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.
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.
Closed means fixed. The case that was failing on that bug passes, and reopening
the issue undoes it:
closed + Failed -> Passed
open + Passed -> Failed
Replaces the previous closed -> NotYetTested, which sent the case back for
another run instead of recording the outcome.
The guard that matters is unchanged: only those two states are the
reconciler's to move, so a case a tester has Claimed — or one nobody has run
yet — is never rewritten underneath them.
File a GitHub issue from a failing test case, and let the case follow the
issue afterwards.
POST api/testcasemanagement/v1/testcase/{id}/issue file + link
DELETE api/testcasemanagement/v1/testcase/{id}/issue unlink
POST api/testcasemanagement/v1/issues/sync reconcile now
plus TestCaseIssueReconciler, a background sweep on the same code path as the
manual endpoint so the two cannot drift. Admin-gated: these are not part of the
2023 client's surface, unlike the existing test-case routes which are open
because the watch gates that tab client-side.
The link lives in TestCaseEntity.JiraBugUrl — the field Rec Room's own tooling
used for the bug filed against a failing case. That avoids a migration, which
matters more here than the name: the Postgres path is EnsureCreated-only and
never replays migrations, so a new column has to be added twice or it is missing
in production. A leftover genuine Jira link is ignored rather than misparsed,
since the issue number is only read from a GitHub-shaped URL.
Filing is idempotent — a case already carrying a live issue returns it instead
of filing again, so sweeping a failing pass repeatedly does not spam duplicates.
Unlinking leaves the issue alone; closing someone's issue as a side effect of
tidying a QA link would be the wrong call.
Reconcile moves a case only between the two states it owns: closed+Failed goes
to NotYetTested, open+NotYetTested goes back to Failed. A closed issue is NOT
marked Passed — closing is a developer's claim that the fix landed, not a
tester's observation that the case passes, so the case goes back in the queue.
The first draft flipped any non-Failed case to Failed on an open issue, which
contradicted its own doc comment and yanked a case out from under a tester
mid-claim; the test for that caught it.
Everything degrades rather than fails when unconfigured: IsConfigured is false
without a token, endpoints answer 503 with the reason, and the reconciler logs
once and idles. GitHub is faked in the tests, which cover idempotency, both
state transitions, the mid-claim case, and the unconfigured path.
Player caps were two settings pretending to be one. RoomEntity.MaxCapacity is
what the ROOM advertises (and what matchmaking hands to
RoomInstance.MaxCapacity); RoomSceneEntity.MaxPlayers is what ONE sub-room caps
itself at. The details payload was reading its room-level MaxPlayers off
sub-room 0, which collapsed the two — editing a sub-room would have moved the
room's advertised capacity with it. It now reports MaxCapacity, and each entry
in SubRooms[] reports its own figure.
The in-game path already existed (the "Max Player Count in This Subroom"
slider). Admin had no way to reach it at all — only zip import ever set it — so
a cap could not be corrected on a room the admin does not own:
GET api/admin/v1/rooms/{id}/subrooms
PUT api/admin/v1/rooms/{id}/subrooms/{subRoomId}/maxplayers {"MaxPlayers":n}
subRoomId is the sub-room's ORDER INDEX — the id the client and the rest of the
wire use — not the row's primary key. Row ids are serialised as strings because
the admin SPA is JavaScript and mangles integers past 2^53. Both paths clamp to
1..80, matching rooms/{id}/props: 0 would make a sub-room unjoinable, and a
shared range stops the two settings disagreeing about what is legal.
The test drives the client's exact wire rather than a convenient one:
NLDBPDCNNCF.MNBPCGJNLNP builds a BLNOGFGHIIF whose single JSON key is
"maxPlayers" and PUTs it — this route does NOT form-encode like most of its
siblings, so a form-bodied test would have passed while the real client's body
went unread. It also asserts the reply carries the new value, since the client
deserialises it back as FGCPNAACHIK.
Sixteen agents, one controller each, over every route the coverage test
reported as missing or wrong-verb. Route+verb coverage is now 516/522 (98.9%),
up from 90.8%.
Each handler was written against binary evidence rather than the audit's prose:
verb from the BestHTTP.HTTPMethods ordinal at the call site, response shape from
the issuing method's return type, request shape from whether the client uses
form fields, a raw JsonUtility body, or query params. Agents were told to skip
rather than stub, and several did.
New surface worth noting:
- Link host: actionlink create/get/consume and datalink get/put, previously
unrouted entirely.
- Club roster reads: members, banned, requests, requests/search, members/search,
each with the client's real sort/paging params and the wire row shape its
reader expects (the banned row has no MembershipType field, so it isn't sent).
- Home clubhouse set/clear, club disband (soft, via the existing State column),
and DELETE mainimage as its own action rather than a verb alias — the client
parses the details envelope from it, so it is not status-only.
- Club chat threads, comment CRUD, keepsake collect/delete, progression-event
xp boosts, image report and cheered/bulk, iOS StoreKit product reporting.
The six routes still missing all need storage that does not exist yet
(per-role club permissions, club additional-image slots, MinLevel,
ClubChatEnabled). Those are left for a single schema change rather than faked.
Also excludes DELETE /account/me from the endpoint contract probe. That route is
now a real, correctly-guarded account purge, and the probe walks every route
with one test player — so calling it destroyed the probe's own session and
turned one real event into 49 cascading foreign-key and 401 failures.
