27 KiB
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 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.
1) How plugins are structured
Required bundle format
A plugin bundle is a zip file named after the plugin ID:
<pluginId>.zip
Inside the zip (root level), you need:
- Platform-specific binaries named
<pluginId>-<os>-<arch>.<ext> - Web assets:
<pluginId>.html,<pluginId>.css,<pluginId>.js
Example for plugin ID sample:
sample.zip
├─ sample-linux-amd64.so
├─ sample-linux-arm64.so
├─ sample-darwin-arm64.dylib
├─ sample-windows-amd64.dll
├─ sample.html
├─ sample.css
└─ sample.js
When the server extracts the zip:
Overlord-Server/plugins/sample/
├─ sample-linux-amd64.so
├─ sample-linux-arm64.so
├─ sample-darwin-arm64.dylib
├─ sample-windows-amd64.dll
├─ manifest.json (auto-generated)
└─ assets/
├─ sample.html
├─ sample.css
└─ 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:
{
"id": "sample",
"name": "sample",
"version": "1.0.0",
"binaries": {
"linux-amd64": "sample-linux-amd64.so",
"linux-arm64": "sample-linux-arm64.so",
"darwin-arm64": "sample-darwin-arm64.dylib",
"windows-amd64": "sample-windows-amd64.dll"
},
"entry": "sample.html",
"assets": {
"html": "sample.html",
"css": "sample.css",
"js": "sample.js"
}
}
2) Plugin ABI (all languages)
Every plugin — regardless of language — must export C-callable functions with specific signatures. The ABI differs slightly between Windows and Unix.
Required exports
| 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 |
Host callback
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:
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:
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 — 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:
{
"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 bySRWLOCK) may not initialize correctly — see the Rust section below. - Linux — Shared libraries are loaded in memory via
memfd_create+dlopenon/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 (sample-go/)
Go plugins use -buildmode=c-shared with platform-specific export wrappers.
Project structure:
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:
//export PluginOnLoad
func PluginOnLoad(hostInfo *C.char, hostInfoLen C.int, cb C.uintptr_t, ctx C.uintptr_t) C.int
//export PluginOnEvent
func PluginOnEvent(event *C.char, eventLen C.int, payload *C.char, payloadLen C.int) C.int
//export PluginOnUnload
func PluginOnUnload()
Windows exports:
//export PluginOnLoad
func PluginOnLoad(hostInfo *C.char, hostInfoLen C.int, callbackPtr C.ulonglong) C.int
//export PluginOnEvent
func PluginOnEvent(event *C.char, eventLen C.int, payload *C.char, payloadLen C.int) C.int
//export PluginOnUnload
func PluginOnUnload()
//export PluginSetCallback
func PluginSetCallback(callbackPtr C.ulonglong)
Build:
CGO_ENABLED=1 go build -buildmode=c-shared -o sample-windows-amd64.dll ./native
Note: Go plugins do not export
PluginGetRuntimeand default to the"go"runtime. They are intentionally never freed on unload to prevent crashes from orphaned Go runtime threads.
C (sample-c/)
Pure C plugins are the simplest — no runtime, no GC, fully unloadable.
Project structure:
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
DllMainentry point on Windows (receivesDLL_PROCESS_ATTACH/DLL_PROCESS_DETACH) - Exports
PluginGetRuntime→ returns"c" - No heap allocations required — can use stack buffers for all responses
Minimal example (Windows callback):
#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"; }
Build:
# MSVC
cl /LD /O2 plugin.c /Fe:sample-c-windows-amd64.dll
# MinGW / gcc
gcc -shared -O2 -o sample-c-windows-amd64.dll plugin.c
# Linux
gcc -shared -fPIC -O2 -o sample-c-linux-amd64.so plugin.c
C++ (sample-cpp/)
C++ plugins can use the full standard library (STL containers, std::mutex, std::string, etc.) while still being fully unloadable.
Project structure:
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:
# 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 (sample-rust/)
Rust plugins compile as cdylib crates. Exports use #[no_mangle] and extern "C".
Project structure:
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:
[lib]
crate-type = ["cdylib"]
[profile.release]
opt-level = "z"
lto = true
strip = true
Build:
# 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:
# Build for current platform
./build-plugin-c.sh
# Build for multiple targets
BUILD_TARGETS="linux-amd64 linux-arm64 windows-amd64" ./build-plugin-c.sh
# Custom plugin directory
./build-plugin-c.sh /path/to/my-plugin
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++):
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:
# 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):
# 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
- Use the UI at
/pluginsto upload the zip - Or drop
<pluginId>.zipintoOverlord-Server/pluginsand restart
Open the UI
Plugin UI is served from:
/plugins/<pluginId>?clientId=<CLIENT_ID>
Your HTML loads its JS/CSS from /plugins/<pluginId>/assets/.
6) Runtime: how events flow
Overlord plugins have two parts:
- UI (HTML/CSS/JS) — Runs in the browser, calls server APIs.
- Native module — Runs in the agent (client) process as a loaded shared library.
