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Add initial documentation and structure for DorkNet project
- Create README.md for project overview and setup instructions - Add admin-ui/README.md for admin UI details and development setup - Introduce client-mod/README.md explaining the MelonLoader mod functionality - Establish docker/README.md for Docker setup and configuration - Create docs/README.md to index project documentation - Implement advanced-setup.md for Docker stack configuration - Document architecture in architecture.md - Provide easy-setup.md for hosting instructions - Add FAQ.md for common questions and legal considerations - Create joining-a-server.md for player connection instructions - Establish troubleshooting.md for common issues and resolutions - Introduce easy-app/README.md for the unified desktop application - Add server/README.md for ASP.NET Core backend details - Document tools/README.md for CLI helper scripts
This commit is contained in:
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|
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# Build outputs
|
||||
**/bin/
|
||||
**/obj/
|
||||
**/node_modules/
|
||||
**/dist/
|
||||
**/.vite/
|
||||
**/build/
|
||||
|
||||
# IDE
|
||||
.vs/
|
||||
.vscode/
|
||||
*.user
|
||||
*.suo
|
||||
*.csproj.user
|
||||
|
||||
# Local config (NEVER commit)
|
||||
appsettings.json
|
||||
appsettings.Local.json
|
||||
appsettings.Development.json
|
||||
.env
|
||||
.env.local
|
||||
.env.*.local
|
||||
|
||||
# Runtime data
|
||||
data/*.db
|
||||
data/*.db-shm
|
||||
data/*.db-wal
|
||||
data/*.db.bak.*
|
||||
data/images/
|
||||
keys/
|
||||
**/MelonLoader/UserData/dorknet-clientmod.json
|
||||
**/MelonLoader/Latest.log
|
||||
**/MelonLoader/Logs/
|
||||
**/output_log.txt
|
||||
**/crash_reports/
|
||||
|
||||
# Decompilation dumps — never ship Rec Room IP derivative works
|
||||
Cpp2IL_ISIL/
|
||||
Cpp2IL_CS/
|
||||
**/Recroom_Release_Data/
|
||||
**/Recroom_Release.exe
|
||||
**/GameAssembly.dll
|
||||
**/global-metadata.dat
|
||||
**/version.dll
|
||||
|
||||
# OS
|
||||
.DS_Store
|
||||
Thumbs.db
|
||||
|
||||
# Test outputs
|
||||
TestResults/
|
||||
*.coverage
|
||||
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|
||||
# Contributing to DorkNet
|
||||
|
||||
Thanks for your interest. A few ground rules before you open a PR.
|
||||
|
||||
## Code style
|
||||
|
||||
- **C#**: nullable enabled. Match the file you're editing. No regions, no
|
||||
multi-paragraph XML docs, no async-without-await.
|
||||
- **TypeScript / React**: existing patterns — function components, named
|
||||
exports, tailwind classes, no CSS modules. Lint with `npm run lint` from
|
||||
`admin-ui/`.
|
||||
- **No AI-co-author trailers in commit messages.** Use a real attribution
|
||||
line or none at all.
|
||||
|
||||
## Branches and commits
|
||||
|
||||
- `main` is protected; PR from a feature branch.
|
||||
- Conventional commits welcome but not required. One-line summary should
|
||||
describe the *why*, not the *what* — the diff already shows what.
|
||||
|
||||
## Scope of contributions we welcome
|
||||
|
||||
- Bug fixes against documented behavior
|
||||
- Feature parity with the 2020 client (anything reverse-engineered cleanly)
|
||||
- Performance work
|
||||
- Better docs, screenshots, video walkthroughs
|
||||
- New translations of the admin UI
|
||||
|
||||
## Scope of contributions we don't accept
|
||||
|
||||
- **Rec Room game assets, decompiled source, or modified game binaries.**
|
||||
We never ship Rec Room IP. See [DISCLAIMER.md](DISCLAIMER.md). PRs that
|
||||
add these files will be closed.
|
||||
- **Cheats, exploits, or features that would harm other public Rec Room
|
||||
servers.** This project exists to let people self-host the 2020 backend
|
||||
for themselves; it isn't a vehicle for griefing live games.
|
||||
- **Crypto / NFT / monetization plugins.** Hard no.
|
||||
|
||||
## Reporting security issues
|
||||
|
||||
Don't open a public issue. Email the maintainer at the address in the repo
|
||||
metadata, or use GitHub's private vulnerability reporting.
|
||||
|
||||
## Setting up a dev environment
|
||||
|
||||
See [docs/advanced-setup.md](docs/advanced-setup.md) for the full server
|
||||
stack. For just hacking on the admin UI:
|
||||
|
||||
```bash
|
||||
cd admin-ui
|
||||
npm install
|
||||
npm run dev
|
||||
```
|
||||
|
||||
Points at `http://localhost:5000` by default — start the server first.
|
||||
@@ -0,0 +1,50 @@
|
||||
# Disclaimer
|
||||
|
||||
DorkNet is an independent, fan-made, clean-room reimplementation of the
|
||||
backend protocol used by the **2020 release of Rec Room** (build
|
||||
`Recroom_Release` dated 2020.03.10).
|
||||
|
||||
It is **not** affiliated with, endorsed by, or sponsored by:
|
||||
|
||||
- Rec Room Inc.
|
||||
- Against Gravity (the original developer)
|
||||
- Photon (Exit Games GmbH)
|
||||
- Steam / Valve Corporation
|
||||
- Meta / Oculus
|
||||
|
||||
**Rec Room™**, the Rec Room logo, and all in-game art, audio, models,
|
||||
locations, characters, and brand assets are the intellectual property of
|
||||
Rec Room Inc. and are used here only for descriptive interoperability.
|
||||
|
||||
## What DorkNet does and doesn't ship
|
||||
|
||||
DorkNet's repository contains:
|
||||
- Original server code (ASP.NET Core)
|
||||
- Original admin tooling (React)
|
||||
- Original MelonLoader mod (C#)
|
||||
- Patcher scripts that operate on the user's own local Rec Room install
|
||||
|
||||
DorkNet's repository **does not** contain:
|
||||
- The Rec Room game executable, assets, or any redistributable Rec Room IP
|
||||
- Decompiled Rec Room source or IL2CPP dumps
|
||||
- Patched copies of `Recroom_Release.exe`, `global-metadata.dat`, or any
|
||||
Rec Room game file
|
||||
|
||||
You must acquire the 2020.03.10 Rec Room client yourself through whatever
|
||||
means are legal in your jurisdiction (e.g. SteamDB depot tools against an
|
||||
account that owns Rec Room). The patcher runs on your machine, modifies
|
||||
files locally, and never uploads anything anywhere.
|
||||
|
||||
## Use at your own risk
|
||||
|
||||
This is hobby software. There are no warranties of any kind. If running
|
||||
DorkNet violates a license you agreed to (e.g. Steam Subscriber Agreement,
|
||||
Rec Room Terms of Service), that's between you and the rights holder.
|
||||
DorkNet's authors take no responsibility for consequences arising from
|
||||
your use of the software.
|
||||
|
||||
## Takedown requests
|
||||
|
||||
If you represent Rec Room Inc. or another rights holder and wish to discuss
|
||||
this project, please open an issue on the public repository and we will
|
||||
respond promptly.
|
||||
@@ -0,0 +1,661 @@
|
||||
GNU AFFERO GENERAL PUBLIC LICENSE
|
||||
Version 3, 19 November 2007
|
||||
|
||||
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
|
||||
Everyone is permitted to copy and distribute verbatim copies
|
||||
of this license document, but changing it is not allowed.
|
||||
|
||||
Preamble
|
||||
|
||||
The GNU Affero General Public License is a free, copyleft license for
|
||||
software and other kinds of works, specifically designed to ensure
|
||||
cooperation with the community in the case of network server software.
|
||||
|
||||
The licenses for most software and other practical works are designed
|
||||
to take away your freedom to share and change the works. By contrast,
|
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our General Public Licenses are intended to guarantee your freedom to
|
||||
share and change all versions of a program--to make sure it remains free
|
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software for all its users.
|
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|
||||
When we speak of free software, we are referring to freedom, not
|
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|
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have the freedom to distribute copies of free software (and charge for
|
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|
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|
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Developers that use our General Public Licenses protect your rights
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|
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A secondary benefit of defending all users' freedom is that
|
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|
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|
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The GNU General Public License permits making a modified version and
|
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letting the public access it on a server without ever releasing its
|
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The GNU Affero General Public License is designed specifically to
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|
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|
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|
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|
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|
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An older license, called the Affero General Public License and
|
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|
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a different license, not a version of the Affero GPL, but Affero has
|
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released a new version of the Affero GPL which permits relicensing under
|
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|
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The precise terms and conditions for copying, distribution and
|
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modification follow.
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|
||||
TERMS AND CONDITIONS
|
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|
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0. Definitions.
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"This License" refers to version 3 of the GNU Affero General Public License.
