Port march fixes: Vite relative-base + ResolveType internal + park AuthValuesInjector

Three carry-overs from the march branch (commits 80cc4ce, cd9d105) and
the launcher-side Vite build fix, all applicable to december without
modification:

1. Vite admin-ui + site configs switch from `base: '/'` to `base: './'`.
   Built index.html now emits `<script src="./assets/...">` instead of
   `/assets/...`, so the Easy Launcher's single-origin path-prefix mode
   (`https://<apex>/__dn/admin/`) resolves assets under the prefix
   instead of skipping it and 404'ing on the wrong server host.

2. Mod.ResolveType promoted from private to internal so PhotonPatches'
   and SavePatches' local FindGameType helpers can delegate to the
   broader assembly-scan fallback (was misssing IL2CPP-mangled type
   names like the literal "PhotonNetwork"). Both helpers collapse to
   one-line `=> Mod.ResolveType(name);`.

3. Parked AuthValuesInjector_Prefix into
   DorkNet.ClientMod/attic/AuthValuesInjector.cs.attic. In december
   this method was defined but **never wired to a harmony hook** in
   OnLateInitializeMelon, so it was effectively dead code. Removed
   the method + GetCurrentLockToken helper + Cfg.InjectAuthValues
   field + LoadConfig reader + log mention. The .cs.attic suffix
   keeps the SDK's auto-globber from compiling the parked file.
   Restore notes inside the attic file describe how to re-enable —
   for december the suggested hook is a postfix on
   PUNNetworkManager.EMGGKBALALH (mutate the AuthValues there)
   instead of march's NetworkingPeer.CallAuthenticate which never
   fires in IL2CPP.
This commit is contained in:
Alexa
2026-05-28 14:18:59 +03:00
parent cd3f8a2da3
commit c5db16eeb0
5 changed files with 158 additions and 130 deletions
+13 -127
View File
@@ -67,7 +67,8 @@ public class Mod : MelonMod
// any /goto has returned. Default matches the server's
// appsettings.json Photon:CloudRegion ("eu").
public static string PhotonCloudRegion = "eu";
public static bool InjectAuthValues = true;
// Photon Custom Auth injector parked 2026-05-28; see
// attic/AuthValuesInjector.cs.attic for the code + restore notes.
public static bool EnableTlsTrustBypass = true;
}
@@ -318,10 +319,11 @@ public class Mod : MelonMod
if (r.TryGetProperty("PhotonAppId", out v)) Cfg.PhotonAppId = v.GetString() ?? Cfg.PhotonAppId;
if (r.TryGetProperty("PhotonVoiceAppId", out v)) Cfg.PhotonVoiceAppId = v.GetString() ?? Cfg.PhotonVoiceAppId;
if (r.TryGetProperty("PhotonCloudRegion", out v)) Cfg.PhotonCloudRegion = v.GetString() ?? Cfg.PhotonCloudRegion;
if (r.TryGetProperty("InjectAuthValues", out v)) Cfg.InjectAuthValues = v.GetBoolean();
if (r.TryGetProperty("EnableTlsTrustBypass", out v)) Cfg.EnableTlsTrustBypass = v.GetBoolean();
// "InjectAuthValues" key in the template is now ignored —
// see attic/AuthValuesInjector.cs.attic.
Log.Msg($"[config] loaded: ServerHost={Cfg.ServerHost}, PhotonAppId={(string.IsNullOrEmpty(Cfg.PhotonAppId) ? "<unset>" : "<set>")}, " +
$"InjectAuthValues={Cfg.InjectAuthValues}, EnableTlsTrustBypass={Cfg.EnableTlsTrustBypass}");
$"EnableTlsTrustBypass={Cfg.EnableTlsTrustBypass}");
}
catch (Exception ex)
{
@@ -383,7 +385,7 @@ public class Mod : MelonMod
return TryPatch(label, type, methodName, args, prefix, postfix, logMiss);
}
private static Type? ResolveType(string name)
internal static Type? ResolveType(string name)
{
if (ResolvedTypeCache.TryGetValue(name, out var cached))
return cached;
@@ -758,65 +760,9 @@ internal static class PhotonPatches
catch { return null; }
}
public static void AuthValuesInjector_Prefix(object __instance)
{
if (!Mod.Cfg.InjectAuthValues) return;
try
{
// Photon's AuthValues live on PhotonNetwork.AuthValues. The 2020
// watch never sets them itself, so we set them right before
// NetworkingPeer.CallAuthenticate forwards to the wire op. The
// userid is RecNet.Core.LocalAccountId, the LoginLock comes
// from PlayerPrefs key LoginLockTokenV2.