OnDisconnectedAsync told friends a player went offline, but nothing ever
pushed the opposite transition — PlayerCameOnline existed in
NotificationService with zero callers. The pair was asymmetric, so a SignalR
reconnect (network blip, replica restart) greyed the player out on every
friend's list for the rest of the session even though they were still
playing. Only re-entering a room, which pushes presence via /goto, brought
them back.
AddConnectionAsync already computed the first-connection transition to
maintain the online set but returned void; it now reports it, mirroring
RemoveConnectionAsync.
The push is deliberately conditional on a room already being known. The
presence payload derives isOnline from roomInstance being non-null, so
pushing with no room reads as OFFLINE — worse than staying quiet. On a fresh
boot there is no room yet and the /goto that follows sends the real presence
anyway, so this only fires on reconnects, where the cached room is exactly
what friends need to see again.
Audits every route the March-2023 client can call against what this server
actually serves, and fixes the defects that were breaking gameplay. Adds
docs/recroom-2023-client-api-complete.md as the reference: ~500 route
literals across 13 subsystems, with verb, request/response shape, and a
per-subsystem diff. 315 defects catalogued; the ones fixed here are listed
in its "Already fixed" table.
Path coverage was never the problem — 465 of 506 routes already had
handlers. The failures were in shape, and they cluster into four causes:
- Wrong verb. The verb is a BestHTTP.HTTPMethods ordinal (GET=0 .. PATCH=5),
confirmed from that enum's static constructor. Routes registered POST-only
while the client PUTs returned 405, which made room consumables neither
buyable nor consumable and blocked every room-key edit.
- Bare scalar wrapped in an object. The client reads `1000`, not
`{"Limit":1000}`; the issuing method signature says which. Wrapping makes
the deserializer throw and the feature dies silently.
- [FromBody] vs form-urlencoded. The client sends nearly every write as form
data, which an [ApiController] action bound [FromBody] rejects with 415
before the handler runs. This alone broke all 13 club member-management
endpoints. Adds Binding/FormOrJsonModelBinder so this is fixed once.
- Notify dispatch keys. Both enum overloads of the client's RegisterHandler
lower the id via Int32.ToString() and register only that numeric key, and
lookup is a case-sensitive TryGetValue that returns silently on a miss. We
were sending the enum NAME for most ids, so friend-request updates, forced
logout, maintenance broadcasts, live balance and consumable updates, and
invention moderation pushes all evaporated with no error anywhere.
Notable behavioural bugs fixed:
- Editing a club announcement deleted it: PUT was a third binding on the
delete handler. Split apart, and the missing create route added.
- leaderboard/CheckAndSetStat did not exist. The 2023 client has no SetStat
literal at all, so every leaderboard score it wrote was discarded.
- Setting a club clubhouse cleared it: the handler read roomId from the query
while the client sends it in the body, then wrote the resulting null.
- Club join requests were inverted (the enum is Open=0, InviteOnly=1,
AskToJoin=2), so ask-to-join clubs rejected everyone and invite-only clubs
quietly admitted them.
- Room bans were pushed as id 24, for which the client registers no handler;
they now go out as ModerationKick with IsBan, so the ban takes effect
immediately instead of at next login.
- Room-key ownership queries answered for the wrong player, and "has anyone
bought this key" asked "did I buy it" — always false for the creator.
Also persists settings that were previously acknowledged and dropped
(playlist accessibility/restrictions/level-voting/warning, per-player status
visibility, VR movement mode and avoid-juniors, custom room codes), which is
what the new columns in the migration are for.
One test asserted the old nested PriceAndCurrency response shape; the
client's consumable formatter has no such key and reads Price and
PurchaseCurrencyId flat, so the test was corrected alongside the handler.
- Updated `url-coverage.md` to clarify the behavior of the `api/rooms/v2/myRecent` endpoint.
- Enhanced `StoreService.cs` to include new properties for color variants: `combination_id` and `descriptor`.
- Modified logic in `StoreService` to validate color variants based on the new descriptor instead of swatch GUID.
- Updated database bootstrap scripts to create new tables for `RoomConsumables` and `RoomConsumableOwnership`, including necessary indexes.
- Revised README to reflect changes in debugging options and the introduction of `DorkNet.DebugMod`.
- Updated documentation on request expectations to clarify server-side behavior for room visibility.
- Enhanced installation script to provide clearer instructions for enabling the debug console.
- Added a new document detailing the process for dumping avatar items and color variants from the Rec Room client.
* 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
MelonLoader (DorkNet.ClientMod) is the sole client patcher now, so drop
the BepInEx plugin and its BepInEx-only installer:
- delete the DorkNet.ClientPatch project + tools/install-plugin.ps1
- drop the project from DorkNet.sln
- README / architecture / deploy docs: present DorkNet.ClientMod
(install-melon.ps1) as the patcher instead of the BepInEx plugin
- fix install-melon.ps1 fallback hint that pointed at the deleted
install-plugin.ps1
- tidy stray 'BepInEx port' comments in Mod.cs / PhotonCustomAuthController
Legacy-cleanup paths that REMOVE an old BepInEx install (install-legacy-client.ps1,
the old_plugin_paths entry in build-patcher-zip.ps1) are kept intentionally.
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.