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"Copyright" also means copyright-like laws that apply to other kinds of
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"The Program" refers to any copyrightable work licensed under this
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interfaces specified for a particular programming language, one that
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||||
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The "System Libraries" of an executable work include anything, other
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||||
than the work as a whole, that (a) is included in the normal form of
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typical or common use of that class of product, regardless of the status
|
||||
of the particular user or of the way in which the particular user
|
||||
actually uses, or expects or is expected to use, the product. A product
|
||||
is a consumer product regardless of whether the product has substantial
|
||||
commercial, industrial or non-consumer uses, unless such uses represent
|
||||
the only significant mode of use of the product.
|
||||
|
||||
"Installation Information" for a User Product means any methods,
|
||||
procedures, authorization keys, or other information required to install
|
||||
and execute modified versions of a covered work in that User Product from
|
||||
a modified version of its Corresponding Source. The information must
|
||||
suffice to ensure that the continued functioning of the modified object
|
||||
code is in no case prevented or interfered with solely because
|
||||
modification has been made.
|
||||
|
||||
If you convey an object code work under this section in, or with, or
|
||||
specifically for use in, a User Product, and the conveying occurs as
|
||||
part of a transaction in which the right of possession and use of the
|
||||
User Product is transferred to the recipient in perpetuity or for a
|
||||
fixed term (regardless of how the transaction is characterized), the
|
||||
Corresponding Source conveyed under this section must be accompanied
|
||||
by the Installation Information. But this requirement does not apply
|
||||
if neither you nor any third party retains the ability to install
|
||||
modified object code on the User Product (for example, the work has
|
||||
been installed in ROM).
|
||||
|
||||
The requirement to provide Installation Information does not include a
|
||||
requirement to continue to provide support service, warranty, or updates
|
||||
for a work that has been modified or installed by the recipient, or for
|
||||
the User Product in which it has been modified or installed. Access to a
|
||||
network may be denied when the modification itself materially and
|
||||
adversely affects the operation of the network or violates the rules and
|
||||
protocols for communication across the network.
|
||||
|
||||
Corresponding Source conveyed, and Installation Information provided,
|
||||
in accord with this section must be in a format that is publicly
|
||||
documented (and with an implementation available to the public in
|
||||
source code form), and must require no special password or key for
|
||||
unpacking, reading or copying.
|
||||
|
||||
7. Additional Terms.
|
||||
|
||||
"Additional permissions" are terms that supplement the terms of this
|
||||
License by making exceptions from one or more of its conditions.
|
||||
Additional permissions that are applicable to the entire Program shall
|
||||
be treated as though they were included in this License, to the extent
|
||||
that they are valid under applicable law. If additional permissions
|
||||
apply only to part of the Program, that part may be used separately
|
||||
under those permissions, but the entire Program remains governed by
|
||||
this License without regard to the additional permissions.
|
||||
|
||||
When you convey a copy of a covered work, you may at your option
|
||||
remove any additional permissions from that copy, or from any part of
|
||||
it. (Additional permissions may be written to require their own
|
||||
removal in certain cases when you modify the work.) You may place
|
||||
additional permissions on material, added by you to a covered work,
|
||||
for which you have or can give appropriate copyright permission.
|
||||
|
||||
Notwithstanding any other provision of this License, for material you
|
||||
add to a covered work, you may (if authorized by the copyright holders of
|
||||
that material) supplement the terms of this License with terms:
|
||||
|
||||
a) Disclaiming warranty or limiting liability differently from the
|
||||
terms of sections 15 and 16 of this License; or
|
||||
|
||||
b) Requiring preservation of specified reasonable legal notices or
|
||||
author attributions in that material or in the Appropriate Legal
|
||||
Notices displayed by works containing it; or
|
||||
|
||||
c) Prohibiting misrepresentation of the origin of that material, or
|
||||
requiring that modified versions of such material be marked in
|
||||
reasonable ways as different from the original version; or
|
||||
|
||||
d) Limiting the use for publicity purposes of names of licensors or
|
||||
authors of the material; or
|
||||
|
||||
e) Declining to grant rights under trademark law for use of some
|
||||
trade names, trademarks, or service marks; or
|
||||
|
||||
f) Requiring indemnification of licensors and authors of that
|
||||
material by anyone who conveys the material (or modified versions of
|
||||
it) with contractual assumptions of liability to the recipient, for
|
||||
any liability that these contractual assumptions directly impose on
|
||||
those licensors and authors.
|
||||
|
||||
All other non-permissive additional terms are considered "further
|
||||
restrictions" within the meaning of section 10. If the Program as you
|
||||
received it, or any part of it, contains a notice stating that it is
|
||||
governed by this License along with a term that is a further
|
||||
restriction, you may remove that term. If a license document contains
|
||||
a further restriction but permits relicensing or conveying under this
|
||||
License, you may add to a covered work material governed by the terms
|
||||
of that license document, provided that the further restriction does
|
||||
not survive such relicensing or conveying.
|
||||
|
||||
If you add terms to a covered work in accord with this section, you
|
||||
must place, in the relevant source files, a statement of the
|
||||
additional terms that apply to those files, or a notice indicating
|
||||
where to find the applicable terms.
|
||||
|
||||
Additional terms, permissive or non-permissive, may be stated in the
|
||||
form of a separately written license, or stated as exceptions;
|
||||
the above requirements apply either way.
|
||||
|
||||
8. Termination.
|
||||
|
||||
You may not propagate or modify a covered work except as expressly
|
||||
provided under this License. Any attempt otherwise to propagate or
|
||||
modify it is void, and will automatically terminate your rights under
|
||||
this License (including any patent licenses granted under the third
|
||||
paragraph of section 11).
|
||||
|
||||
However, if you cease all violation of this License, then your
|
||||
license from a particular copyright holder is reinstated (a)
|
||||
provisionally, unless and until the copyright holder explicitly and
|
||||
finally terminates your license, and (b) permanently, if the copyright
|
||||
holder fails to notify you of the violation by some reasonable means
|
||||
prior to 60 days after the cessation.
|
||||
|
||||
Moreover, your license from a particular copyright holder is
|
||||
reinstated permanently if the copyright holder notifies you of the
|
||||
violation by some reasonable means, this is the first time you have
|
||||
received notice of violation of this License (for any work) from that
|
||||
copyright holder, and you cure the violation prior to 30 days after
|
||||
your receipt of the notice.
|
||||
|
||||
Termination of your rights under this section does not terminate the
|
||||
licenses of parties who have received copies or rights from you under
|
||||
this License. If your rights have been terminated and not permanently
|
||||
reinstated, you do not qualify to receive new licenses for the same
|
||||
material under section 10.
|
||||
|
||||
9. Acceptance Not Required for Having Copies.
|
||||
|
||||
You are not required to accept this License in order to receive or
|
||||
run a copy of the Program. Ancillary propagation of a covered work
|
||||
occurring solely as a consequence of using peer-to-peer transmission
|
||||
to receive a copy likewise does not require acceptance. However,
|
||||
nothing other than this License grants you permission to propagate or
|
||||
modify any covered work. These actions infringe copyright if you do
|
||||
not accept this License. Therefore, by modifying or propagating a
|
||||
covered work, you indicate your acceptance of this License to do so.
|
||||
|
||||
10. Automatic Licensing of Downstream Recipients.
|
||||
|
||||
Each time you convey a covered work, the recipient automatically
|
||||
receives a license from the original licensors, to run, modify and
|
||||
propagate that work, subject to this License. You are not responsible
|
||||
for enforcing compliance by third parties with this License.
|
||||
|
||||
An "entity transaction" is a transaction transferring control of an
|
||||
organization, or substantially all assets of one, or subdividing an
|
||||
organization, or merging organizations. If propagation of a covered
|
||||
work results from an entity transaction, each party to that
|
||||
transaction who receives a copy of the work also receives whatever
|
||||
licenses to the work the party's predecessor in interest had or could
|
||||
give under the previous paragraph, plus a right to possession of the
|
||||
Corresponding Source of the work from the predecessor in interest, if
|
||||
the predecessor has it or can get it with reasonable efforts.
|
||||
|
||||
You may not impose any further restrictions on the exercise of the
|
||||
rights granted or affirmed under this License. For example, you may
|
||||
not impose a license fee, royalty, or other charge for exercise of
|
||||
rights granted under this License, and you may not initiate litigation
|
||||
(including a cross-claim or counterclaim in a lawsuit) alleging that
|
||||
any patent claim is infringed by making, using, selling, offering for
|
||||
sale, or importing the Program or any portion of it.
|
||||
|
||||
11. Patents.
|
||||
|
||||
A "contributor" is a copyright holder who authorizes use under this
|
||||
License of the Program or a work on which the Program is based. The
|
||||
work thus licensed is called the contributor's "contributor version".
