add arch detection + update the plugins.md file to provide all new info

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KingKDot
2026-04-04 20:21:37 -05:00
parent afe9843a42
commit 985d8a29da
6 changed files with 503 additions and 79 deletions
+362 -56
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@@ -1,6 +1,8 @@
# Overlord Plugins
This document explains how to build Overlord plugins using the **native plugin system**. Plugins run as native shared libraries (`.so` on Linux, `.dylib` on macOS, in-memory DLL on Windows), giving them full access to the Go runtime and system APIs.
This document explains how to build Overlord plugins using the **native plugin system**. Plugins run as native shared libraries (`.so` on Linux, `.dylib` on macOS, in-memory DLL on Windows), giving them full access to system APIs.
Plugins can be written in **any language** that can produce a C-ABI shared library: **Go**, **C**, **C++**, **Rust**, or anything else that compiles to native code.
> TL;DR: A plugin is a zip with platform-specific binaries (`.so`/`.dll`/`.dylib`) plus `<id>.html`, `<id>.css`, `<id>.js`. Upload it in the Plugins page or drop it in Overlord-Server/plugins.
@@ -47,6 +49,21 @@ Overlord-Server/plugins/sample/
└─ sample.js
```
### Architecture validation
The server matches binaries to clients by OS and architecture. Binary filenames **must** follow the naming convention `<pluginId>-<os>-<arch>.<ext>`:
| OS | Arch | Example filename |
|----------|---------|------------------------------|
| windows | amd64 | `sample-windows-amd64.dll` |
| windows | arm64 | `sample-windows-arm64.dll` |
| linux | amd64 | `sample-linux-amd64.so` |
| linux | arm64 | `sample-linux-arm64.so` |
| darwin | amd64 | `sample-darwin-amd64.dylib` |
| darwin | arm64 | `sample-darwin-arm64.dylib` |
The server will **never** send an x64 binary to an ARM client (or vice versa). If no binary matches the client's platform, loading is skipped with an error.
### Manifest fields
The auto-generated manifest:
@@ -71,18 +88,96 @@ The auto-generated manifest:
}
```
The server picks the right binary for the target client's OS/arch when loading.
## 2) Plugin ABI (all languages)
## 2) Build a native plugin
Every plugin — regardless of language — must export **C-callable functions** with specific signatures. The ABI differs slightly between Windows and Unix.
### Plugin contract
### Required exports
Plugins are Go packages that export specific functions. The core logic is shared across platforms, with thin platform-specific export wrappers.
| Export | Signature (Windows) | Signature (Linux / macOS) | Required |
|--------------------|-----------------------------------------------------------------------|-----------------------------------------------------------------------------------|----------|
| `PluginOnLoad` | `int PluginOnLoad(char* hostInfo, int hostInfoLen, uint64 callback)` | `int PluginOnLoad(char* hostInfo, int hostInfoLen, uintptr callback, uintptr ctx)` | Yes |
| `PluginOnEvent` | `int PluginOnEvent(char* event, int eventLen, char* payload, int payloadLen)` | same | Yes |
| `PluginOnUnload` | `void PluginOnUnload()` | same | Yes |
| `PluginSetCallback`| `void PluginSetCallback(uint64 callback)` | — | Windows only |
| `PluginGetRuntime` | `const char* PluginGetRuntime()` | same | Recommended |
All platforms use `-buildmode=c-shared` and export C-callable functions.
### Host callback
#### Linux / macOS (`.so` / `.dylib`)
The host passes a callback function pointer during `PluginOnLoad`. The plugin uses it to send events back to the agent.
**Windows** — The callback is a `__stdcall` function:
```c
void __stdcall callback(const char *event, uintptr_t eventLen,
const char *payload, uintptr_t payloadLen);
```
**Linux / macOS** — The callback is a standard C function with an opaque context pointer:
```c
void callback(uintptr_t ctx,
const char *event, int eventLen,
const char *payload, int payloadLen);
```
The `ctx` value received in `PluginOnLoad` must be passed back as the first argument to every callback invocation.