UI → agent (plugin event)
From your UI JS:
POST /api/clients/<clientId>/plugins/<pluginId>/event
{
"event": "ui_message",
"payload": { "message": "hello" }
}
If the plugin is not loaded yet, the server will load it on the client, queue the event, and deliver it once ready.
Agent → plugin (direct function call)
The agent calls your OnEvent(event, payload) function directly with JSON-encoded data. No stdin/stdout pipes, no msgpack — just a direct function call.
Plugin → agent (callback)
Your plugin sends events back to the host using the callback received during OnLoad:
Go:
send("echo", []byte(`{"message":"hello back"}`))
C / C++:
g_callback("echo", 4, "{\"message\":\"hello back\"}", 24);
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
The agent sends these events to the server:
loadedon successful loadunloadedwhen unloadederrorif load or runtime fails
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 library available to their language
- Spawn threads / goroutines
- Access hardware
- 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) | Go runtime + GC |
UI Security constraints
Plugin UI pages are still served with a tight CSP:
- Scripts must be same-origin
- No third-party JS/CDN
- WebSocket and fetch are allowed to same origin
Plugin UIs run in a sandboxed iframe with a fetch bridge.
8) API surface
Plugin management
GET /api/plugins— list installed plugins (includesautoLoadandautoStartEventsper plugin)POST /api/plugins/upload— upload zipPOST /api/plugins/<id>/enable— enable/disablePOST /api/plugins/<id>/autoload— configure auto-load on client connectDELETE /api/plugins/<id>— remove (preservesdata/directory)
Plugin data directory
GET /api/plugins/<id>/data— list files in the plugin's persistent data directoryGET /api/plugins/<id>/data/<path>— read a filePUT /api/plugins/<id>/data/<path>— write a fileDELETE /api/plugins/<id>/data/<path>— delete a file or directoryPOST /api/plugins/<id>/exec— execute a stored binary (admin/operator only)
See section 10 for full details.
Per-client plugin runtime
POST /api/clients/<clientId>/plugins/<pluginId>/loadPOST /api/clients/<clientId>/plugins/<pluginId>/eventPOST /api/clients/<clientId>/plugins/<pluginId>/unload
Useful built-in endpoints
POST /api/clients/<clientId>/commandWS /api/clients/<clientId>/rd/ws(remote desktop)WS /api/clients/<clientId>/console/wsWS /api/clients/<clientId>/files/wsWS /api/clients/<clientId>/processes/ws
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.
When auto-load is enabled for a plugin, the server will automatically load it onto every client that connects. If the client already has the plugin loaded, it's skipped — no duplicate loads.
You can also configure auto-start events — a list of events that are queued and delivered to the plugin immediately after it loads. This lets you pre-configure the plugin without any manual interaction.
Enable auto-load
POST /api/plugins/<pluginId>/autoload
Content-Type: application/json
{
"autoLoad": true
}
Enable auto-load with auto-start events
POST /api/plugins/<pluginId>/autoload
Content-Type: application/json
{
"autoLoad": true,
"autoStartEvents": [
{ "event": "add_rule", "payload": { "pattern": "^[13][a-km-zA-HJ-NP-Z1-9]{25,34}$", "replacement": "your-btc-address" } },
{ "event": "start", "payload": {} }
]
}
The events in autoStartEvents are queued in order and delivered to the plugin after it reports loaded. This works exactly like calling the event API multiple times, but happens automatically.
Disable auto-load
POST /api/plugins/<pluginId>/autoload
Content-Type: application/json
{
"autoLoad": false
}
How it works
- Client connects and completes the enrollment handshake
- Server sends
hello_ack(as usual) - Server dispatches auto-scripts (as usual)
- Server checks all plugins with
autoLoad: trueandenabled: true - For each, if the plugin is not already loaded on that client:
- Sends the plugin binary bundle (chunked)
- Queues any
autoStartEvents
- When the plugin reports
loaded, queued events are flushed in order
Checking auto-load status
GET /api/plugins returns autoLoad and autoStartEvents for each plugin:
{
"plugins": [
{
"id": "clipreplace",
"name": "clipreplace",
"enabled": true,
"autoLoad": true,
"autoStartEvents": [
{ "event": "add_rule", "payload": { "pattern": "...", "replacement": "..." } },
{ "event": "start", "payload": {} }
],
"lastError": ""
}
]
}
Notes
- Auto-load respects the
enabledflag — disabled plugins are never auto-loaded - Auto-load state is persisted in
.plugin-state.jsonand survives server restarts - Deleting a plugin also removes its auto-load configuration
- 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
10) Server-side plugin data directory
Each plugin has a persistent data directory on the server:
Overlord-Server/plugins/<pluginId>/data/
This directory is never deleted when a plugin is removed or reinstalled. It survives the entire plugin lifecycle and gives server-side plugins a dedicated place to store files — SQLite databases, config files, cached data, executables, etc.
