Players sign in to the website, and admins to the admin panel, with an
OpenID Connect provider (DorkNet:SignIn:*). The first sign-in links the
provider identity (issuer + subject) to a DorkNet account with that
account's password; after that the provider sign-in is enough.
- Cookie sessions per host, keys persisted in the database so redeploys
keep people signed in; unlink, deletion or a ban ends the session.
- Link attempts limited to 5 failures per 15 minutes per identity and
per username.
- Admin panel: "Sign in with ..." exchanges the session for the usual
admin tokens via GET /api/admin/v1/sso (IsAdmin still required).
- Downloads: optional DorkNet:Downloads:RequireSignIn serves the
manifest and files only to signed-in players; the Downloads and Quest
pages offer sign-in instead.
- Website: sign-in in the header, /link and /account pages.
The game client's login is unchanged.
The admin SPA special-cased one deployment's hostnames to choose between
dot (img.<apex>) and hyphen (img-<apex>) subdomains. The server always
mounts the SPA on its own admin subdomain, so read both from that:
admin.<apex> means dot style, admin-<apex> hyphen style.
Most pushes were still shaped for the 2020 watch, so the 2023 client
parsed them as empty or dropped them without any error.
- RelationshipChanged carries the relationship row, to both players, on
friend request / accept / remove / add and on favorite / mute / ignore.
Friend requests and accepts also land in the notifications inbox.
- ModerationKick uses the client's flat moderation block, with the
reason in VoteKickReason (the only field the dialog shows).
- Bans, account deletion, password resets and second-session takeover
are a Logout with a numeric reason instead of a kick to the dorm; the
old string reason failed the client's parse.
- SubscribeToPlayers is honoured: each connection joins a presence group
per subscribed player, and presence (only presence) reaches subscribers
as well as friends. The hub allows 180 s of client silence, since the
client reconnects at most 3 times per login.
- Admin broadcast sends its text as a coach message and can start the
client's own maintenance countdown; ServerMaintenance only reads
StartsInMinutes.
- ConsumableMapping, StorefrontBalance, gift, player event, level-up,
RoomUpdate, profile-image and PlayerLeftChat pushes carry the client's
DTOs. "Join rejected" is the client's RequestGameInvite message.
Contract in docs/recroom-2023-notifications.md; push frames are checked
by NotificationContractTests through a capturing hub context.
CircuitsV2 limits are served as UGC.CircuitsV2.Limit.* gameconfig keys and
are editable from admin Settings. Retail drops any send over 5 RPCs/frame
or 1024 bytes/60 frames; both network budgets now default to 1,000,000,000.
The creation limits are raised too, each against the hazard the client
binary shows for it:
- Chips 3000 -> 30000: the chip-culling manager preallocates four
List<Chip>(Chips), so the 1M clamp stays.
- Compute 50000 -> 500000: a per-frame budget with no allocation; the 10M
cap keeps its counters from wrapping.
- CloudValues 100 -> 1000, InkPerChip 15 -> 0: InkPerChip is an ink COST,
multiplied by min(chips, CloudValues), so lowering it is the increase.
The clamps tighten to 10000 / 30000 to keep that product from overflowing
(the room ink cap is a hard-coded 30000).
- UnculledChips / VisibleChips 500 -> 3000: render-cost counts only.
Room save uploads may now be up to 100 MB (Kestrel's 30 MB default would
413 a big circuits room). Contract and evidence:
docs/recroom-2023-circuitsv2-limits.md.
Also includes the Rec Royale night mode client feature
(docs/recroom-2023-scene-moods.md) and the admin blob enable/reset for
baked RRO sub-rooms.
CodeRabbit on PR #49: the Docker build stages still used node:20-alpine,
which vite 7 (>=20.19/22.12) and react-router 8 (>=22.22) no longer
support. Bump NODE_VERSION to 22 in both Dockerfiles and declare
engines.node >=22.22.0 in both app manifests so local installs on an
old Node fail loudly instead of at build time.
Two admin screens for work that previously had server support but no way to
reach it.
Rooms → a room → Sub-rooms: per-sub-room max players, with the room's own
advertised capacity shown alongside so the two are not mistaken for each other.
Each row also shows whether the sub-room is a matchmaking target and which blob
it loads.
Activity → Test cases: file a GitHub issue against a case, follow the link, or
unlink it, plus a reconcile button. Filing is idempotent server-side, so the
button is safe to press twice. When GitHub is unconfigured the actions disable
themselves and the page explains why rather than failing on click — a server
with no token is an ordinary deployment.
Both go in as tabs on the existing hub pages rather than new sidebar entries,
matching how the nav is organised.
Server side adds GET api/admin/v1/testcases (the list the SPA renders, with
each case's issue number) and mirrors the three issue routes under
/api/admin/v1/testcases/... because the SPA's client speaks that prefix
exclusively.
I had told the user this UI was not possible on this branch because
wwwroot/admin holds a built bundle. That was wrong — the source is in
DorkNet.Server/admin-ui and builds to it.