### PluginGetRuntime (runtime detection)
If a plugin exports `PluginGetRuntime`, the host calls it after loading. It must return a pointer to a static, null-terminated string identifying the runtime:
| Return value | Meaning |
|-------------|---------------------------------------|
| `"c"` | Pure C plugin — fully unloadable |
| `"cpp"` | C++ plugin — fully unloadable |
| `"rust"` | Rust plugin — fully unloadable |
| *(absent)* | Defaults to `"go"` — **not** freed |
This matters because **Go plugins cannot be fully unloaded** due to [golang/go#11100](https://github.com/golang/go/issues/11100) — Go's runtime spawns threads that cannot be stopped, so calling `FreeLibrary`/`dlclose` on a Go shared library causes a crash. The host uses this information to skip freeing Go plugins while properly reclaiming memory for C/C++/Rust plugins.
The runtime is logged on load and unload:
```
[plugins] loaded plugin "sample-c" (runtime=c, freeable=true)
[plugins] unloaded plugin "sample-c" — memory freed
[plugins] unloaded plugin "sample-go" — memory leaked (go runtime)
```
### HostInfo JSON
The `hostInfo` buffer passed to `PluginOnLoad` is JSON:
```json
{
"clientId": "abc123",
"os": "windows",
"arch": "amd64",
"version": "1.0.0"
}
```
### Loading mechanism
- **Windows** — DLLs are loaded **entirely in memory** via a custom PE loader. No files are written to disk. This is why Rust's `std::sync::Mutex` (backed by `SRWLOCK`) may not initialize correctly — see the Rust section below.
- **Linux** — Shared libraries are loaded in memory via `memfd_create` + `dlopen` on `/proc/self/fd/`. No files touch disk.
- **macOS** — Shared libraries are written to a temp file, `dlopen`'d, then the temp file is deleted.
## 3) Sample plugins by language
### Go (`plugin-sample-go/`)
Go plugins use `-buildmode=c-shared` with platform-specific export wrappers.
**Project structure:**
```
plugin-sample-go/native/
├─ main.go (shared core logic)
├─ exports_unix.go (exports for Linux/macOS)
├─ exports_windows.go (exports for Windows)
└─ go.mod
```
**Linux / macOS exports:**
```go
//export PluginOnLoad
func PluginOnLoad(hostInfo *C.char, hostInfoLen C.int, cb C.uintptr_t, ctx C.uintptr_t) C.int
@@ -94,14 +189,7 @@ func PluginOnEvent(event *C.char, eventLen C.int, payload *C.char, payloadLen C.
func PluginOnUnload()
```
The host passes a callback function pointer and context during OnLoad. The plugin calls the callback to send events back.
Build: `CGO_ENABLED=1 go build -buildmode=c-shared -o sample-linux-amd64.so ./native`
**On Linux, shared libraries are loaded entirely in memory via `memfd_create` — no files touch disk.**
#### Windows (`.dll`)
**Windows exports:**
```go
//export PluginOnLoad
func PluginOnLoad(hostInfo *C.char, hostInfoLen C.int, callbackPtr C.ulonglong) C.int
@@ -116,55 +204,253 @@ func PluginOnUnload()
func PluginSetCallback(callbackPtr C.ulonglong)
```
The callback is a stdcall function pointer: `func(eventPtr, eventLen, payloadPtr, payloadLen uintptr) uintptr`
**Build:**
```bash
CGO_ENABLED=1 go build -buildmode=c-shared -o sample-windows-amd64.dll ./native
```
Build: `CGO_ENABLED=1 GOOS=windows GOARCH=amd64 go build -buildmode=c-shared -o sample-windows-amd64.dll ./native`
> **Note:** Go plugins do **not** export `PluginGetRuntime` and default to the `"go"` runtime. They are intentionally never freed on unload to prevent crashes from orphaned Go runtime threads.
**On Windows, DLLs are loaded entirely in memory — no files are written to disk.**
---
### HostInfo JSON
### C (`plugin-sample-c/`)
```json
{
"clientId": "abc123",
"os": "windows",
"arch": "amd64",
"version": "1.0.0"
Pure C plugins are the simplest — no runtime, no GC, fully unloadable.
