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Remove BepInEx client patcher (DorkNet.ClientPatch)
MelonLoader (DorkNet.ClientMod) is the sole client patcher now, so drop the BepInEx plugin and its BepInEx-only installer: - delete the DorkNet.ClientPatch project + tools/install-plugin.ps1 - drop the project from DorkNet.sln - README / architecture / deploy docs: present DorkNet.ClientMod (install-melon.ps1) as the patcher instead of the BepInEx plugin - fix install-melon.ps1 fallback hint that pointed at the deleted install-plugin.ps1 - tidy stray 'BepInEx port' comments in Mod.cs / PhotonCustomAuthController Legacy-cleanup paths that REMOVE an old BepInEx install (install-legacy-client.ps1, the old_plugin_paths entry in build-patcher-zip.ps1) are kept intentionally.
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@@ -10,7 +10,7 @@ namespace DorkNet.Server.Controllers.Auth;
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///
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/// Photon Cloud sends a GET (or POST) with the parameters the client
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/// attached via <c>AuthenticationValues.AddAuthParameter</c>. The
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/// DorkNet BepInEx plugin (DorkNet.ClientPatch) injects two:
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/// DorkNet client mod (DorkNet.ClientMod) injects two:
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/// <list type="bullet">
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/// <item><c>userid</c> — the player's DorkNet account id (long).</item>
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/// <item><c>LoginLock</c> — the per-session GUID stored in
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@@ -118,7 +118,7 @@ public class PhotonCustomAuthController(
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// Anonymous connect: pre-login Photon region pings + the watch's
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// initial NameServer probe both fire CustomAuth WITHOUT
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// AuthValues attached (the BepInEx plugin only injects AuthValues
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// AuthValues attached (the client mod only injects AuthValues
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// once /player/login has run and Core.LocalAccountId is set).
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// Returning ResultCode 1 here lets those bootstrap connects
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// succeed; the actual gameplay session has populated AuthValues
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