rust, so the server that boots has never been updated by its own script; and C:\oxide_files is a 2025-04-23 Oxide whose bundled Assembly-CSharp.dll would downgrade a real install. One question left open: which plugins besides Kits are in the required base set. oxide/plugins/ is empty, so all of it is a fresh install either way. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_016wDDVXWMDz82WqE1i969r4
244 lines
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Markdown
244 lines
14 KiB
Markdown
# Rust — the Oxide/uMod ecosystem reference
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Reference material for the **upcoming `module-rust`**: a mirror of the uMod/Oxide documentation —
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the Rust game API *and* the game-independent plugin framework around it — captured here so the
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module can be designed and built against it without a round trip to umod.org on every question.
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Everything below was **scraped verbatim from uMod on 2026-09-15**.
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## The mirror
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| Doc | What it holds |
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|---|---|
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| [`HOOKS.md`](HOOKS.md) | **What Rust will tell you.** All **477 hooks** in 20 categories — description, return contract, tags, every C# overload. The 34 *universal* hooks are marked. |
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| [`OXIDE_API.md`](OXIDE_API.md) | **How a plugin is built.** The 19 developer pages — plugin structure, hooks, commands, `IPlayer`, permissions, config, data files, database, localization, timers, web requests, dependencies, CI, review. |
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| [`DEFINITIONS.md`](DEFINITIONS.md) | **What things are called.** 678 items (short name, id, display name) and 2,590 workshop skin ids across 104 items. |
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| [`OPERATING.md`](OPERATING.md) | **How it gets run.** The 6 operator pages — installing Oxide on a server, then installing, configuring and permissioning plugins. |
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| [`agent/`](agent/README.md) | The same facts in **machine shape** — TSV and JSONL, ~46% of the tokens. Generated in the same pass, so it cannot drift. |
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**The one file here that is ours:** [`PLAN.md`](PLAN.md) — the schedule and the decisions of record
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for actually building `module-rust`. Everything else in this directory is copied from uMod; that one
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is written by this project and is where the phases, the settled decisions and the local test rig are
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recorded.
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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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Two consequences, and they are the two halves of this directory:
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1. **We can only emit what Oxide already hands us.** [`HOOKS.md`](HOOKS.md) is the hard ceiling on
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what a Rust module can ever know about a live server. If a fact is not reachable from one of
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those 477 hooks (or from a game type one of them hands you), the bridge cannot report it. That
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makes it the input to the Rust sidecar's event catalogue — the analogue of
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[`docs/link/PLAN.md`](../../link/PLAN.md) §5 on the UO side.
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2. **We are a guest in someone else's plugin framework.** Our plugin is compiled, loaded, permissioned
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and configured by Oxide, on Oxide's terms. [`OXIDE_API.md`](OXIDE_API.md) is that rulebook, and
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[`OPERATING.md`](OPERATING.md) is what the server owner has to do — which is the surface our
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deployment story has to sit on, the way
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[`installer/INSTALL.md`](../../installer/INSTALL.md) sits on top of ServUO.
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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`](HOOKS.md), because it is not in the table
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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`](HOOKS.md) reproduces uMod's return line for every hook and it is the load-bearing part:
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| uMod's wording | Code in [`agent/hooks.tsv`](agent/hooks.tsv) | What it means |
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|---|---|---|
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| *No return behavior* | `none` | A **notification**. Declare `void`. Nothing you return is read. |
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| *Returning a non-null value overrides default behavior* | `nonnull` | 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* | `bool` | A **veto**. Declare `object`; `null` abstains — returning `false` is *not* the same as abstaining. |
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| *Returning a string will kick…* | `data` | 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 §5.
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Three hooks (`OnEntityTakeDamage`, `OnExcavatorSuppliesRequested`, `OnPhoneCallStarted`) state no
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return behaviour upstream at all; both the markdown and the TSV mark those *(not stated upstream)* /
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`?` 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`](HOOKS.md) opens with a full
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alphabetical index (name → category → universal → return contract), which is the fastest way in when
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you already know the hook's name.