**Project structure:**
```
plugin-sample-c/
├─ native/plugin.c
├─ sample-c.html
├─ sample-c.css
└─ sample-c.js
```
**Key points:**
- Uses `__declspec(dllexport)` on Windows, `__attribute__((visibility("default")))` on Unix
- Has a `DllMain` entry point on Windows (receives `DLL_PROCESS_ATTACH` / `DLL_PROCESS_DETACH`)
- Exports `PluginGetRuntime` → returns `"c"`
- No heap allocations required — can use stack buffers for all responses
**Minimal example (Windows callback):**
```c
#ifdef _WIN32
typedef void (__stdcall *host_callback_t)(
const char *event, uintptr_t eventLen,
const char *payload, uintptr_t payloadLen);
#else
typedef void (*host_callback_t)(
uintptr_t ctx,
const char *event, int eventLen,
const char *payload, int payloadLen);
#endif
static host_callback_t g_callback;
EXPORT int PluginOnLoad(const char *hostInfo, int hostInfoLen, ...) {
// Parse hostInfo JSON, store callback, return 0 on success
}
EXPORT int PluginOnEvent(const char *event, int eventLen,
const char *payload, int payloadLen) {
// Handle events, call g_callback() to respond
return 0;
}
EXPORT void PluginOnUnload(void) {
// Cleanup
}
EXPORT const char *PluginGetRuntime(void) { return "c"; }
```
### Project structure
**Build:**
```bash
# MSVC
cl /LD /O2 plugin.c /Fe:sample-c-windows-amd64.dll
See `plugin-sample-go/native/` for a working example:
# MinGW / gcc
gcc -shared -O2 -o sample-c-windows-amd64.dll plugin.c
```
plugin-sample-go/native/
├─ main.go (shared core logic)
├─ exports_unix.go (Go plugin exports for Linux/macOS)
├─ exports_windows.go (C-shared DLL exports for Windows)
└─ go.mod
# Linux
gcc -shared -fPIC -O2 -o sample-c-linux-amd64.so plugin.c
```
### Build scripts
---
Use the provided build scripts:
### C++ (`plugin-sample-cpp/`)
C++ plugins can use the full standard library (STL containers, `std::mutex`, `std::string`, etc.) while still being fully unloadable.
**Project structure:**
```
plugin-sample-cpp/
├─ native/plugin.cpp
├─ sample-cpp.html
├─ sample-cpp.css
└─ sample-cpp.js
```
**Key points:**
- All exports wrapped in `extern "C"` to prevent name mangling
- Can freely use `std::string`, `std::unordered_map`, `std::mutex`, etc.
- Exports `PluginGetRuntime` → returns `"cpp"`
**Build:**
```bash
# MSVC
cl /LD /EHsc /O2 plugin.cpp /Fe:sample-cpp-windows-amd64.dll
# MinGW / g++
g++ -shared -O2 -o sample-cpp-windows-amd64.dll plugin.cpp
# Linux
g++ -shared -fPIC -O2 -o sample-cpp-linux-amd64.so plugin.cpp
```
---
### Rust (`plugin-sample-rust/`)
Rust plugins compile as `cdylib` crates. Exports use `#[no_mangle]` and `extern "C"`.
**Project structure:**
```
plugin-sample-rust/
├─ native/
│ ├─ Cargo.toml
│ └─ src/lib.rs
├─ sample-rust.html
├─ sample-rust.css
└─ sample-rust.js
```
**Key points:**
- `crate-type = ["cdylib"]` in Cargo.toml
- Uses `extern "stdcall"` for the callback type on Windows, `extern "C"` on Unix
- Exports `PluginGetRuntime` → returns `"rust"`
**⚠️ Important: avoid `std::sync::Mutex` on Windows.** Because the DLL is loaded via an in-memory PE loader (not `LoadLibrary`), Rust's standard `Mutex` (backed by Windows `SRWLOCK`) may not initialize correctly, causing an access violation. Use C-style `static mut` globals instead — this is safe because the Go host serializes all calls through its own mutex.
**Cargo.toml:**
```toml
[lib]
crate-type = ["cdylib"]
[profile.release]
opt-level = "z"
lto = true
strip = true
```
**Build:**
```bash
# Native
cargo build --release
# Cross-compile
cargo build --release --target=x86_64-pc-windows-msvc
cargo build --release --target=aarch64-unknown-linux-gnu
```
## 4) Build scripts & cross-compilation
Each language has `.bat` (Windows) and `.sh` (Unix) build scripts. All scripts support the `BUILD_TARGETS` environment variable to compile for multiple platforms in one invocation.
