Files
docs/rust-link/INTEGRATION.md
wtclaude 82145d3b4a docs(modules): phase 7b as built — configuration from the site, and the undo that makes it safe
PROTOCOL.md §11 specifies protocol 5: the walk rooted at the framework's own
config directory, the version a write must present back, the set-shaped write,
the watched reload and the automatic restore. PLAN.md §21 is the phase as built
— four org-lead decisions, the float trap and what avoiding it cost, and four
defects a browser found that 179 green tests did not.

PLAYER_WALK.md gains the configuration walk, because the acceptance line needs
the sidecar and the game on one host and the rig cannot reach one yet.
INTEGRATION.md gains the four things an operator should know before they edit a
plugin's settings from a web page.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PMH6bw1jXMgbyF3ZWGEzSM
2026-09-22 08:55:39 -05:00

15 KiB

rust-link — standing the bridge up

Operator- and developer-facing. How to get a Rust server, a sidecar and a website talking, and how to tell which of the three is wrong when they are not. The contract itself is PROTOCOL.md.

There is no installer support for Rust yet — that is a later phase — so everything here is done by hand. When the installer gains --game rust, this page becomes the fallback path rather than the only one.


1. What you need

Piece Where it comes from
A Rust dedicated server with Oxide umod.org
RunicGateway.cs Rust-Plugins, overlay/oxide/plugins/
rust-link-sidecar Rust-Link
A Runic Gateway website with module-rust installed Module-Rust

One game server, one sidecar, on that server's own host. Six servers means six of the first two pairs and six rows in the website's admin panel.

The module also expects four third-party Oxide plugins to be present for the features that follow the bridge itself — Clans, Kits, PopupNotifications and ZoneManager, all from k1lly0u on umod.org. The bridge works without them; the features that read them do not.


2. The order that works

Sidecar first, then plugin, then website. Any order eventually converges — the plugin retries for ever and the website polls — but this one gives you a readable log at each step instead of three components all reporting that something else is missing.

2.1 The sidecar

rust-link-sidecar --print-config

This resolves the configuration exactly as a normal start would: it writes sidecar.toml if it is missing, generates and saves an auth token if there is none, and prints the whole thing as JSON — including the token in clear text, which is the point. Keep that token; the website needs it and there is no second way to read it back.

{
  "component": "rust-link-sidecar",
  "protocol": 1,
  "config_path": "/etc/runicgateway/rust-main.toml",
  "game": { "bind": "127.0.0.1:7799", "server_id": "" },
  "web":  { "bind": "127.0.0.1:8090", "auth_token": "…", "ws_path": "/ws" },
  "store": { "path": "/var/lib/runicgateway/rust-link.db" }
}

Then start it. On a host running more than one game server, give each sidecar its own --config, its own ports and its own database file.

[game].bind stays on loopback. There is no token on the game link — the plugin and the sidecar share a host and 127.0.0.1 is the authentication. Moving that bind to a routable address puts an unauthenticated command channel on the network.

[web].bind is the one you may need to move, because the website is usually on another host. Behind TLS and a firewall: the token is the only thing guarding it.

Check it:

curl http://127.0.0.1:8090/health
{"status":"degraded","protocol":1,"plugin_connected":false,"database":"ok","uptime":"0m","last_event":null}

degraded with plugin_connected: false is exactly right at this point — nothing is connected yet.

2.2 The plugin

cp RunicGateway.cs /path/to/rust/oxide/plugins/

Oxide compiles and loads it on the write. Watch oxide/logs/:

[Info] RunicGateway was compiled successfully in 2295ms
[Info] [Runic Gateway] protocol 1, serverId 'main', sidecar 127.0.0.1:7799
[Info] [Runic Gateway] connected to 127.0.0.1:7799

The first load also writes oxide/config/RunicGateway.json. Set ServerId before you go further:

{ "Host": "127.0.0.1", "Port": 7799, "QueueCap": 5000, "ServerId": "main" }

ServerId is this server's identity as the website knows it, and it is permanent. It is not derived from the hostname on purpose — an operator renames a server for a season, and the site must not lose its history for it. Changing it later orphans everything recorded under the old one.