|
||||
|
||||
A contributor's "essential patent claims" are all patent claims
|
||||
owned or controlled by the contributor, whether already acquired or
|
||||
hereafter acquired, that would be infringed by some manner, permitted
|
||||
by this License, of making, using, or selling its contributor version,
|
||||
but do not include claims that would be infringed only as a
|
||||
consequence of further modification of the contributor version. For
|
||||
purposes of this definition, "control" includes the right to grant
|
||||
patent sublicenses in a manner consistent with the requirements of
|
||||
this License.
|
||||
|
||||
Each contributor grants you a non-exclusive, worldwide, royalty-free
|
||||
patent license under the contributor's essential patent claims, to
|
||||
make, use, sell, offer for sale, import and otherwise run, modify and
|
||||
propagate the contents of its contributor version.
|
||||
|
||||
In the following three paragraphs, a "patent license" is any express
|
||||
agreement or commitment, however denominated, not to enforce a patent
|
||||
(such as an express permission to practice a patent or covenant not to
|
||||
sue for patent infringement). To "grant" such a patent license to a
|
||||
party means to make such an agreement or commitment not to enforce a
|
||||
patent against the party.
|
||||
|
||||
If you convey a covered work, knowingly relying on a patent license,
|
||||
and the Corresponding Source of the work is not available for anyone
|
||||
to copy, free of charge and under the terms of this License, through a
|
||||
publicly available network server or other readily accessible means,
|
||||
then you must either (1) cause the Corresponding Source to be so
|
||||
available, or (2) arrange to deprive yourself of the benefit of the
|
||||
patent license for this particular work, or (3) arrange, in a manner
|
||||
consistent with the requirements of this License, to extend the patent
|
||||
license to downstream recipients. "Knowingly relying" means you have
|
||||
actual knowledge that, but for the patent license, your conveying the
|
||||
covered work in a country, or your recipient's use of the covered work
|
||||
in a country, would infringe one or more identifiable patents in that
|
||||
country that you have reason to believe are valid.
|
||||
|
||||
If, pursuant to or in connection with a single transaction or
|
||||
arrangement, you convey, or propagate by procuring conveyance of, a
|
||||
covered work, and grant a patent license to some of the parties
|
||||
receiving the covered work authorizing them to use, propagate, modify
|
||||
or convey a specific copy of the covered work, then the patent license
|
||||
you grant is automatically extended to all recipients of the covered
|
||||
work and works based on it.
|
||||
|
||||
A patent license is "discriminatory" if it does not include within
|
||||
the scope of its coverage, prohibits the exercise of, or is
|
||||
conditioned on the non-exercise of one or more of the rights that are
|
||||
specifically granted under this License. You may not convey a covered
|
||||
work if you are a party to an arrangement with a third party that is
|
||||
in the business of distributing software, under which you make payment
|
||||
to the third party based on the extent of your activity of conveying
|
||||
the work, and under which the third party grants, to any of the
|
||||
parties who would receive the covered work from you, a discriminatory
|
||||
patent license (a) in connection with copies of the covered work
|
||||
conveyed by you (or copies made from those copies), or (b) primarily
|
||||
for and in connection with specific products or compilations that
|
||||
contain the covered work, unless you entered into that arrangement,
|
||||
or that patent license was granted, prior to 28 March 2007.
|
||||
|
||||
Nothing in this License shall be construed as excluding or limiting
|
||||
any implied license or other defenses to infringement that may
|
||||
otherwise be available to you under applicable patent law.
|
||||
|
||||
12. No Surrender of Others' Freedom.
|
||||
|
||||
If conditions are imposed on you (whether by court order, agreement or
|
||||
otherwise) that contradict the conditions of this License, they do not
|
||||
excuse you from the conditions of this License. If you cannot convey a
|
||||
covered work so as to satisfy simultaneously your obligations under this
|
||||
License and any other pertinent obligations, then as a consequence you may
|
||||
not convey it at all. For example, if you agree to terms that obligate you
|
||||
to collect a royalty for further conveying from those to whom you convey
|
||||
the Program, the only way you could satisfy both those terms and this
|
||||
License would be to refrain entirely from conveying the Program.
|
||||
|
||||
13. Remote Network Interaction; Use with the GNU General Public License.
|
||||
|
||||
Notwithstanding any other provision of this License, if you modify the
|
||||
Program, your modified version must prominently offer all users
|
||||
interacting with it remotely through a computer network (if your version
|
||||
supports such interaction) an opportunity to receive the Corresponding
|
||||
Source of your version by providing access to the Corresponding Source
|
||||
from a network server at no charge, through some standard or customary
|
||||
means of facilitating copying of software. This Corresponding Source
|
||||
shall include the Corresponding Source for any work covered by version 3
|
||||
of the GNU General Public License that is incorporated pursuant to the
|
||||
following paragraph.
|
||||
|
||||
Notwithstanding any other provision of this License, you have
|
||||
permission to link or combine any covered work with a work licensed
|
||||
under version 3 of the GNU General Public License into a single
|
||||
combined work, and to convey the resulting work. The terms of this
|
||||
License will continue to apply to the part which is the covered work,
|
||||
but the work with which it is combined will remain governed by version
|
||||
3 of the GNU General Public License.
|
||||
|
||||
14. Revised Versions of this License.
|
||||
|
||||
The Free Software Foundation may publish revised and/or new versions of
|
||||
the GNU Affero General Public License from time to time. Such new versions
|
||||
will be similar in spirit to the present version, but may differ in detail to
|
||||
address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the
|
||||
Program specifies that a certain numbered version of the GNU Affero General
|
||||
Public License "or any later version" applies to it, you have the
|
||||
option of following the terms and conditions either of that numbered
|
||||
version or of any later version published by the Free Software
|
||||
Foundation. If the Program does not specify a version number of the
|
||||
GNU Affero General Public License, you may choose any version ever published
|
||||
by the Free Software Foundation.
|
||||
|
||||
If the Program specifies that a proxy can decide which future
|
||||
versions of the GNU Affero General Public License can be used, that proxy's
|
||||
public statement of acceptance of a version permanently authorizes you
|
||||
to choose that version for the Program.
|
||||
|
||||
Later license versions may give you additional or different
|
||||
permissions. However, no additional obligations are imposed on any
|
||||
author or copyright holder as a result of your choosing to follow a
|
||||
later version.
|
||||
|
||||
15. Disclaimer of Warranty.
|
||||
|
||||
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
|
||||
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
|
||||
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
|
||||
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
|
||||
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
|
||||
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
|
||||
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
||||
|
||||
16. Limitation of Liability.
|
||||
|
||||
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
||||
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
|
||||
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
|
||||
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
|
||||
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
|
||||
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
|
||||
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
|
||||
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
|
||||
SUCH DAMAGES.
|
||||
|
||||
17. Interpretation of Sections 15 and 16.
|
||||
|
||||
If the disclaimer of warranty and limitation of liability provided
|
||||
above cannot be given local legal effect according to their terms,
|
||||
reviewing courts shall apply local law that most closely approximates
|
||||
an absolute waiver of all civil liability in connection with the
|
||||
Program, unless a warranty or assumption of liability accompanies a
|
||||
copy of the Program in return for a fee.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
How to Apply These Terms to Your New Programs
|
||||
|
||||
If you develop a new program, and you want it to be of the greatest
|
||||
possible use to the public, the best way to achieve this is to make it
|
||||
free software which everyone can redistribute and change under these terms.
|
||||
|
||||
To do so, attach the following notices to the program. It is safest
|
||||
to attach them to the start of each source file to most effectively
|
||||
state the exclusion of warranty; and each file should have at least
|
||||
the "copyright" line and a pointer to where the full notice is found.
|
||||
|
||||
<one line to give the program's name and a brief idea of what it does.>
|
||||
Copyright (C) <year> <name of author>
|
||||
|
||||
This program is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU Affero General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU Affero General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU Affero General Public License
|
||||
along with this program. If not, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
Also add information on how to contact you by electronic and paper mail.
|
||||
|
||||
If your software can interact with users remotely through a computer
|
||||
network, you should also make sure that it provides a way for users to
|
||||
get its source. For example, if your program is a web application, its
|
||||
interface could display a "Source" link that leads users to an archive
|
||||
of the code. There are many ways you could offer source, and different
|
||||
solutions will be better for different programs; see section 13 for the
|
||||
specific requirements.
|
||||
|
||||
You should also get your employer (if you work as a programmer) or school,
|
||||
if any, to sign a "copyright disclaimer" for the program, if necessary.
|
||||
For more information on this, and how to apply and follow the GNU AGPL, see
|
||||
<https://www.gnu.org/licenses/>.
|
||||
@@ -0,0 +1,84 @@
|
||||
# DorkNet
|
||||
|
||||
A self-hostable reimplementation of the 2020 Rec Room backend. Bring your own
|
||||
client; run a private server for yourself and your friends.
|
||||
|
||||
> ⚠️ **Not affiliated with Rec Room Inc. or Against Gravity.**
|
||||
> See [DISCLAIMER.md](DISCLAIMER.md). DorkNet ships no Rec Room game assets or
|
||||
> modified binaries — you supply your own legally-acquired Rec Room 2020.03.10
|
||||
> install.