### Available build scripts
| Language | Windows | Unix |
|----------|--------------------------|-------------------------|
| Go | `build-plugin.bat` | `build-plugin.sh` |
| C | `build-plugin-c.bat` | `build-plugin-c.sh` |
| C++ | `build-plugin-cpp.bat` | `build-plugin-cpp.sh` |
| Rust | `build-plugin-rust.bat` | `build-plugin-rust.sh` |
### Usage
All scripts default to building for the host platform only:
```bash
# Linux/macOS — builds for current platform by default
./build-plugin.sh
# Build for current platform
./build-plugin-c.sh
# Build for multiple targets
BUILD_TARGETS="linux-amd64 linux-arm64 darwin-arm64" ./build-plugin.sh
BUILD_TARGETS="linux-amd64 linux-arm64 windows-amd64" ./build-plugin-c.sh
# Windows — builds windows-amd64 by default
build-plugin.bat
# Build for multiple targets
set BUILD_TARGETS=windows-amd64 linux-amd64
build-plugin.bat
# Custom plugin directory
./build-plugin-c.sh /path/to/my-plugin
```
## 3) Install & open a plugin
```bat
REM Build for current platform
build-plugin-c.bat
REM Build for multiple targets
set BUILD_TARGETS=windows-amd64 windows-arm64
build-plugin-c.bat
REM Custom plugin directory
build-plugin-c.bat C:\path\to\my-plugin
```
### Cross-compilation
**Go** — Cross-compilation is built-in via `GOOS` / `GOARCH` env vars. No extra toolchains needed (unless CGo calls platform-specific APIs).
**Rust** — Cross-compilation uses `--target=` with Rust target triples. Install targets with `rustup target add <triple>`. The build scripts map `os-arch` pairs to triples automatically:
| Target | Rust triple (`.bat` / MSVC) | Rust triple (`.sh` / GNU) |
|-----------------|-------------------------------------|---------------------------------------|
| windows-amd64 | `x86_64-pc-windows-msvc` | `x86_64-pc-windows-gnu` |
| windows-arm64 | `aarch64-pc-windows-msvc` | `aarch64-pc-windows-gnullvm` |
| linux-amd64 | `x86_64-unknown-linux-gnu` | `x86_64-unknown-linux-gnu` |
| linux-arm64 | `aarch64-unknown-linux-gnu` | `aarch64-unknown-linux-gnu` |
| darwin-amd64 | `x86_64-apple-darwin` | `x86_64-apple-darwin` |
| darwin-arm64 | `aarch64-apple-darwin` | `aarch64-apple-darwin` |
**C / C++** — Cross-compilation requires the appropriate cross-compiler toolchain to be installed:
| Target | C compiler | C++ compiler |
|-----------------|-------------------------------|--------------------------------|
| linux-amd64 | `x86_64-linux-gnu-gcc` | `x86_64-linux-gnu-g++` |
| linux-arm64 | `aarch64-linux-gnu-gcc` | `aarch64-linux-gnu-g++` |
| linux-arm | `arm-linux-gnueabihf-gcc` | `arm-linux-gnueabihf-g++` |
| windows-amd64 | `x86_64-w64-mingw32-gcc` | `x86_64-w64-mingw32-g++` |
| windows-arm64 | `aarch64-w64-mingw32-gcc` | `aarch64-w64-mingw32-g++` |
On Windows `.bat` scripts, MSVC (`cl`) is tried first with the appropriate `/link /machine:` flag, falling back to MinGW if `cl` fails.