// RecNet.Core.LocalAccountId is declared `int` in the game
// build (dump.cs:573622 → 0x30 backing field). Convert via
// Convert.ToInt64 so boxing as int still gives us the long we
// need below; a direct (long) cast on boxed int would throw.
var coreType = FindGameType("RecNet.Core");
var accountIdObj = coreType?.GetProperty("LocalAccountId", BindingFlags.Public | BindingFlags.Static)?.GetValue(null);
var accountId = accountIdObj is null ? 0L : Convert.ToInt64(accountIdObj);
if (accountId <= 0)
{
Mod.Log.Msg("[auth-injector] skip — no LocalAccountId yet (pre-login Photon ping)");
return;
}
var photonNetwork = FindGameType("PhotonNetwork");
var avProp = photonNetwork?.GetProperty("AuthValues", BindingFlags.Public | BindingFlags.Static);
var existing = avProp?.GetValue(null);
if (existing is not null)
{
var userIdProp = existing.GetType().GetProperty("UserId");
var existingUserId = userIdProp?.GetValue(existing) as string;
if (!string.IsNullOrEmpty(existingUserId)) return;
}
var token = GetCurrentLockToken();
// Build a new AuthenticationValues. The type lives in the
// ExitGames.Client.Photon.LoadBalancing namespace (game-side).
// CustomAuthenticationType.Custom = 0 in this build.
var authValuesType = FindGameType("ExitGames.Client.Photon.LoadBalancing.AuthenticationValues");
if (authValuesType is null) { Mod.Log.Warning("[auth-injector] AuthenticationValues type not found"); return; }
var av = Activator.CreateInstance(authValuesType);
var authTypeProp = authValuesType.GetProperty("AuthType");
if (authTypeProp is not null)
{
var customAuthValue = authTypeProp.PropertyType.IsEnum
? Enum.ToObject(authTypeProp.PropertyType, 0)
: Convert.ChangeType(0, authTypeProp.PropertyType);
authTypeProp.SetValue(av, customAuthValue);
}
authValuesType.GetProperty("UserId")?.SetValue(av, accountId.ToString());
var addParam = authValuesType.GetMethod("AddAuthParameter", new[] { typeof(string), typeof(string) });
addParam?.Invoke(av, new object[] { "userid", accountId.ToString() });
addParam?.Invoke(av, new object[] { "LoginLock", token ?? string.Empty });
avProp?.SetValue(null, av);
Mod.Log.Msg($"[auth-injector] set AuthValues userid={accountId} LoginLock={(string.IsNullOrEmpty(token) ? "<missing>" : "<set>")}");
}
catch (Exception ex) { Mod.Log.Warning($"[auth-injector] failed: {ex.Message}"); }
}
// AuthValuesInjector_Prefix parked 2026-05-28 — never wired to a
// harmony hook in this branch anyway. See
// attic/AuthValuesInjector.cs.attic.
/// <summary>Postfix on <c>PUNNetworkManager.FJOLIPKKIBE</c> — the
/// 2020.12 watch's private AppSettings builder. <c>__result</c> is the
@@ -981,47 +927,10 @@ internal static class PhotonPatches
catch (Exception ex) { Mod.Log.Warning($"[photon-diag] DumpSettings failed: {ex.Message}"); }
}
private static string? GetCurrentLockToken()
{
try
{
var playerPrefs = FindGameType("UnityEngine.PlayerPrefs");
var getString = playerPrefs?.GetMethod("GetString", new[] { typeof(string), typeof(string) });
var raw = (string?)getString?.Invoke(null, new object[] { "LoginLockTokenV2", string.Empty });
if (string.IsNullOrEmpty(raw)) return null;
const string key = "\"LockToken\":\"";
var ix = raw.IndexOf(key, StringComparison.Ordinal);
if (ix < 0) return null;
ix += key.Length;
var end = raw.IndexOf('"', ix);
return end < 0 ? null : raw[ix..end];
}
catch { return null; }
}
// GetCurrentLockToken parked alongside the injector — see
// attic/AuthValuesInjector.cs.attic.
private static Type? FindGameType(string name)
{
// Mirrors Mod.ResolveType but inlined here so the holder doesn't
// depend on Mod's internal helpers.
