mirror of
https://github.com/DorkSquadRR/DorkNet.git
synced 2026-10-26 07:28:45 -07:00
Import march-2020-03-10 from private repo (scrubbed 2026-05-27)
Targets Rec Room 2020.03.10 client (also serves 2020.03.06).
Re-import after adding:
- DorkNet.ClientMod/dorknet-clientmod.json.template — config schema
the launcher's manifest-driven patcher renders into UserData/.
- tools/build-patcher-zip.ps1 — produces dorknet-clientpatch-{key}.zip
for v1-march-* Release uploads.
- .github/workflows/release.yml — on tag push publishes both
dorknet-server-march_2020_03_10-win-x64.zip and
dorknet-clientpatch-march_2020_03_10.zip as Release assets.
Same scrub rules as december; tools/build-patcher-zip.ps1 added to
the maintainer-side allow-list so it survives.
This commit is contained in:
@@ -0,0 +1,106 @@
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<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<!-- BepInEx 6 IL2CPP runs on .NET 6. -->
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<TargetFramework>net6.0</TargetFramework>
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<LangVersion>latest</LangVersion>
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<Nullable>enable</Nullable>
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<RootNamespace>DorkNet.ClientPatch</RootNamespace>
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<AssemblyName>DorkNet.ClientPatch</AssemblyName>
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<AppendTargetFrameworkToOutputPath>false</AppendTargetFrameworkToOutputPath>
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<CopyLocalLockFileAssemblies>false</CopyLocalLockFileAssemblies>
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<!-- We reference BepInEx via direct paths to BepInEx/core/*.dll
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and the game's interop folder. Set these env vars (or
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MSBuild properties) before `dotnet build`:
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BepInExCore = <RecRoomPath>\..\BepInEx\core
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BepInExInterop = <RecRoomPath>\..\BepInEx\interop
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The install-plugin.ps1 wrapper sets both automatically. -->
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</PropertyGroup>
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<ItemGroup>
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<!-- BepInEx core libraries — shipped with the install, no NuGet
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needed. Avoids the bepinex.dev feed authentication / package-
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name churn. -->
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<Reference Include="BepInEx.Core">
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<HintPath>$(BepInExCore)\BepInEx.Core.dll</HintPath>
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<Private>false</Private>
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</Reference>
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<Reference Include="BepInEx.Unity.IL2CPP">
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<HintPath>$(BepInExCore)\BepInEx.Unity.IL2CPP.dll</HintPath>
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<Private>false</Private>
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</Reference>
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<Reference Include="0Harmony">
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<HintPath>$(BepInExCore)\0Harmony.dll</HintPath>
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<Private>false</Private>
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</Reference>
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<Reference Include="Il2CppInterop.Runtime">
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<HintPath>$(BepInExCore)\Il2CppInterop.Runtime.dll</HintPath>
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<Private>false</Private>
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</Reference>
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<Reference Include="Il2CppInterop.Common">
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<HintPath>$(BepInExCore)\Il2CppInterop.Common.dll</HintPath>
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<Private>false</Private>
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</Reference>
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<Reference Include="MonoMod.Utils">
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<HintPath>$(BepInExCore)\MonoMod.Utils.dll</HintPath>
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<Private>false</Private>
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</Reference>
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<!-- Game-side interop assemblies generated by BepInEx on the
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game's first launch. Type names inside use the Il2Cpp* prefix
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(e.g. Il2CppRecNet.Core), file names keep their original
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identity (Assembly-CSharp.dll). Steamworks.NET classes live
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INSIDE Assembly-CSharp.dll — the watch's Photon SDK is in
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Photon3Unity3D.dll, AuthenticationValues + LoadBalancing
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types in Assembly-CSharp-firstpass.dll. -->
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<Reference Include="Il2Cppmscorlib">
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<HintPath>$(BepInExInterop)\Il2Cppmscorlib.dll</HintPath>
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<Private>false</Private>
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</Reference>
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<Reference Include="Il2CppSystem">
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<HintPath>$(BepInExInterop)\Il2CppSystem.dll</HintPath>
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<Private>false</Private>
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</Reference>
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<Reference Include="Assembly-CSharp">
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<HintPath>$(BepInExInterop)\Assembly-CSharp.dll</HintPath>
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<Private>false</Private>
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</Reference>
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<Reference Include="Assembly-CSharp-firstpass">
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<HintPath>$(BepInExInterop)\Assembly-CSharp-firstpass.dll</HintPath>
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<Private>false</Private>
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</Reference>
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<Reference Include="Photon3Unity3D">
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<HintPath>$(BepInExInterop)\Photon3Unity3D.dll</HintPath>
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<Private>false</Private>
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</Reference>
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<Reference Include="UnityEngine.UI">
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<HintPath>$(BepInExInterop)\UnityEngine.UI.dll</HintPath>
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<Private>false</Private>
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</Reference>
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<Reference Include="Unity.TextMeshPro">
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<HintPath>$(BepInExInterop)\Unity.TextMeshPro.dll</HintPath>
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<Private>false</Private>
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</Reference>
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<Reference Include="UnityEngine.CoreModule">
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<HintPath>$(BepInExInterop)\UnityEngine.CoreModule.dll</HintPath>
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<Private>false</Private>
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</Reference>
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<Reference Include="RecRoom.Datastructures.Runtime">
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<HintPath>$(BepInExInterop)\RecRoom.Datastructures.Runtime.dll</HintPath>
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<Private>false</Private>
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</Reference>
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<Reference Include="Unity.Addressables">
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<HintPath>$(BepInExInterop)\Unity.Addressables.dll</HintPath>
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<Private>false</Private>
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</Reference>
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<Reference Include="RecRoom.Async">
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<HintPath>$(BepInExInterop)\RecRoom.Async.dll</HintPath>
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<Private>false</Private>
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</Reference>
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<Reference Include="RecRoom.Promises.Runtime">
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<HintPath>$(BepInExInterop)\RecRoom.Promises.Runtime.dll</HintPath>
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<Private>false</Private>
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</Reference>
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</ItemGroup>
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</Project>
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