Now /health should read:

{"status":"ok","protocol":1,"plugin_connected":true,"database":"ok","uptime":"2m","last_event":"…"}

If it does not, ask the game server:

rg.link
protocol=1 serverId=main connected=True depth=0 sent=3 dropped=0 received=2
connects=1 writeErrors=0 bootId=boot-20260915T194502Z

2.3 The website

Admin → Rust → add a server. Four values:

Field Value
Id the slug every URL carries. Match ServerId in the plugin config
Name what visitors see
Sidecar base URL http://<sidecar host>:8090
Sidecar token the auth_token from --print-config

The token is write-only. It is stored encrypted and never returned to any client; the panel reports only whether one is set. A save that leaves the field blank keeps the stored one — so renaming a server does not mean re-pasting a credential.

Then press Test, which probes the sidecar and reports what came back:

{ "ok": true, "status": "ok",
  "sidecar": { "status": "ok", "protocol": 1, "plugin_connected": true,  } }

Within a poll interval the server appears at /rust/servers.


3. When it does not work

A wrong URL, a wrong token and a mismatched protocol version all present as "the site says my server is offline". The Test button is what separates them, and its status is the whole diagnosis:

status What is wrong Where to look
ok nothing
no-token the admin form was saved without one Admin → Rust
unauthorized the token does not match --print-config on the sidecar host
protocol-mismatch the sidecar and the module speak different versions upgrade one of them; the body names both numbers
timeout the sidecar answered too slowly, or not at all the sidecar's own log
transport-error nothing is listening at that address the base URL, the firewall, whether the sidecar is running
http-<code> something answered, and it was not a sidecar usually a reverse proxy in front of the wrong thing

Two failures that look alike and are not:

  • plugin_connected: false with an otherwise healthy sidecar — the bridge is fine and the game is not talking to it. Check the plugin is loaded (oxide.plugins) and rg.link on the game server.
  • The server is listed but reads stale — something reported once and has not since. The row says what was true when it was written; nothing has written it since. Either the poll is failing (the website's log) or the sidecar stopped (its own).

3.0 untyped_frames on /health is not zero

The plugin and the sidecar are on different protocol versions. The game link has no handshake to catch that at connect time (PROTOCOL.md §2), so it shows up here instead: the sidecar files a frame by its type, a frame from the wrong version does not carry one it recognises, and it is dropped and counted rather than guessed at.

The symptom without this counter is the confusing one — a game server plainly up, a sidecar plainly healthy, and a website showing nothing. Check the plugin's rg.link (it prints its protocol) against the sidecar's /health (which prints its own) and upgrade whichever is behind.

3.1 The failures that are supposed to happen

Three things look like breakage and are the design:

  • Killing the sidecar does not disturb the game. The plugin logs sidecar link lost; reconnecting and retries with backoff, buffering into a bounded queue that drops its oldest entries rather than growing. The game does not stall, and Emit never touches a socket.
  • Starting the plugin before the sidecar logs one line and then goes quiet. cannot reach the sidecar: … — retrying quietly until it answers, printed once per load rather than every few seconds. A wrong Host or Port looks exactly like this, which is why it is printed at all.
  • The website renders with every game server off. The server list, the player counts and the last-reported times all come from stored state. A page that 500s because a socket is closed would be a module that made the site's availability depend on the game's.

4. Running more than one server

Each pair is fully independent: its own ports, its own sidecar.toml, its own database file, its own token, its own row on the website.

Set [game].server_id in each sidecar.toml to match that server's plugin config. It is a cross-check, not a second source of truth — the plugin's announcement wins — and it exists to catch exactly one mistake: two game servers pointed at one sidecar by a copied config, which is silent in every other design and produces one server's history under another's name. When it fires you get a warning naming both ids.


4.1 What the bridge sends, and how much of it is kept

From protocol 2 the plugin sends the read path: connects and disconnects, deaths, chat, gathering, bans and reports, and the wipe. Two things about the volume are worth knowing before you size anything.

Gathering and NPC kills are counted, not forwarded. OnDispenserGather fires on every swing at a tree; sending one frame per swing would make the bridge the most expensive thing on the server. The plugin keeps a per-player tally and flushes it once a minute as a single player.tally frame. So the leaderboard is exact and the wire is quiet.