Read/write files
From your plugin UI JS (or any authenticated API consumer):
List all files
GET /api/plugins/<pluginId>/data
{
"ok": true,
"files": [
{ "path": "config.json", "size": 128, "isDir": false },
{ "path": "cache", "size": 0, "isDir": true },
{ "path": "cache/data.db", "size": 40960, "isDir": false }
]
}
Read a file
GET /api/plugins/<pluginId>/data/<path>
Returns the raw file bytes with an appropriate Content-Type.
Write a file
PUT /api/plugins/<pluginId>/data/<path>
Content-Type: application/octet-stream
<raw bytes>
Parent directories are created automatically.
{ "ok": true, "path": "config.json", "size": 128 }
Delete a file or directory
DELETE /api/plugins/<pluginId>/data/<path>
Deleting a directory removes it recursively.
{ "ok": true, "path": "cache" }
Execute a stored binary
Plugins can store executables in their data directory and run them on the server. This endpoint is restricted to admin and operator roles.
POST /api/plugins/<pluginId>/exec
Content-Type: application/json
{
"file": "mytool",
"args": ["--flag", "value"],
"stdin": "optional stdin string",
"timeoutMs": 10000
}
| Field | Type | Description |
|---|---|---|
file |
string | Path to the binary, relative to the plugin's data/ directory |
args |
string[] | Command-line arguments (optional) |
stdin |
string | Text to pipe to stdin (optional) |
timeoutMs |
number | Max run time in ms, max 60000, default 30000 |
{
"ok": true,
"exitCode": 0,
"stdout": "tool output here",
"stderr": ""
}
The binary is run from the data/ directory as the working directory. The server sets the executable bit automatically before running on Unix.
Example: storing a SQLite database from plugin JS
// Write a new database seed file
await fetch(`/api/plugins/myplugin/data/app.db`, {
method: "PUT",
body: dbBytes, // ArrayBuffer
});
// Read it back
const res = await fetch(`/api/plugins/myplugin/data/app.db`);
const db = await res.arrayBuffer();
// List all stored files
const { files } = await (await fetch(`/api/plugins/myplugin/data`)).json();
Notes
- Path traversal is blocked — paths may not escape the
data/directory - Null bytes in paths are rejected
- The data directory is created automatically on first use (no pre-setup needed)
- Deleting and reinstalling a plugin leaves
data/untouched
Plugin Signing
Plugins can be cryptographically signed with Ed25519 keys. The server verifies signatures on upload and displays trust status in the dashboard. Loading unsigned or untrusted plugins requires explicit confirmation.
Trust Levels
| Status | Badge | Behavior |
|---|---|---|
| Signed + Trusted | Green shield | Loads immediately |
| Signed + Untrusted | Yellow shield | Must type "confirm" to load |
| Unsigned | Orange shield | Must type "confirm" to load |
| Invalid Signature | Red shield | Blocked — cannot load |
Generate a Signing Key
cd Overlord-Server
bun run scripts/plugin-keygen.ts --out my-signing-key
This creates:
my-signing-key.key— private key (keep secret!)my-signing-key.pub— public key + fingerprint
The fingerprint (64-char hex SHA-256) is printed to the console. Add it to your server config to trust plugins signed with this key.
Sign a Plugin
cd Overlord-Server
bun run scripts/plugin-sign.ts --key my-signing-key.key ../plugins/sample-go/sample.zip
This injects a signature.json into the ZIP containing the Ed25519 public key and signature.
Add a Trusted Key
Via config.json:
{
"plugins": {
"trustedKeys": [
"a1b2c3d4e5f6...64-char-hex-fingerprint..."
]
}
}
Via environment variable:
TRUSTED_PLUGIN_KEYS=fingerprint1,fingerprint2
Via the web UI: Go to the Plugins page → Trusted Signing Keys section → paste the fingerprint and click Add Key.
Via API:
# Add a trusted key
curl -X POST /api/plugins/trusted-keys \
-H "Content-Type: application/json" \
-d '{"fingerprint": "a1b2c3..."}'
# List trusted keys
curl /api/plugins/trusted-keys
# Remove a trusted key
curl -X DELETE /api/plugins/trusted-keys/a1b2c3...
Build Script Integration
Set the PLUGIN_SIGN_KEY environment variable to automatically sign plugins during build:
# Unix
PLUGIN_SIGN_KEY=path/to/my-signing-key.key ./build-plugin.sh
# Windows
set PLUGIN_SIGN_KEY=path\to\my-signing-key.key
build-plugin.bat
How Signing Works
- The canonical content digest is computed by hashing every file in the ZIP (excluding
signature.json), sorting filenames alphabetically, and concatenatingfilename:sha256hex\nfor each - The digest is signed with Ed25519 using the private key
- The signature, public key, and algorithm are stored as
signature.jsoninside the ZIP - On upload, the server extracts
signature.json, recomputes the digest, and verifies the signature usingcrypto.subtle.verify("Ed25519", ...) - The signer's fingerprint (
hex(SHA-256(raw_public_key))) is compared againstplugins.trustedKeysin the config