|
||||
|
||||
---
|
||||
|
||||
## Two ways to run it
|
||||
|
||||
### 🎮 Easy mode — desktop app
|
||||
|
||||
One download. Double-click. Choose "host" or "join" on first launch.
|
||||
|
||||
- **Host a server** for you and your friends — runs a local server + tunnel,
|
||||
patches your Rec Room install, and gives you a shareable join code.
|
||||
- **Join a server** someone shared with you — paste the code, point at your
|
||||
Rec Room install, hit play.
|
||||
|
||||
→ **[Easy setup guide](docs/easy-setup.md)** — screenshots, takes 5 minutes.
|
||||
|
||||
[Download the latest Easy app →](https://github.com/YOUR_GH_USERNAME/dorknet/releases/latest)
|
||||
|
||||
### 🛠️ Advanced mode — Docker
|
||||
|
||||
For people running a community server, doing custom modding, or contributing
|
||||
back. Postgres + Redis + the ASP.NET Core server behind an nginx reverse proxy.
|
||||
|
||||
```bash
|
||||
git clone https://github.com/YOUR_GH_USERNAME/dorknet
|
||||
cd dorknet/docker
|
||||
cp .env.example .env # fill in 2-3 values
|
||||
docker compose up -d
|
||||
```
|
||||
|
||||
→ **[Advanced setup guide](docs/advanced-setup.md)**
|
||||
|
||||
---
|
||||
|
||||
## What works / what doesn't
|
||||
|
||||
| Feature | Status |
|
||||
| -------------------------------- | ------ |
|
||||
| Account creation + login | ✅ |
|
||||
| Dorms (per-player save) | ✅ |
|
||||
| Rec Room Originals (RecCenter, Paintball, Stunt Runner, etc.) | ✅ |
|
||||
| Maker Pen (build + save rooms) | ✅ |
|
||||
| Photon Cloud matchmaking | ✅ |
|
||||
| Room chat | ✅ |
|
||||
| DM / group chat | ✅ |
|
||||
| Friend lists + invites | ✅ |
|
||||
| Leaderboards | ✅ |
|
||||
| Player profiles + cheer badges | ✅ |
|
||||
| Store catalog + gifting | ✅ |
|
||||
| Game invites | ✅ |
|
||||
| Image upload (polaroids, room thumbnails) | ✅ |
|
||||
| VR (Quest/Index/etc.) | ⚠️ Photon-dependent; works in dev, untested at scale |
|
||||
| Mobile / Junior accounts | ⚠️ Partial — Junior chat-restrictions disabled by default in Easy mode |
|
||||
| Voice chat | ❌ Routes through Photon Voice; needs separate Photon Voice AppId |
|
||||
| Cross-server federation | ❌ Out of scope |
|
||||
|
||||
---
|
||||
|
||||
## License & legal
|
||||
|
||||
- **Code**: [AGPL-3.0](LICENSE). Hosted forks must publish their source.
|
||||
- **"Rec Room"** is a trademark of Rec Room Inc. See [DISCLAIMER.md](DISCLAIMER.md).
|
||||
- DorkNet is a clean-room reimplementation of the 2020 backend protocol for
|
||||
educational and personal use.
|
||||
|
||||
---
|
||||
|
||||
## Docs
|
||||
|
||||
- [Easy setup](docs/easy-setup.md)
|
||||
- [Advanced setup](docs/advanced-setup.md)
|
||||
- [Joining a server](docs/joining-a-server.md)
|
||||
- [Architecture](docs/architecture.md)
|
||||
- [FAQ](docs/faq.md)
|
||||
- [Contributing](CONTRIBUTING.md)
|
||||
@@ -0,0 +1,36 @@
|
||||
# admin-ui/
|
||||
|
||||
React + Vite + Tailwind SPA. Talks to `/api/admin/v1/*` on the server.
|
||||
|
||||
Embedded into:
|
||||
1. The standalone server's `wwwroot/admin/` (advanced mode), served at
|
||||
`https://admin.<your-domain>/`.
|
||||
2. The Easy desktop app via a Photino WebView (host mode admin tab).
|
||||
|
||||
## Dev
|
||||
|
||||
```bash
|
||||
npm install
|
||||
npm run dev # http://localhost:5173, proxies /api → :5000
|
||||
```
|
||||
|
||||
Start the server first; Vite's proxy doesn't synthesize endpoints.
|
||||
|
||||
## Build
|
||||
|
||||
```bash
|
||||
npm run build # dist/ — copied into server/wwwroot/admin by the
|
||||
# server's CI publish step, and into easy-app/Resources/
|
||||
# by tools/build-easy-app.ps1
|
||||
```
|
||||
|
||||
## Stack notes
|
||||
|
||||
- React 18 + Vite 5 + TypeScript
|
||||
- Tailwind 3 with a custom dark `ink/brand` palette in `tailwind.config.js`
|
||||
- React Router 6
|
||||
- No external component library; primitives in `src/components/`
|
||||
- No state library beyond per-page `useState` + `useApi`
|
||||
|
||||
See [docs/architecture.md](../docs/architecture.md) for how the SPA is
|
||||
delivered in both modes.
|
||||
@@ -0,0 +1,57 @@
|
||||
# client-mod/
|
||||
|
||||
MelonLoader 0.6.x mod that retargets the 2020 Rec Room client at a
|
||||
DorkNet server. Compiles to `DorkNet.ClientMod.dll`, which the patcher
|
||||
drops into the user's `Recroom_Release/Mods/` folder.
|
||||
|
||||
## What it does
|
||||
|
||||
Harmony patches applied at boot:
|
||||
|
||||
- **`Uri ctor`** — rewrites every `.rec.net` URL to your configured
|
||||
server host. Catches every hardcoded API endpoint the watch ships with.
|
||||
- **`PhotonNetwork.ConnectUsingSettings`** — overrides the baked-in
|
||||
Photon Cloud AppId with yours.
|
||||
- **`NetworkingPeer.CallAuthenticate`** — injects `userid` + `LoginLock`
|
||||
into Photon's CustomAuth so your server can identify the player.
|
||||
- **`BouncyCastle.Tls.*NotifyServerCertificate`** — bypasses TLS chain
|
||||
validation. The 2020 client only trusts a baked-in cert set; we replace
|
||||
the verifier so any cert from your server is accepted. (Mitigated by
|
||||
also force-routing only to your configured host.)
|
||||
- **`PlayerEmotes.RemoveInvalidCharactersFromMessage`** — skips the
|
||||
TMP font-validation step that NREs when the font asset isn't loaded
|
||||
yet (private servers don't always have it cached at chat-send time).
|
||||
- **`AccountExtensions.CanLocalPlayerChat`** — forces chat-enabled for
|
||||
Junior / restricted accounts (single-tenant private server, no chat
|
||||
moderation needed).
|
||||
|
||||
See `Mod.cs` for the full patch list with citations to the Cpp2IL
|
||||
disassembly that justifies each one.
|
||||
|
||||
## Config
|
||||
|
||||
The mod reads `MelonLoader/UserData/dorknet-clientmod.json`:
|
||||
|
||||
```json
|
||||
{
|
||||
"ServerHost": "abc-def.trycloudflare.com",
|
||||
"PhotonAppId": "your-photon-realtime-appid",
|
||||
"PhotonCloudRegion": "eu",
|
||||
"InjectAuthValues": true,
|
||||
"EnableTlsTrustBypass": true
|
||||
}
|
||||
```
|
||||
|
||||
The patcher (desktop app and CLI) writes this file as part of the patch
|
||||
flow — users don't normally edit it by hand.
|
||||
|
||||
## Building
|
||||
|
||||
```bash
|
||||
dotnet build -c Release
|
||||
# → bin/Release/DorkNet.ClientMod.dll
|
||||
```
|
||||
|
||||
Requires Il2Cpp interop assemblies from the user's MelonLoader install.
|
||||
Path defaults to `dist/RecRoom-Clean-2020.03.10/MelonLoader/`; override
|
||||
with `-p:MelonLoaderDir=<path>`.
|
||||
@@ -0,0 +1,22 @@
|
||||
# docker/
|
||||
|
||||
The Docker Compose stack for advanced mode. See
|
||||
[docs/advanced-setup.md](../docs/advanced-setup.md) for the full
|
||||
walkthrough.