The sidecar's history is bounded; the website's is not. [store].retain_days (default 14) is how long the sidecar keeps raw events. The permanent record — per-wipe totals that survive a wipe — lives in the website's own tables, so shortening this loses recent detail and never loses a player's history. Set it to 0 to keep everything, if the host's disk is yours to spend.

From protocol 3 your players can link their Steam account. In game they type /link and the server answers them privately with a six-character code; on the website they type that code in within five minutes and the two are joined. Nothing about the link is stored on the game host — the website owns the record, and /unlink in game asks it to let go.

Two things an operator should know about it:

  • The code is never in a frame. It reaches the player and nobody else, which is what makes typing it into a signed-in browser proof that they are the one who asked. What crosses the bridge is account.link.requested, a staff-visible note that somebody asked.
  • A Steam account can belong to one website account at a time, across your whole fleet. A code from any of your servers links for all of them. If somebody links the wrong account the site refuses to move it — the player runs /unlink in game, or staff release it from the user's page in the admin panel.

From protocol 4 the website owns your permissions. Groups and grants are written in Admin → Rust permissions and pushed into this server's own Oxide/Carbon permission store, so every plugin you already run honours them — Kits, ZoneManager, anything that calls UserHasPermission. Nothing is required of those plugins and nothing is configured twice.

Four things an operator should know about it, because each looks like something else from the game side:

  • A wipe does not lose them. The site re-pushes the whole set when the server comes back. If your wipe script clears oxide/data/, the permissions the site authored are back within a minute of the server being up; ones granted at the console are not, because nothing remembers those.
  • Granting at the console still works, and the website notices. A hand edit is reported as drift on that screen and is never undone on its own — an operator is offered two answers to it: adopt it, so the site maintains it from then on, or revoke it. That is deliberate: a console grant during an incident must survive the next sync.
  • A permission no loaded plugin has registered cannot be granted. Oxide's own API silently does nothing for an unknown name, so the site checks first and reports the name as unresolved instead of claiming a privilege nobody has. Load the plugin and the grant lands by itself.
  • A player who has never connected to that server can hold a grant but cannot be in a group. The store has no record of them to put in a group yet; the site says which memberships are waiting and they land on that player's first connection.

rg.perms at the server console prints what the last sync did, which is the fastest way to tell "that permission does not exist here" from "that player has never been seen here".

From protocol 5 you can edit your plugins' settings from the website, in Admin → Rust mod config. It reads the configuration directory your framework actually uses — oxide/config or carbon/configs, or wherever you moved it — and generates a form from the values it finds, so it works for whatever you have installed. Four things worth knowing before you use it:

  • A save reloads the plugin and watches the reload. If the plugin does not come back within four seconds, the old file is restored automatically and the site shows you the log line that says why. A typo costs you a few seconds, not a plugin.
  • Your data directory is not listed, deliberately. oxide/data (or carbon/data) holds live state — kit cooldowns, zone definitions, the permission store itself — not settings. Editing it from a web form edits your players' cooldowns, and a running plugin overwrites the change on its next save anyway.
  • Which plugin gets reloaded is your choice, with a guess filled in. A folder name is convention, not contract, so the site suggests one and lets you change it. The suggestion is right nearly always and wrong silently when it is wrong, which is why it is a field rather than an assumption.
  • This bridge's own Host, Port and ServerId are read-only there. Changing them from the website would cut the link carrying the change, or strand every row the site holds for this server. Edit them on the host; everything else in that file is editable from the site.

rg.config at the server console prints which directory the site is reading and what the last write from it did.

Every row carries its wipe. The plugin derives a wipeId from the save's creation time and stamps it on every frame, so a wipe splits the history rather than ending it. That is also why the sidecar's database must never be in a wipe script's delete list — see the Pterodactyl egg's REMOVE_FILES.


5. Upgrading

The four declaration sites in PROTOCOL.md §2 must agree. In practice that means upgrading the sidecar and the plugin together, because the game link has no version check of its own and a mismatched plugin mis-parses rather than refusing.

The website is the forgiving half: it sends its version on every request and a sidecar that disagrees answers 409 with both numbers, so a module ahead of or behind its sidecar reports a named fault rather than misbehaving.