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.
This commit is contained in:
Alexa
2026-05-30 01:50:26 +03:00
parent dfd0d44641
commit 43fe3572c9
13 changed files with 46 additions and 3399 deletions
@@ -10,7 +10,7 @@ namespace DorkNet.Server.Controllers.Auth;
///
/// Photon Cloud sends a GET (or POST) with the parameters the client
/// attached via <c>AuthenticationValues.AddAuthParameter</c>. The
/// DorkNet BepInEx plugin (DorkNet.ClientPatch) injects two:
/// DorkNet client mod (DorkNet.ClientMod) injects two:
/// <list type="bullet">
/// <item><c>userid</c> — the player's DorkNet account id (long).</item>
/// <item><c>LoginLock</c> — the per-session GUID stored in
@@ -118,7 +118,7 @@ public class PhotonCustomAuthController(
// Anonymous connect: pre-login Photon region pings + the watch's
// initial NameServer probe both fire CustomAuth WITHOUT
// AuthValues attached (the BepInEx plugin only injects AuthValues
// AuthValues attached (the client mod only injects AuthValues
// once /player/login has run and Core.LocalAccountId is set).
// Returning ResultCode 1 here lets those bootstrap connects
// succeed; the actual gameplay session has populated AuthValues