|
||||
|
||||
```
|
||||
docker/
|
||||
├── docker-compose.yml Postgres + Redis + server + nginx
|
||||
├── docker-compose.cloudflared.yml Optional: replace nginx with CF Tunnel
|
||||
├── Dockerfile.server Multi-stage: SDK build → admin-ui build → runtime
|
||||
├── nginx.conf Subdomain routing for *.your-domain
|
||||
└── .env.example Required environment variables
|
||||
```
|
||||
|
||||
Quick start:
|
||||
|
||||
```bash
|
||||
cp .env.example .env
|
||||
$EDITOR .env
|
||||
docker compose up -d
|
||||
```
|
||||
@@ -0,0 +1,10 @@
|
||||
# DorkNet docs
|
||||
|
||||
| Doc | For who |
|
||||
| -------------------------------------- | ---------------------------------------------------- |
|
||||
| [easy-setup.md](easy-setup.md) | Hosts who want the desktop-app one-click experience |
|
||||
| [advanced-setup.md](advanced-setup.md) | Hosts running a community server on a VPS |
|
||||
| [joining-a-server.md](joining-a-server.md) | Players whose friend gave them a join code |
|
||||
| [architecture.md](architecture.md) | Anyone hacking on the code |
|
||||
| [faq.md](faq.md) | Common questions before you ask in issues |
|
||||
| [troubleshooting.md](troubleshooting.md) | Known failure modes + fixes |
|
||||
@@ -0,0 +1,129 @@
|
||||
# Advanced mode — Docker stack
|
||||
|
||||
For hosts running a community server (more than ~10 concurrent players),
|
||||
doing custom modding work, or contributing to DorkNet itself.
|
||||
|
||||
If you just want to play with friends, the [easy-setup](easy-setup.md)
|
||||
desktop app is what you want.
|
||||
|
||||
## What you get
|
||||
|
||||
- **server**: the ASP.NET Core backend
|
||||
- **postgres**: the canonical store (the desktop app uses SQLite; for >10
|
||||
concurrent players, Postgres is what you want)
|
||||
- **redis**: cross-replica presence cache (skip with `REDIS_URL=` empty
|
||||
to fall back to in-memory; loses presence on restart but otherwise fine)
|
||||
- **nginx**: TLS termination + multi-subdomain routing
|
||||
(`api.*`, `auth.*`, `accounts.*`, `match.*`, `chat.*`, `cdn.*`, `commerce.*`,
|
||||
`img.*`, `leaderboard.*`, `notify.*`)
|
||||
|
||||
Behind a proper TLS certificate (Let's Encrypt via Caddy or Cloudflare
|
||||
Tunnel) this should comfortably run 50+ concurrent players on a $20/mo VPS.
|
||||
|
||||
## Prerequisites
|
||||
|
||||
- A Linux VPS (Debian 12 / Ubuntu 22.04 / etc.)
|
||||
- A domain you control with wildcard DNS pointing at the VPS
|
||||
(`*.your-server.example.com → 1.2.3.4`)
|
||||
- Docker + Docker Compose
|
||||
|
||||
## Setup
|
||||
|
||||
```bash
|
||||
git clone https://github.com/YOUR_GH_USERNAME/dorknet
|
||||
cd dorknet/docker
|
||||
|
||||
cp .env.example .env
|
||||
$EDITOR .env # fill in the values noted below
|
||||
```
|
||||
|
||||
### Required `.env` values
|
||||
|
||||
```env
|
||||
# Your domain. Server expects to find itself at *.DORKNET_DOMAIN.
|
||||
DORKNET_DOMAIN=your-server.example.com
|
||||
|
||||
# A long random string. Used to sign JWTs.
|
||||
JWT_SECRET=$(openssl rand -base64 64)
|
||||
|
||||
# Postgres password. Random, written once, kept in this file.
|
||||
POSTGRES_PASSWORD=$(openssl rand -base64 32)
|
||||
|
||||
# Photon Cloud AppIds. Free tier at https://dashboard.photonengine.com
|
||||
PHOTON_APP_ID=your-photon-realtime-appid
|
||||
PHOTON_VOICE_APP_ID=your-photon-voice-appid # optional
|
||||
PHOTON_CLOUD_REGION=eu # eu, us, asia, jp, sa, kr, in, au, etc.
|
||||
|
||||
# Steam Web API key — only needed if you want Steam logins to work.
|
||||
# Free at https://steamcommunity.com/dev/apikey
|
||||
STEAM_API_KEY=
|
||||
```
|
||||
|
||||
### TLS
|
||||
|
||||
The bundled nginx config terminates TLS but expects certificates to exist
|
||||
on the host. You have two reasonable paths:
|
||||
|
||||
1. **Caddy in front** (recommended for new hosts) — replace the nginx
|
||||
service with a Caddyfile; Caddy auto-fetches Let's Encrypt certs.
|
||||
2. **Cloudflare Tunnel** — DNS your wildcard at Cloudflare, run
|
||||
`cloudflared` as another container, never expose port 443 to the
|
||||
internet. The repo includes a sample `docker-compose.cloudflared.yml`.
|
||||
|
||||
### Run it
|
||||
|
||||
```bash
|
||||
docker compose up -d
|
||||
docker compose logs -f server
|
||||
```
|
||||
|
||||
First boot does:
|
||||
|
||||
1. Schema initialization (`EnsureCreated` from the entity classes)
|
||||
2. Legacy data upgrades (no-op on a fresh install)
|
||||
3. Seeds RR-Original rooms + store catalog
|
||||
4. Applies canonical room overrides (Crescendo, Paintball merge, etc.)
|
||||
5. Downloads the bundled room thumbnail images
|
||||
|
||||
You should see `[boot] migrations complete` within ~3 seconds. Then the
|
||||
server is ready at `https://api.your-server.example.com/healthz`.
|
||||
|
||||
## Patching the client to point here
|
||||
|
||||
Same patcher as Easy mode, but you'll run it from the command line:
|
||||
|
||||
```powershell
|
||||
.\tools\patch-client.ps1 `
|
||||
-RecRoomDir "C:\path\to\Recroom_Release" `
|
||||
-ServerHost "your-server.example.com" `
|
||||
-PhotonAppId "your-photon-realtime-appid" `
|
||||
-PhotonRegion "eu"
|
||||
```
|
||||
|
||||
## Admin UI
|
||||
|
||||
`https://admin.your-server.example.com` — log in with the first account
|
||||
you create (it auto-promotes to admin) or with the bootstrap credentials
|
||||
in your `.env` if you set `BOOTSTRAP_ADMIN_*`.
|
||||
|
||||
## Backups
|
||||
|
||||
Postgres is the only stateful service.
|
||||
|
||||
```bash
|
||||
docker compose exec postgres pg_dump -U dorknet dorknet > backup.sql
|
||||
```
|
||||
|
||||
`data/images/` on the host is the image blob store. Back that up too.
|
||||
|
||||
## Updating
|
||||
|
||||
```bash
|
||||
cd dorknet
|
||||
git pull
|
||||
docker compose pull
|
||||
docker compose up -d
|
||||
```
|
||||
|
||||
The server runs all idempotent migrations on boot, so version upgrades
|
||||
are zero-downtime as long as the schema changes are additive.
|
||||
@@ -0,0 +1,71 @@
|
||||
# Architecture
|
||||
|
||||
```
|
||||
┌──────────────────────────────────────────────────────────────────┐
|
||||
│ Rec Room 2020.03.10 client (patched) │
|
||||
│ ┌────────────────────┐ ┌──────────────────────────────────┐ │
|
||||
│ │ IL2CPP game code │ │ MelonLoader + client-mod │ │
|
||||
│ │ • set_BaseUri │←───│ • rewrites *.rec.net hosts │ │
|
||||
│ │ • Photon client │ │ • injects Photon AppId │ │
|
||||
│ │ • BouncyCastle TLS│ │ • bypasses TLS trust check │ │
|
||||
│ └─────────┬──────────┘ └──────────────────────────────────┘ │
|
||||
└────────────┼─────────────────────────────────────────────────────┘
|
||||
│ HTTPS to *.your-server.example.com
|
||||
▼
|
||||
┌──────────────────────────────────────────────────────────────────┐
|
||||
│ DorkNet server (ASP.NET Core) │
|
||||
│ │
|
||||
│ Subdomain-multiplexed routing: │
|
||||
│ api.* → REST endpoints (rooms, players, store, etc.) │
|
||||
│ auth.* → OAuth-style /connect/token, /photon/customauth │
|
||||
│ accounts.* → /account/bulk, /account/me, /account/{id}/bio │
|
||||
│ match.* → /goto/room/*, /player/heartbeat, /roominstance/*│
|
||||
│ chat.* → /thread, /thread/{id}/message │
|
||||
│ cdn.* → static asset serving (room blobs, images) │
|
||||
│ notify.* → SignalR hub for push notifications │
|
||||
│ img.* → signed image fetch + on-the-fly resize │
|
||||
│ leaderboard.* → /leaderboard/SetStat, GetPlayerRank, etc. │
|
||||
│ admin.* → React SPA + /api/admin/v1/* │
|
||||
│ │
|
||||
│ Storage: │
|
||||
│ • Postgres (advanced mode) / SQLite (easy mode) │
|
||||
│ • Redis presence cache (advanced) / in-memory (easy) │
|
||||
│ • data/images/ — room thumbnails + player polaroids │
|
||||
└──────────────┬───────────────────────────────────────────────────┘
|
||||
│
|
||||
│ The server does NOT host Photon. Players' clients
|
||||
│ connect to Photon Cloud directly via the AppId
|
||||
│ the server hands them.