foreach (var asm in AppDomain.CurrentDomain.GetAssemblies())
{
try
{
var t = asm.GetType(name, throwOnError: false);
if (t is not null) return t;
var prefixed = asm.GetType("Il2Cpp" + name, throwOnError: false);
if (prefixed is not null) return prefixed;
var dot = name.IndexOf('.');
if (dot > 0)
{
var nsPrefixed = asm.GetType("Il2Cpp" + name.Substring(0, dot) + name.Substring(dot), throwOnError: false);
if (nsPrefixed is not null) return nsPrefixed;
}
}
catch { }
}
return null;
}
private static Type? FindGameType(string name) => Mod.ResolveType(name);
}
internal static class SavePatches
@@ -1269,30 +1178,7 @@ internal static class SavePatches
}
}
// Local copy of the FindGameType helper used by PhotonPatches — IL2CPP
// type-name resolution stays per-holder so SavePatches doesn't reach
// across into another internal class.
private static Type? FindGameType(string name)
{
foreach (var asm in AppDomain.CurrentDomain.GetAssemblies())
{
try
{
var t = asm.GetType(name, throwOnError: false);
if (t is not null) return t;
var prefixed = asm.GetType("Il2Cpp" + name, throwOnError: false);
if (prefixed is not null) return prefixed;
var dot = name.IndexOf('.');
if (dot > 0)
{
var nsPrefixed = asm.GetType("Il2Cpp" + name.Substring(0, dot) + name.Substring(dot), throwOnError: false);
if (nsPrefixed is not null) return nsPrefixed;
}
}
catch { }
}
return null;
}
private static Type? FindGameType(string name) => Mod.ResolveType(name);
}
internal static class TlsPatches
@@ -0,0 +1,132 @@
// ─────────────────────────────────────────────────────────────────────
// AuthValuesInjector — PARKED 2026-05-28 (december-2020-12-18)
// ─────────────────────────────────────────────────────────────────────
//
// Filename suffix is .cs.attic on purpose so the .NET SDK's globber
// doesn't pick it up. Don't rename to .cs unless you're putting the
// feature back.
//
// What this used to do
// --------------------
// Built a Photon AuthenticationValues with `userid` + `LoginLock`
// custom-auth parameters from the in-game RecNet account state. The
// server's /photon/customauth controller (PhotonCustomAuthController.cs)
// validated those parameters against the player's /player/login lock.
//
// Status in this branch
// ---------------------
// The method existed but was **never actually wired to a harmony
// hook** in this branch's OnLateInitializeMelon. December's Photon
// AuthValues path goes through PhotonPatches.LogAuthValues_Postfix
// (postfix on PUNNetworkManager.EMGGKBALALH), which only logs — it
// doesn't inject. So this code was effectively dead in december.
//
// Removed because:
// 1. Photon Cloud is currently configured with Custom Authentication
// disabled at the AppId level (anonymous connects allowed), so
// no server-side auth probe.
// 2. Even when the watch did send AuthValues, the upstream Cloudflare
// / Localtunnel layer 403'd Photon's auth probe before our
// controller could decide anything.
//
// How to put it back
// ------------------
// 1. Rename this file to AuthValuesInjector.cs (drop the .attic suffix).
// 2. Reinstate the `InjectAuthValues` field on Mod.Cfg + the LoadConfig
// line.
// 3. Wire the harmony hook in OnLateInitializeMelon. The march branch's
// pick of NetworkingPeer.CallAuthenticate doesn't fire in IL2CPP, so
// consider hooking PUNNetworkManager.EMGGKBALALH postfix instead and
// mutating its returned AuthValues in place — that's the mangled
// method december verifies fires (LogAuthValues_Postfix already
// proves this entry point works).
// 4. Put `"InjectAuthValues": true` back in dorknet-clientmod.json.template.
// 5. If you also want the server to enforce the lock, set
// Photon__RequireCustomAuth=true on the server.
using System.Reflection;
namespace DorkNet.ClientMod.Attic;
internal static class AuthValuesInjector
{
public static void AuthValuesInjector_Prefix(object __instance)
{
if (!Mod.Cfg.InjectAuthValues) return;
try
{
// Photon's AuthValues live on PhotonNetwork.AuthValues. The 2020
// watch never sets them itself, so we set them right before
// NetworkingPeer.CallAuthenticate forwards to the wire op. The
// userid is RecNet.Core.LocalAccountId, the LoginLock comes
// from PlayerPrefs key LoginLockTokenV2.