* feat: add 3D Charades word lists management and profanity filter toggle
- Implemented Charades word lists management in the admin UI, allowing for unlimited named word lists with difficulty settings.
- Added functionality to bind live card slots to specific word lists, with automatic fallback to built-in lists.
- Introduced a profanity filter toggle in server settings, enabling or disabling the server-side profanity filter.
- Updated database schema to support new features, including additional columns for profanity filter status and charades slot bindings.
- Enhanced documentation to reflect new features and their usage.
* feat: add identityserver-signing.pfx to .gitignore
* feat: add new matchmake routes for player, event, club, and code
- Implemented new endpoints for retrieving account privacy settings.
- Added fields for privacy preferences such as profile visibility, online status, and activity visibility.
feat: Extend play menu tags functionality
- Updated PlayMenuTagsRequest to include TrendingTags.
- Modified SetPlayMenuTags to handle trending tags.
- Enhanced logging to include trending tags.
fix: Increase maximum archive size for room zip imports
- Updated MaxArchiveBytes from 12GB to 25GB in RoomZipImportController.
feat: Improve CDN image handling
- Added local image path resolution for room images.
- Implemented lazy loading of room image aliases from JSON file.
feat: Enhance match player presence resolution
- Updated ResolveDataBlobForPresenceAsync to consider sub-room IDs and private instance status.
feat: Extend RoomEntity with new properties
- Added AllowNewUsers, MinLevel, MaxPlayerCalculationMode, LoadScreensJson, PromoImagesJson, and PromoExternalContentJson fields.
feat: Update database schema for new room properties
- Added new columns to the Rooms table for AllowNewUsers, MinLevel, MaxPlayerCalculationMode, LoadScreensJson, PromoImagesJson, and PromoExternalContentJson.
feat: Implement platform notifications controller
- Created PlatformNotificationsController for managing user notification preferences.
- Added endpoints for retrieving and setting notification preferences and categories.
- Added MaxCapacity property to RoomEntity and updated related controllers to utilize it.
- Modified RoomsController to set MaxPlayers based on room's MaxCapacity.
- Introduced QuestTeamSize class to dynamically adjust quest party sizes beyond the default limit.
- Updated DevMenu to include options for debugging and managing room settings.
- Created UI elements for adjusting MaxCapacity in the admin interface.
- Added configuration file for DevMenu with default settings.
- Updated Sidebar component to consolidate navigation items under new categories: Moderation, Content, and Operations.
- Removed outdated pages and integrated their functionalities into tabs under Players, Activity, Content, and Settings.
- Introduced new Activity and Content pages to house Audit, Player Logs, Community Board, and Loading Tips with tabbed navigation.
- Created a unified Moderation page combining Players, Bans, and Reports with tabbed navigation.
- Refactored individual pages (e.g., Audit, Bans, CommunityBoard, etc.) to support embedded mode for better integration within modals.
- Added Tabs component for consistent tab navigation across multiple pages.
- Updated README to reflect changes in navigation and settings structure.
- Removed Grants page as it is not yet implemented.
Add POST players/{id}/username + a Username field in the player detail's
Profile tab. Changes only the unique @handle (not the display name) and
rejects a collision outright rather than auto-suffixing, so the admin
gets the exact handle they typed. Same 2-24 char letters/digits/_/-
rule as the account API; logged to the audit trail as old -> new.
While account creation is disabled, the only way in is now an
admin-issued single-use signup code (Discord-invite style), redeemed on
the public site's /join page.
Because the 2020 watch login is device-id-bound with no code field, the
flow captures it server-side instead: a new device refused at the
signups-disabled gate (PlatformLogin / account create) is stashed in a
PendingDevices table keyed by the real client IP (CF-Connecting-IP aware).
The /join page then shows the player the device their own client just
reported, they enter their code + username, and the account is minted
bound to that device — so the next launch logs straight in via the
existing device-id path. No watch changes.
- SignupCodeEntity (code, descriptor, optional expiry, redeemer) +
PendingDeviceEntity; idempotent CREATE TABLE in DatabaseBootstrap so
both providers pick them up without a new migration.
- SignupCodeService: generate / list / revoke / redeem + pending-device
capture, single-use + expiry + revoke validation.
- Admin: GET/POST signup-codes + revoke endpoints and a Signup codes
admin-ui page (generate with descriptor/expiry, status table, revoke).
- Public: anonymous /api/site/v1/join pending-devices + redeem, and a
/join site page (+ header link).
- README documents the flow + the post-Initial table-create approach.
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.
Targets Rec Room 2020.12.18 client.
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 the dorknet-clientpatch-{key}.zip
Release asset the launcher fetches.
- .github/workflows/release.yml — auto-publishes both Release assets
on v1-december-* tag push.
Scrubbed via maintainer-side scrub-for-public.ps1: same drop rules as
the prior import, plus build-patcher-zip.ps1 added to the tools/
allow-list so it survives the scrub.