|
||||
▼
|
||||
┌──────────────────────────────────────────────────────────────────┐
|
||||
│ Photon Cloud (external — Exit Games) │
|
||||
│ Each Rec Room instance = one Photon room. Photon handles │
|
||||
│ realtime sync between clients in the same instance. │
|
||||
│ Server only touches Photon to authenticate connections via │
|
||||
│ /photon/customauth. │
|
||||
└──────────────────────────────────────────────────────────────────┘
|
||||
```
|
||||
|
||||
## Why subdomains?
|
||||
|
||||
The 2020 Rec Room client routes every request through a hardcoded
|
||||
service map (`RecNet.Core.SendRequest(method, Service.Match, …)`) that
|
||||
picks a host per service. We mirror the official `*.rec.net` layout so
|
||||
the watch's URI synthesis works unmodified after a single root-host
|
||||
rewrite by the client mod.
|
||||
|
||||
## Why SignalR?
|
||||
|
||||
The 2020 client expects WebSocket push notifications from a long-poll-or-
|
||||
WebSocket "Notifications" service. SignalR's transport negotiation
|
||||
matches what the client expects after a small DTO-shape wrap; see
|
||||
`Services/NotificationService.cs`.
|
||||
|
||||
## Why a separate Photon Cloud?
|
||||
|
||||
The 2020 build is tightly coupled to Photon Realtime SDK 4 — replacing it
|
||||
would mean shipping a custom game client. Using Photon Cloud as-is means
|
||||
clients talk peer-to-peer through Photon's relay; our server only
|
||||
witnesses the auth handshake. That's also why voice chat needs a Photon
|
||||
Voice AppId — voice runs through Photon Voice (a separate service from
|
||||
Photon Realtime).
|
||||
@@ -0,0 +1,93 @@
|
||||
# Easy mode — host your own server
|
||||
|
||||
> Built for non-technical hosts. If you can install Discord, you can do this.
|
||||
|
||||
## What you'll need
|
||||
|
||||
- A Windows PC (Mac and Linux support coming later)
|
||||
- A copy of **Rec Room 2020.03.10** — the specific old build DorkNet targets.
|
||||
You acquire this yourself; see [Getting the 2020 client](#getting-the-2020-client) below.
|
||||
- ~5 GB free disk space
|
||||
- About 10 minutes
|
||||
|
||||
## Step 1 — Download DorkNet
|
||||
|
||||
Grab `dorknet.exe` from the [latest release](https://github.com/YOUR_GH_USERNAME/dorknet/releases/latest).
|
||||
|
||||
> Windows SmartScreen may warn you. The exe is code-signed; click "More info"
|
||||
> → "Run anyway".
|
||||
|
||||
## Step 2 — First launch
|
||||
|
||||
When you open DorkNet for the first time, you'll see a welcome screen
|
||||
asking what you want to do.
|
||||
|
||||

|
||||
|
||||
Click **🏠 Host a server**.
|
||||
|
||||
## Step 3 — Patch your Rec Room install
|
||||
|
||||
DorkNet needs to redirect Rec Room to talk to your server instead of the
|
||||
official one. This is a one-time patch.
|
||||
|
||||
1. Click the **Patch game** tab.
|
||||
2. Click **Browse for Rec Room install...** — point it at the folder where
|
||||
`Recroom_Release.exe` lives.
|
||||
3. Click **Patch**. Takes 30 seconds.
|
||||
|
||||

|
||||
|
||||
✅ You're done with patching. You won't need to do this again unless you
|
||||
reinstall Rec Room.
|
||||
|
||||
## Step 4 — Start the server + tunnel
|
||||
|
||||
1. Click **Start server** on the Status tab.
|
||||
2. After ~5 seconds you'll see a public URL like
|
||||
`https://abc-def-ghi.trycloudflare.com`. Anyone with that URL + a
|
||||
matching join code can connect to you.
|
||||
|
||||

|
||||
|
||||
## Step 5 — Share the join code with your friends
|
||||
|
||||
1. Click the **Share** tab.
|
||||
2. Click **Copy join code**.
|
||||
3. Paste it to your friend in Discord / iMessage / wherever.
|
||||
|
||||
That's it for hosting. Your friend opens DorkNet, picks "Join a server",
|
||||
pastes the code, and they're in.
|
||||
|
||||
---
|
||||
|
||||
## Getting the 2020 client
|
||||
|
||||
DorkNet doesn't ship the Rec Room game itself — that's Rec Room Inc.'s
|
||||
intellectual property. You acquire your own copy through legal means.
|
||||
|
||||
Common paths:
|
||||
- If you bought Rec Room on Steam before 2020, you can use SteamDB depot
|
||||
tools to download the old build (manifest `4651244957411961725` for
|
||||
`Recroom_Release_Data`).
|
||||
- Friends who already have a 2020 install can share files with you under
|
||||
whatever license terms apply on their end.
|
||||
|
||||
DorkNet's authors can't help you obtain the game. Search the web for
|
||||
"Steam depot 2020.03.10 Rec Room" if you need pointers.
|
||||
|
||||
---
|
||||
|
||||
## Troubleshooting
|
||||
|
||||
See [troubleshooting.md](troubleshooting.md) for common issues.
|
||||
|
||||
The most common ones:
|
||||
- **"This site can't be reached" when joining** — your tunnel URL changed.
|
||||
Get the new one from the Status tab and share it again. (Cloudflare
|
||||
Quick Tunnels give a new URL each session. See
|
||||
[advanced-setup.md](advanced-setup.md) if you want a stable one.)
|
||||
- **Friend can't connect** — they need to use the same Photon region as
|
||||
you. Settings → Photon region. Default is `eu`.
|
||||
- **Game launches but stays on the loading screen** — your friend isn't
|
||||
patched. Make sure they ran the Patch tab in their copy of DorkNet.
|
||||
+90
@@ -0,0 +1,90 @@
|
||||
# FAQ
|
||||
|
||||
### Is this legal?
|
||||
|
||||
The DorkNet code itself is original and AGPL-licensed. The Rec Room game
|
||||
client is not ours — you supply your own copy that you've legally
|
||||
acquired. The patcher runs locally on your machine and never uploads
|
||||
modified game files anywhere.
|
||||
|
||||
DorkNet's authors don't ship Rec Room IP and don't help users obtain it.
|
||||
See [DISCLAIMER.md](../DISCLAIMER.md) for the full position.
|
||||
|
||||
### Will Rec Room Inc. shut this down?
|
||||
|
||||
Possibly. Fan-server projects exist in a grey zone. AGPL doesn't shield
|
||||
from DMCA. We minimize friction by never distributing Rec Room IP, never
|
||||
interfering with their live servers, and being explicit that this is for
|
||||
educational / private use only.
|
||||
|
||||
### Why the 2020 build specifically? Will newer versions work?
|
||||
|
||||
2020.03.10 is the last build before Rec Room shipped server-side
|
||||
ObscuredInt anti-cheat changes that would require deeper client patching.
|
||||
It's old enough to be effectively abandonware on Rec Room's roadmap, new
|
||||
enough to have most of the features people remember.
|
||||
|
||||
Newer builds (any Rec Room from late 2020 onward) aren't supported and
|
||||
won't be without significant additional reverse-engineering. PRs that
|
||||
add support for newer builds are welcome but expect scope creep.
|
||||
|
||||
### Can I run a public server that anyone can join?
|
||||
|
||||
Technically yes (just disable signup-disabled in admin settings). Legally
|
||||
risky — see the C&D answer above. Realistically, "public" private
|
||||
servers attract attention and shorten the project's lifespan.
|
||||
|
||||
We recommend keeping servers small (friends + community), private
|
||||
(invite-only signups), and not advertised.
|
||||
|
||||
### Will mobile / Junior accounts work?
|
||||
|
||||
Mobile binaries from 2020 are platform-locked to App Store / Play Store
|
||||
servers and can't easily be retargeted. Quest standalone is possible in
|
||||
principle but hasn't been validated.
|
||||
|
||||
Junior accounts work but DorkNet patches out the chat-permission gate by
|
||||
default since on a private server with friends, the chat moderation
|
||||
plumbing is overkill. Toggle in admin → Server settings if you need it.
|
||||
|
||||
### Does this work with Quest VR?
|
||||
|
||||
Desktop VR via SteamVR works. Standalone Quest builds aren't easily
|
||||
patchable (sideloaded APK signing is its own world). Quest Link / Air
|
||||
Link puts you back in the SteamVR case, which works.
|
||||
|
||||
### How many players can one server handle?
|
||||
|
||||
- **Easy mode (SQLite, single-instance)**: ~30 concurrent players in
|
||||
practice. Photon does the heavy realtime lifting; the bottleneck is the
|
||||
server's SignalR fanout + DB writes, both of which SQLite struggles
|
||||
with past ~50.
|
||||
- **Advanced mode (Postgres + Redis + multi-replica)**: tested at 200+
|
||||
in dev. Real bottleneck becomes Photon AppId quotas at that point.