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### Universal vs. Rust-specific
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**34 of the 477 are not Rust's.** They are uMod's own *universal* (Covalence) hooks — `Init`,
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`Loaded`, `Unload`, `OnUserConnected`, the whole `OnGroup*`/`OnUserPermission*` family — which uMod
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raises identically on every game it supports. They appear on the Rust page because they fire on Rust
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too. Verified against <https://umod.org/documentation/games/universal> in the same capture: all 34
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are in the Rust set, and the Rust page adds none of its own, so the overlap is exact.
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The distinction is architectural, not trivia: **a universal hook is the portable part of the
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surface.** Code written against one would carry to any other uMod-supported game; code written
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against a Rust-specific hook would not. They are marked in `HOOKS.md` and flagged `1` in
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[`agent/hooks.tsv`](agent/hooks.tsv).
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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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- Twelve 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. Reading the machine copy
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[`agent/`](agent/README.md) holds the same facts as TSV and JSONL, at ~46% of the tokens — a real
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3.2× saving on the hooks, 2.1× on the API prose, and only ~1.25× on the item and skin tables, which
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were already dense. Reach for it when you want to *find* something; read the markdown when you want
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the reasoning, which is deliberately not in there. [`agent/README.md`](agent/README.md) has the
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column definitions and an honest account of where the saving is and is not.
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---
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## 5. 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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Oxide's own `timer` and `NextFrame` helpers ([`OXIDE_API.md` § Timers](OXIDE_API.md#timers)) are
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the tools for deferring work off a hot hook.
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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,
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[`OXIDE_API.md`](OXIDE_API.md) for the framework we are a guest in, then [`HOOKS.md`](HOOKS.md) for
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what the game can actually tell us.
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---
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## 6. Provenance and refreshing
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| | |
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|---|---|
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| Captured | **2026-09-15** |
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| Hooks | <https://umod.org/documentation/games/rust> · <https://umod.org/documentation/games/universal> |
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| Definitions | <https://umod.org/documentation/games/rust/definitions> |
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| Developer API | <https://umod.org/documentation/api/> — 19 pages |
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| Operator docs | <https://umod.org/documentation/> — 6 pages |
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| Content | 477 hooks (34 universal) · 678 items · 2,590 skins · 25 prose pages · 150 code examples |
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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 update the date in every file — they all carry it.
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### How to capture it
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Three different routes, because uMod serves these three ways. Cloudflare gates the HTML pages but
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**not** the JSON endpoints:
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**1. Hooks — a plain `curl`, no browser needed.** The page renders client-side from an endpoint that
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is not gated. One request returns everything (`per_page` is 9999, so there is no paging):
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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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curl -A "Mozilla/5.0" -H "Accept: application/json" \
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"https://umod.org/documentation/hooks/universal.json" -o all_universal_hooks.json
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```
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Each record carries `name`, `subcategory`, `tags`, `description` (HTML `<ul>`) and `example` (a
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markdown-fenced C# block). A `?subcategory=Server` query narrows it.
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**2. Definitions — a real browser.** No JSON endpoint, and the HTML *is* gated. Load
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`/documentation/games/rust/definitions`, 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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**3. The prose pages — a real browser, throttled.** Also gated. Fetch each page same-origin from an
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already-loaded uMod tab and take `document.querySelector('.documentation')`, dropping the
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`.table-of-contents` child. **Pause ~1s between pages** — uMod returns `429 Too Many Requests` on a
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tight loop, and a 429 is easy to mistake for a real page because it still returns 200-shaped HTML
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with a title.
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The pages mirrored here, in the order they appear:
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- `api/` — overview, getting-started, hooks, commands, player, permissions, configuration,
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data-files, database, localization, timers, web-requests, dependencies, integration,
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preprocessor-directives, security, style-guide, continuous-integration, approval-guide
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- operator — getting-started, plugins/getting-started, plugins/installation, plugins/configuration,
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plugins/data-files, plugins/permissions
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### Deliberately not mirrored
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- **The other games** uMod supports (Hurtworld, 7 Days to Die, Reign of Kings, The Forest). Not our
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ecosystem. `api/preprocessor-directives` lists their compile symbols if that ever changes.
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- **Community pages** — contributing, community guidelines, reporting issues, getting help. Process,
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not API.
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- **The `/documentation/umod/*` paths**, which are aliases of the same pages.
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