// RecNet.Core.LocalAccountId is declared `int` in the game
// build (dump.cs:573622 → 0x30 backing field). Convert via
// Convert.ToInt64 so boxing as int still gives us the long we
// need below; a direct (long) cast on boxed int would throw.
var coreType = FindGameType("RecNet.Core");
var accountIdObj = coreType?.GetProperty("LocalAccountId", BindingFlags.Public | BindingFlags.Static)?.GetValue(null);
var accountId = accountIdObj is null ? 0L : Convert.ToInt64(accountIdObj);
if (accountId <= 0)
{
Mod.Log.Msg("[auth-injector] skip — no LocalAccountId yet (pre-login Photon ping)");
return;
}
var photonNetwork = FindGameType("PhotonNetwork");
var avProp = photonNetwork?.GetProperty("AuthValues", BindingFlags.Public | BindingFlags.Static);
var existing = avProp?.GetValue(null);
if (existing is not null)
{
var userIdProp = existing.GetType().GetProperty("UserId");
var existingUserId = userIdProp?.GetValue(existing) as string;
if (!string.IsNullOrEmpty(existingUserId)) return;
}
var token = GetCurrentLockToken();
var authValuesType = FindGameType("ExitGames.Client.Photon.LoadBalancing.AuthenticationValues");
if (authValuesType is null) { Mod.Log.Warning("[auth-injector] AuthenticationValues type not found"); return; }
var av = Activator.CreateInstance(authValuesType);
var authTypeProp = authValuesType.GetProperty("AuthType");
if (authTypeProp is not null)
{
var customAuthValue = authTypeProp.PropertyType.IsEnum
? Enum.ToObject(authTypeProp.PropertyType, 0)
: Convert.ChangeType(0, authTypeProp.PropertyType);
authTypeProp.SetValue(av, customAuthValue);
}
authValuesType.GetProperty("UserId")?.SetValue(av, accountId.ToString());
var addParam = authValuesType.GetMethod("AddAuthParameter", new[] { typeof(string), typeof(string) });
addParam?.Invoke(av, new object[] { "userid", accountId.ToString() });
addParam?.Invoke(av, new object[] { "LoginLock", token ?? string.Empty });
avProp?.SetValue(null, av);
Mod.Log.Msg($"[auth-injector] set AuthValues userid={accountId} LoginLock={(string.IsNullOrEmpty(token) ? "<missing>" : "<set>")}");
}
catch (Exception ex) { Mod.Log.Warning($"[auth-injector] failed: {ex.Message}"); }
}
private static string? GetCurrentLockToken()
{
try
{
var playerPrefs = FindGameType("UnityEngine.PlayerPrefs");
var getString = playerPrefs?.GetMethod("GetString", new[] { typeof(string), typeof(string) });
var raw = (string?)getString?.Invoke(null, new object[] { "LoginLockTokenV2", string.Empty });
if (string.IsNullOrEmpty(raw)) return null;
const string key = "\"LockToken\":\"";
var ix = raw.IndexOf(key, StringComparison.Ordinal);
if (ix < 0) return null;
ix += key.Length;
var end = raw.IndexOf('"', ix);
return end < 0 ? null : raw[ix..end];
}
catch { return null; }
}
// FindGameType in the live Mod.cs is a delegate to Mod.ResolveType.
// Use that on restore; this is just a placeholder to keep the file
// compilable if someone untreats it without re-checking the wiring.
private static Type? FindGameType(string name) => null;
}
@@ -3,6 +3,5 @@
"PhotonAppId": "{PHOTON_APPID}",
"PhotonVoiceAppId": "{PHOTON_VOICE_APPID}",
"PhotonCloudRegion": "{PHOTON_REGION}",
"InjectAuthValues": true,
"EnableTlsTrustBypass": true
}
+9 -1
View File
@@ -7,7 +7,15 @@ import path from 'node:path';
// up at admin.localhost without any extra publish wiring.
export default defineConfig({
plugins: [react()],
base: '/',
// Relative-base so the built index.html references its assets as
// `./assets/...` instead of `/assets/...`. Required when the SPA is
// served under a path prefix like the Easy Launcher's single-origin
// mode (`https://<apex>/__dn/admin/`) — a root-absolute asset path
// would skip the /__dn/admin/ prefix and 404 on the wrong server
// host. Still works fine for the subdomain case
// (`admin.<apex>/...`) since `./assets/...` resolves against the
// document URL in both shapes.
base: './',
resolve: {
alias: {
'@': path.resolve(__dirname, 'src'),
+4 -1
View File
@@ -8,7 +8,10 @@ import path from 'node:path';
// any extra publish wiring.
export default defineConfig({
plugins: [react()],
base: '/',
// Relative-base — see admin-ui/vite.config.ts. Same single-origin
// path-prefix scenario applies if the site ever gets opened through
// `https://<apex>/__dn/www/`.
base: './',
resolve: {
alias: { '@': path.resolve(__dirname, 'src') },
},