|
||||
|
||||
### Can I federate multiple DorkNet servers?
|
||||
|
||||
Not supported and not planned. Each server has its own account database;
|
||||
players are server-local. Same as classic Minecraft realms.
|
||||
|
||||
### Is there a Discord?
|
||||
|
||||
No official one yet. If you start a community, link it from your fork.
|
||||
|
||||
### What about voice chat?
|
||||
|
||||
Routes through Photon Voice. You'll need a (free) Photon Voice AppId
|
||||
separate from your Photon Realtime AppId. Set `PHOTON_VOICE_APP_ID` in
|
||||
the server config; the client mod handles the rest.
|
||||
|
||||
### My friend can't connect
|
||||
|
||||
Most common causes, in order:
|
||||
1. **Tunnel URL stale.** Cloudflare Quick Tunnels rotate the URL on each
|
||||
restart. Re-share the join code.
|
||||
2. **Photon region mismatch.** Both clients must use the same Photon
|
||||
region — set in Settings.
|
||||
3. **Friend didn't patch.** They need to run the Patch tab pointed at
|
||||
their own Rec Room install, with your join code.
|
||||
4. **Junior account / accessibility settings.** Server settings → relax
|
||||
moderation gates if friends are on accounts with parental controls.
|
||||
@@ -0,0 +1,67 @@
|
||||
# Joining someone's DorkNet server
|
||||
|
||||
> Built for players whose friend already runs a server and gave them a
|
||||
> code. If you want to *host* instead, see [easy-setup.md](easy-setup.md).
|
||||
|
||||
## What you'll need
|
||||
|
||||
- A Windows PC
|
||||
- A copy of **Rec Room 2020.03.10** (your own — see
|
||||
[Getting the 2020 client](easy-setup.md#getting-the-2020-client))
|
||||
- The join code your friend gave you (looks like `dorknet://join?...`)
|
||||
- About 2 minutes
|
||||
|
||||
## Step 1 — Download DorkNet
|
||||
|
||||
Grab `dorknet.exe` from the [latest release](https://github.com/YOUR_GH_USERNAME/dorknet/releases/latest).
|
||||
|
||||
## Step 2 — First launch
|
||||
|
||||
On the welcome screen, click **🎮 Join a server**.
|
||||
|
||||

|
||||
|
||||
## Step 3 — Paste the join code
|
||||
|
||||
Your friend's code goes in the big text box. DorkNet decodes it and shows
|
||||
you what you're about to connect to so you can sanity-check:
|
||||
|
||||

|
||||
|
||||
Make sure the server name matches what your friend told you. Codes from
|
||||
strangers can point anywhere — only paste codes from people you trust.
|
||||
|
||||
## Step 4 — Patch your Rec Room install
|
||||
|
||||
1. Click **Browse for Rec Room install...** — point at the folder with
|
||||
`Recroom_Release.exe`.
|
||||
2. Click **Patch & launch**.
|
||||
|
||||
DorkNet patches the game (one-time), then launches it pointed at your
|
||||
friend's server. You'll see the normal Rec Room login screen, log in with
|
||||
the account you made on your friend's server, and you're in.
|
||||
|
||||
---
|
||||
|
||||
## I already patched for a different server. Can I switch?
|
||||
|
||||
Yes — DorkNet's patcher is reversible. Click **Repair / unpatch** in the
|
||||
Patch tab to undo, then re-patch with a new join code. Or just re-run
|
||||
**Patch & launch** with the new code; the patcher detects an existing
|
||||
patch and updates the destination.
|
||||
|
||||
## My account doesn't exist on the new server
|
||||
|
||||
Each DorkNet server runs its own account database. You'll need to create
|
||||
a new account the first time you join a server. Your friend can sign you
|
||||
up via their admin panel, or you can use the in-game "Create account"
|
||||
flow if the server has signups enabled.
|
||||
|
||||
## Voice chat doesn't work
|
||||
|
||||
Voice routes through Photon Voice, which requires a separate Photon Voice
|
||||
AppId. If your friend hasn't set one up, voice chat is text-only for now.
|
||||
|
||||
## More troubleshooting
|
||||
|
||||
See [troubleshooting.md](troubleshooting.md).
|
||||
@@ -0,0 +1,96 @@
|
||||
# Troubleshooting
|
||||
|
||||
If your symptom isn't here, check [the FAQ](faq.md) and then open an
|
||||
issue with: your OS, DorkNet version, server log (Settings → Send logs
|
||||
to clipboard), and the exact steps that triggered the problem.
|
||||
|
||||
## Client / patcher
|
||||
|
||||
### "Signature verification failed" on launch
|
||||
|
||||
The image-signing public key baked into the patched `global-metadata.dat`
|
||||
doesn't match the private key on the server. Repair from the Patch tab —
|
||||
this re-fetches the server's current pubkey before patching.
|
||||
|
||||
### "Check your internet connection" loop at startup
|
||||
|
||||
The watch can't reach the server URL. Verify:
|
||||
1. The host string in `dorknet-clientmod.json` matches the server's
|
||||
public URL (tunnel URL for Easy mode).
|
||||
2. The server responds to `https://<host>/healthz` with `200 OK` from
|
||||
the same machine the client runs on.
|
||||
3. No corporate proxy / DNS filter is intercepting `*.trycloudflare.com`.
|
||||
|
||||
### Black screen after the loading bar fills
|
||||
|
||||
The watch authenticated, joined Photon, but couldn't download the room
|
||||
data blob. Look in MelonLoader's `Latest.log` for
|
||||
`[DownloadRoomDataBlobCoroutine]` lines — the URL there tells you which
|
||||
asset the server failed to serve.
|
||||
|
||||
### Save doesn't persist, MakerPen objects disappear after reload
|
||||
|
||||
Known issue with stale `LocalRoomScene.DataBlobName`. The client mod's
|
||||
`SetRoomDataBlobName_Prefix` hijack should handle this — verify it's
|
||||
firing in MelonLoader's log. If not, the mod failed to load; check that
|
||||
`Mods\DorkNet.ClientMod.dll` is present and not blocked by Windows.
|
||||
|
||||
## Server
|
||||
|
||||
### `[boot] migrations failed`
|
||||
|
||||
The schema patch SQL errored. Most likely cause: an existing column whose
|
||||
type doesn't match what we're trying to add. Look at the exact failure
|
||||
in the log; if it's a Postgres `cannot alter type` error, the prior
|
||||
column type needs a manual migration before DorkNet starts.
|
||||
|
||||
### Photon CustomAuth returns 401
|
||||
|
||||
Either:
|
||||
- The Photon AppId in `appsettings` doesn't match the AppId baked into
|
||||
the patched client. They MUST match.
|
||||
- The user logging in doesn't have a row in the `Players` table — the
|
||||
auth flow expects `userid` to be a real account.
|
||||
|
||||
### Room chat doesn't send
|
||||
|
||||
Run the client with `SaveDebugMod` enabled (or watch MelonLoader's log)
|
||||
and look for the `[chat-trace]` lines. The pipeline is:
|
||||
|
||||
```
|
||||
SendChatEmote → RemoveInvalidCharactersFromMessage → PurifyString HTTP
|
||||
→ ProcessNewChatMessageReceived → Photon RPC
|
||||
```
|
||||
|
||||
If any trace line is missing, that's where it died. The two most common
|
||||
fixes:
|
||||
- `[chat-fix] CanLocalPlayerChat returned false`: the account is flagged
|
||||
as a Junior with chat disabled. Force-true via the client mod (default
|
||||
behavior) or fix it server-side in admin.
|
||||
- `Received malformed RecNet response`: the `/api/sanitize/v1` endpoint
|
||||
returned the wrong shape. Should be a bare JSON-quoted string. See
|
||||
`SanitizeController.cs`.
|
||||
|
||||
## Easy app
|
||||
|
||||
### "Cloudflared exited unexpectedly"
|
||||
|
||||
The bundled `cloudflared.exe` couldn't start. Most likely a Windows
|
||||
Defender false-positive — check Defender's quarantine. If you find a
|
||||
cleaner alternative tunnel provider, open an issue; we've been looking
|
||||
for one.
|
||||
|
||||
### Patch button is greyed out
|
||||
|
||||
DorkNet didn't find a Rec Room install at the path you selected. Make
|
||||
sure you pointed at the *folder* containing `Recroom_Release.exe`, not
|
||||
the exe itself, and that `Recroom_Release_Data/` exists alongside.
|
||||
|
||||
### Mode switch lost my server data
|
||||
|
||||
Switching from Host mode → Join mode preserves the SQLite database; it
|
||||
just stops auto-starting the server. Switch back to Host mode and your
|
||||
players / rooms / images are still there.
|
||||
|
||||
If the data really is gone, check `%APPDATA%\DorkNet\dorknet.db` — that
|
||||
file is the entire host-side state, easy to copy elsewhere as a backup.
