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:
Alexa
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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.
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# 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.
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THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
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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.>
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Also add information on how to contact you by electronic and paper mail.
If your software can interact with users remotely through a computer
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solutions will be better for different programs; see section 13 for the
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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/>.
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# 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)
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# 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.
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# 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>`.
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# 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
```
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# 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 |
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# 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.
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# 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).
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# 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.
![first-run welcome screen](images/first-run-welcome.png)
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.
![patch tab](images/patch-tab.png)
✅ 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.
![status tab running](images/status-running.png)
## 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.
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# 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.
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# 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**.
![first-run welcome screen — Join selected](images/first-run-welcome-join.png)
## 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:
![join code preview](images/join-preview.png)
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).
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# 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.
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# 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.
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# 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
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# 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. |