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feat: DorkNet.Quest, a sideload patcher for the 2023 Quest client
Patches the Quest build of Rec Room 2023.03.21 (20230317 / 2128210, the
same appVersion as the PC client) to connect to a DorkNet server, using
one native hook library loaded via DT_NEEDED on libmain.so.
- host rewrite onto <svc>.<ServerHost> or a {service}-dev.example.com template
- Photon app ids and region injection (PhotonRegion must match PC)
- TLS / pinning / image-signature bypass, integrity callbacks neutralised
- no-Meta-account build; the server treats platform id 0/1/blank as a
placeholder and keys those accounts by device id
- build.ps1 -Obb packages a DorkNet-<ver>.xapk with one-command
installers for Windows and macOS/Linux; app is named via AppName
- README, docs/quest.md and NOTICE updated; credits RecFlare and
And64InlineHook (MIT)
Tested on a Quest 2: all hooks arm, requests reach the dev server.
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# Meta Quest client
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DorkNet can be played on a standalone Meta Quest headset using a
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sideload-patched Rec Room **2023.03.21** client. The patcher and the full build
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and install guide live in [`../DorkNet.Quest/`](../DorkNet.Quest/README.md);
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this page is the server operator's view.
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## Which build
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| | |
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| --- | --- |
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| Rec Room version | `2023.03.21` (versionName `20230317`, versionCode `2128210`) |
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| Package (store) | `com.AgainstGravity.RecRoom`, arm64-v8a, IL2CPP |
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| Ships | single APK + a ~1.4 GB OBB |
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This build reports appVersion **`20230317`** — identical to the PC
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`march-2023-03-21` client. The server hardcodes `"20230317"` in presence /
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match / notification responses, so **Quest and PC players interoperate with no
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server change**: the version gate (`GET api/versioncheck/v4`), the presence
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`appVersion` string, and Photon room versioning all line up. Do **not** patch a
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different Quest build (e.g. `20230414`) against this branch — a different
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appVersion reads as "version mismatch, can't join".
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## How it connects
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There is no MelonLoader on Android, so `DorkNet.Quest` does the ClientMod +
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Photon-byte-patch jobs with one native library (`libdorknet.so`) injected via a
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`DT_NEEDED` entry on `libmain.so`. At runtime it:
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- rewrites `<service>.rec.net` → `<service>.<ServerHost>` (for a server on
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`Domain:HostStyle = hyphen`, set `ServerHost = {service}-<env>.<apex>`) (the name server then
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hands out every other service URL — same bootstrap as the PC client);
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- injects the operator's Photon app ids and fixed region (`PhotonRegion`; it
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must match the PC clients' `PhotonCloudRegion` or the two never meet);
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- accepts the self-hosted TLS chain and image signatures;
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- neutralises the integrity callbacks that would otherwise reject a re-signed,
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hook-loaded sideload.
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So the **same DNS, TLS, Photon and image-signing setup from
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[`deploy.md`](deploy.md) serves Quest** — every `*.<apex>` subdomain the PC
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client uses must resolve and be covered by the cert.
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## Accounts without a Meta account
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If the build is made with a blank `OculusAppId` (the no-Meta-account build), the
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client can't produce a real Oculus platform identity, so **every headset sends
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the placeholder platform user id `1`**. The server must not treat that as an
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identity, or all those players collapse into one shared account and are offered
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each other's "remembered logins".
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DorkNet handles this server-side in `PlayerService`
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(`IsPlaceholderPlatformId`): platform ids `0`, blank and `1` are never stored on
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an account, never matched by the cached-login lookup
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(`cachedlogin/forplatformid`), and never used to synthesise a device id — those
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players are keyed by `deviceId` alone, exactly like the PC Steam-emulator path.
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A real Meta platform id (the Meta build) still tags and lists normally.
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Thanks to [RecFlare](https://github.com/recflare) for documenting this
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pitfall in their Quest client notes.
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> Covered by `DorkNet.Server.Tests/QuestPlaceholderPlatformIdTests.cs`. **Never
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> add a rule that accepts platform id `1` as a real identity** — the whole
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> no-Meta fleet sends the same value.
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## Operator checklist
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1. DNS + TLS for every `*.<apex>` service subdomain (see `deploy.md`).
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2. Your own Photon Realtime/Voice app ids (see `deploy.md` → Photon Cloud).
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3. Image signing key configured (`ImageSignatureService`), as for PC.
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4. Build with `ServerHost=<apex>`, the Photon ids and region baked in, passing
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`-Obb` so you get a release folder (`DorkNet-<ver>.xapk` plus
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`install.cmd`/`install.sh`). Players run the installer with the headset
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plugged in; the app appears as **DorkNet** under Unknown Sources.
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No server component is Quest-specific beyond the placeholder-platform-id
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handling above.
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