|
||||
@@ -0,0 +1,112 @@
|
||||
# DorkNet Easy App
|
||||
|
||||
The unified desktop app for hosts and guests. One binary, two modes.
|
||||
|
||||
## Project layout
|
||||
|
||||
```
|
||||
easy-app/
|
||||
├── Shell/ PhotinoNET window host, mode router, settings store,
|
||||
│ auto-updater, system tray, log viewer.
|
||||
├── HostMode/ Tunnel manager (cloudflared wrapper), server lifecycle
|
||||
│ (start/stop the in-process ASP.NET Core), share-code
|
||||
│ generation.
|
||||
├── JoinMode/ Join-code parser (dorknet:// URL handler), connection
|
||||
│ sanity-check, server reachability ping.
|
||||
├── Shared/ Patcher library (port of tools/patch-client.ps1 to C#),
|
||||
│ ConfigManager, RecRoomInstallFinder (Steam library scan),
|
||||
│ ImageSigningKeyManager (auto-generate on first run).
|
||||
└── Resources/ Icons, admin-ui dist (bundled at build time),
|
||||
cloudflared.exe, MelonLoader/, mod DLLs.
|
||||
```
|
||||
|
||||
## Build flow
|
||||
|
||||
`Resources/admin-ui-dist/` is the production build output from
|
||||
`../admin-ui/` — copied in by a pre-build task so the Photino webview can
|
||||
serve it as the host-mode admin tab.
|
||||
|
||||
```pwsh
|
||||
# One-shot dev build
|
||||
pwsh tools/build-easy-app.ps1
|
||||
|
||||
# Release artifact
|
||||
dotnet publish easy-app -c Release -r win-x64 --self-contained \
|
||||
-p:PublishSingleFile=true -p:PublishTrimmed=false
|
||||
# → bin/Release/net9.0/win-x64/publish/dorknet.exe (~80 MB)
|
||||
```
|
||||
|
||||
## Why PhotinoNET
|
||||
|
||||
- The admin UI is already a webview-friendly React SPA. Embedding it in a
|
||||
Photino window is essentially free.
|
||||
- Single .NET project. No Node toolchain in the desktop build, no Electron.
|
||||
- Bundled binary ~50 MB before the runtime, ~80 MB with self-contained
|
||||
.NET. Acceptable for one-time downloads.
|
||||
|
||||
## Why not Electron / Tauri / Avalonia
|
||||
|
||||
- **Electron**: doubles the binary size, adds Node into the supply chain.
|
||||
- **Tauri**: Rust dependency we don't otherwise need; mixing it with the
|
||||
existing .NET server complicates the build matrix.
|
||||
- **Avalonia**: native, beautiful, but means re-implementing the admin
|
||||
UI a second time. The point of unified Host mode is *reuse* the admin
|
||||
SPA verbatim.
|
||||
|
||||
## Modes — first-run decision
|
||||
|
||||
`Shared/ConfigManager` writes `%APPDATA%\DorkNet\mode.json`:
|
||||
|
||||
```json
|
||||
{ "mode": "host" }
|
||||
```
|
||||
|
||||
`Shell` reads this on startup. Missing or `null` → first-run wizard.
|
||||
Settings → "Switch mode" sets `mode` to the other value, restarts the
|
||||
process clean (Photino re-init).
|
||||
|
||||
## Host mode lifecycle
|
||||
|
||||
1. User clicks Start server.
|
||||
2. `HostMode.ServerLauncher` boots the ASP.NET Core host in-process,
|
||||
wired to a SQLite DB at `%APPDATA%\DorkNet\dorknet.db`.
|
||||
3. `HostMode.TunnelManager` spawns `cloudflared tunnel --url
|
||||
http://localhost:5000`, reads the public URL off stderr.
|
||||
4. UI surfaces the URL + a "Copy join code" button. Join code is
|
||||
base64(`{host, photonAppId, photonRegion, name}`).
|
||||
|
||||
## Join mode lifecycle
|
||||
|
||||
1. User pastes a join code (or clicks a `dorknet://` URL — the installer
|
||||
registers the protocol handler).
|
||||
2. `JoinMode.CodeParser` decodes, ping-checks the host, shows a
|
||||
"Connecting to X" preview.
|
||||
3. User points at their Rec Room install (auto-detected via
|
||||
`RecRoomInstallFinder` if Steam owns it).
|
||||
4. `Shared.Patcher` patches `global-metadata.dat`, drops MelonLoader,
|
||||
writes `dorknet-clientmod.json` with the decoded host + Photon AppId.
|
||||
5. UI offers a "Launch Rec Room" button — runs `Recroom_Release.exe`
|
||||
directly, no Steam intermediary needed.
|
||||
|
||||
## Auto-updates
|
||||
|
||||
[Velopack](https://velopack.io) is the path of least resistance for .NET
|
||||
desktop. Drop-in: declare a GitHub Release feed, ship updates as deltas.
|
||||
|
||||
## Testing
|
||||
|
||||
QA matrix to maintain:
|
||||
- Fresh Windows 10 VM, no Rec Room → install Steam → buy / depot-download
|
||||
the 2020 build → DorkNet host mode → patch + start + tunnel → connect
|
||||
from a second VM via Join mode. End-to-end smoke test.
|
||||
- Mac M1 + Linux: deferred. PhotinoNET supports them but we need separate
|
||||
cloudflared binaries and a packaging step per OS.
|
||||
|
||||
## Open questions
|
||||
|
||||
- [ ] Code-signing cert. SmartScreen warning is a major adoption friction.
|
||||
EV cert is ~$200/yr; standard cert is cheaper but takes longer to build
|
||||
reputation.
|
||||
- [ ] Crash reporting. Sentry has a generous free tier and a clean .NET SDK.
|
||||
- [ ] Telemetry — opt-in? Off by default? Right now: no plans, but
|
||||
document the position so contributors know.
|
||||
@@ -0,0 +1,57 @@
|
||||
# server/
|
||||
|
||||
The ASP.NET Core backend.
|
||||
|
||||
Built two ways:
|
||||
- **Standalone Postgres-backed** for advanced mode (Docker), via
|
||||
`dotnet run` or the `dorknet-server` container.
|
||||
- **In-process SQLite-backed** for the Easy desktop app, hosted as a
|
||||
library inside `easy-app/`.
|
||||
|
||||
## Code layout (TBC)
|
||||
|
||||
```
|
||||
server/
|
||||
├── Controllers/ HTTP endpoints, sliced by subdomain → service
|
||||
├── Services/ Business logic (presence, notifications, levels, ...)
|
||||
├── Hubs/ SignalR NotifyHub
|
||||
├── Data/ DbContext + EntityFramework entity classes
|
||||
├── Auth/ JWT issuance, Photon CustomAuth handler
|
||||
├── Middleware/ SubdomainRouter, request logging, error handling
|
||||
└── Program.cs Boot: migrations, seeds, canonical overrides, DI
|
||||
```
|
||||
|
||||
## Building
|
||||
|
||||
```bash
|
||||
dotnet build -c Release
|
||||
dotnet run # localhost:5000
|
||||
```
|
||||
|
||||
## Provider switch
|
||||
|
||||
The DbContext is provider-agnostic. `appsettings` picks one:
|
||||
|
||||
```jsonc
|
||||
{
|
||||
"ConnectionStrings": {
|
||||
// Postgres for advanced mode
|
||||
"Default": "Host=localhost;Database=dorknet;Username=dorknet;Password=..."
|
||||
// OR SQLite for easy mode
|
||||
// "Default": "Data Source=dorknet.db"
|
||||
},
|
||||
"Database": {
|
||||
"Provider": "Postgres" // or "Sqlite"
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
Easy app boots with `Provider=Sqlite` baked in; standalone defaults to
|
||||
`Provider=Postgres`.
|
||||
|
||||
## See also
|
||||
|
||||
- [docs/architecture.md](../docs/architecture.md) — request flow,
|
||||
subdomain routing, Photon relationship
|
||||
- [docs/advanced-setup.md](../docs/advanced-setup.md) — production setup
|
||||
- [CONTRIBUTING.md](../CONTRIBUTING.md) — style + PR rules
|
||||
@@ -0,0 +1,10 @@
|
||||
# tools/
|
||||
|
||||
CLI helpers. Most users don't need to touch these — the desktop app
|
||||
wraps the same logic with a UI.
|
||||
|
||||
| Script | Purpose |
|
||||
| -------------------- | ------------------------------------------------------ |
|
||||
| `patch-client.ps1` | Patch a Rec Room install to talk to your DorkNet server. The desktop app wraps this in a UI; CLI path is for advanced-mode hosts. |
|
||||
| `dump-il2cpp.ps1` | Run Cpp2IL against a Rec Room install to produce the decompiled dumps the project uses for reverse-engineering. Output stays on your machine — never committed. |
|
||||
| `build-easy-app.ps1` | Build the unified desktop app (`dorknet.exe`). Self-contained .NET single-file publish. |
|
||||
Reference in New Issue
Block a user