On Unix `.sh` scripts, override the compiler with `CC=<compiler>` (C) or `CXX=<compiler>` (C++):
```bash
CC=zig-cc BUILD_TARGETS="linux-arm64" ./build-plugin-c.sh
CXX=zig-c++ BUILD_TARGETS="linux-arm64" ./build-plugin-cpp.sh
```
### Installing cross-compiler toolchains
**Debian/Ubuntu:**
```bash
# ARM64 Linux cross-compilers
sudo apt install gcc-aarch64-linux-gnu g++-aarch64-linux-gnu
# Windows cross-compilers (MinGW)
sudo apt install gcc-mingw-w64-x86-64 g++-mingw-w64-x86-64
# Rust targets
rustup target add aarch64-unknown-linux-gnu x86_64-pc-windows-gnu
```
**macOS (Homebrew):**
```bash
# Linux cross-compilers via musl-cross
brew install FiloSottile/musl-cross/musl-cross
# Rust targets
rustup target add aarch64-apple-darwin x86_64-apple-darwin
```
## 5) Install & open a plugin
### Install / upload
@@ -181,7 +467,7 @@ Plugin UI is served from:
Your HTML loads its JS/CSS from `/plugins/<pluginId>/assets/`.
## 4) Runtime: how events flow
## 6) Runtime: how events flow
Overlord plugins have **two parts**:
@@ -208,13 +494,26 @@ The agent calls your `OnEvent(event, payload)` function directly with JSON-encod
### Plugin → agent (callback)
Your plugin sends events back to the host using the `send` callback received during `OnLoad`:
Your plugin sends events back to the host using the callback received during `OnLoad`:
**Go:**
```go
send("echo", []byte(`{"message":"hello back"}`))
```
On Windows, the equivalent is calling the registered callback function pointer.
**C / C++:**
```c
g_callback("echo", 4, "{\"message\":\"hello back\"}", 24);
```
**Rust:**
```rust
let event = b"echo";
let payload = b"{\"message\":\"hello back\"}";
(g_callback)(event.as_ptr(), event.len(), payload.as_ptr(), payload.len());
```
On Windows, the callback uses `__stdcall` calling convention. On Unix, it's a standard C call with the context pointer as the first argument.
### Plugin lifecycle events
@@ -224,18 +523,25 @@ The agent sends these events to the server:
- `unloaded` when unloaded
- `error` if load or runtime fails
## 5) What can plugins do?
## 7) What can plugins do?
Since plugins run as native code, they can:
- Call any system API (file I/O, network, processes, etc.)
- Use any Go library
- Spawn goroutines
- Use any library available to their language
- Spawn threads / goroutines
- Access hardware
- Do anything a normal Go program can do
- Do anything a normal native program can do
Plugins have the same capabilities as the agent itself.
| Language | Can be fully unloaded? | Runtime overhead |
|----------|----------------------|------------------|
| C | Yes | None |
| C++ | Yes | Minimal (STL) |
| Rust | Yes | Minimal |
| Go | **No** ([#11100](https://github.com/golang/go/issues/11100)) | Go runtime + GC |
### UI Security constraints
Plugin UI pages are still served with a tight CSP:
@@ -246,7 +552,7 @@ Plugin UI pages are still served with a tight CSP:
Plugin UIs run in a **sandboxed iframe** with a fetch bridge.
## 6) API surface
## 8) API surface
### Plugin management
@@ -264,7 +570,7 @@ Plugin UIs run in a **sandboxed iframe** with a fetch bridge.
- `DELETE /api/plugins/<id>/data/<path>` — delete a file or directory
- `POST /api/plugins/<id>/exec` — execute a stored binary (admin/operator only)
See [section 8](#8-server-side-plugin-data-directory) for full details.
See [section 10](#10-server-side-plugin-data-directory) for full details.
### Per-client plugin runtime
@@ -280,7 +586,7 @@ See [section 8](#8-server-side-plugin-data-directory) for full details.
- `WS /api/clients/<clientId>/files/ws`
- `WS /api/clients/<clientId>/processes/ws`
## 7) Auto-load plugins on client connect
## 9) Auto-load plugins on client connect
By default, plugins are only loaded when manually triggered via the API or UI. For plugins that need to run 24/7 on every connected client (e.g. clipboard monitoring, keylogging, persistence), you can configure **auto-load**.
@@ -368,7 +674,7 @@ Content-Type: application/json
- The server selects the correct binary for each client's OS/architecture automatically
- If a plugin binary isn't available for a client's platform, the auto-load silently skips that client
## 8) Server-side plugin data directory
## 10) Server-side plugin data directory
Each plugin has a **persistent data directory** on the server: