Launch RecRoom.exe directly on 2020.12 EAC builds (skip the
Recroom_Release.exe EAC wrapper); fall back to whichever single
binary exists. Add an opt-in "trust self-signed TLS certs" toggle
that flows through ClientPatcher into the ClientMod config, off by
default since Localtunnel/Tunnelto serve valid certs.
- Default hosting mode is now Localtunnel — public *.loca.lt URL,
no account, auto-fetched on first run. Replaces the prototyped
Tailscale mode.
- Tailscale code purged from launcher + CLI; docs swapped to
Localtunnel throughout (easy-setup, joining-a-server, server-cli,
troubleshooting, faq, READMEs).
- Launcher sidebar gains an Open admin panel button — opens
https://admin.<apex> in the browser once the server is live.
- SQLite db moves to %APPDATA%\DorkNet\dorknet.db (server reads
Database__SqlitePath env var, launcher passes it). Existing dbs
under <serverDir>\data\ are migrated on first run.
- CLI Program.cs: --mode default flips from tailscale to localtunnel;
csproj links in LocaltunnelTunnel + LocaltunnelInstaller.
- New Backend files: LauncherNameServer, LocaltunnelInstaller,
LocaltunnelTunnel, SingleOriginServiceMap.
- .gitignore: exclude installer/out/.
MelonLoader 0.6.x scans <install root>\Mods\ for plugin DLLs and
ignores anything under MelonLoader\Mods\. Our default plugin_dest
was MelonLoader/Mods, so DorkNet.ClientMod.dll landed somewhere
MelonLoader never looked at — Player.log showed '0 Mods loaded.'
and Rec Room booted unpatched, hitting the real rec.net version
check which returns UpdateRequired.
Changed ClientPatcher's default + the manifest doc to 'Mods'.
Per-version branches also need 'plugin_dest' = 'Mods' in their
build-patcher-zip.ps1 manifest (separate commits).
Per-version patcher zips now ship a Goldberg steam_api64.dll +
steam_appid.txt alongside the existing MelonLoader stuff. The
manifest's new steam_stub block describes where to install them:
- api_dll / api_dest: stub DLL location and target path under
Rec Room root (typically Recroom_Release_Data/Plugins/...)
- api_backup_suffix: the original Valve DLL gets renamed to
<dest> + suffix on first install; re-runs detect the existing
backup and leave it alone so the real DLL is preserved
- appid_file / appid_value + appid_dest: writes a steam_appid.txt
next to the exe so the stub knows what game ID to claim
Block is optional — manifests without steam_stub patch nothing
extra, preserving back-compat with pre-stub patcher zips.
DorkNet.ClientMod's config reads PhotonCloudRegion alongside the
AppIds, and the joining client needs the host's region to connect
to the right Photon cloud. Adds {PHOTON_REGION} to the substitution
map and threads region through ClientPatcher.ApplyAsync from both
host (AppState.PhotonRegion) and join (JoinPayload.PhotonRegion)
flows.
UI redesign:
- Warm coral + teal palette over deep purple-navy (closer to Rec Room's
marketing aesthetic). New wordmark gradient (coral -> pink -> teal).
- Chunky 18px rounded cards on the first-run wizard with per-mode
accent tinting (coral for host, teal for join) and clear CTAs.
- Form fields wrapped in elevated panels with sectional titles + pill
status chips in the header (HOST MODE / JOIN MODE / SETTINGS).
- Drop-shadow effects on primary buttons + cards for depth.
Patcher rewrite:
- ClientPatcher.cs no longer shells out to PowerShell; the launcher
unzips MelonLoader, copies the DorkNet plugin DLL, and renders the
user-data config template — all in C# in-process.
- Patcher zip now driven by a manifest.json at root (schema v1).
Per-version branches publish: manifest.json + MelonLoader.zip +
DorkNet.ClientMod.dll + config template.
- RELEASES.md updated with the new MelonLoader manifest contract and
the placeholder substitution rules.
Rec Room launch path:
- New Backend/RecRoomLauncher.cs runs Recroom_Release.exe directly
from the picked install folder's parent dir (no Steam).
- 'Launch Rec Room' button appears after a successful patch in both
host + join modes.
Initial v0.1 (commit df9dac0) used PhotinoNET wrapping WebView2 + HTML/JS,
but rendered as a blank window on first run — WebView2 + file:// URI
quirks. Switching to native WPF: built into the .NET 9 Windows SDK
(no NuGet), single-file self-contained publish, instant window open.
All Backend/*.cs orchestration logic carried over unchanged (they're
UI-framework-agnostic). Replaced:
- Program.cs (PhotinoNET bootstrap) -> App.xaml(.cs) + MainWindow.xaml(.cs)
- ui/index.html + style.css + app.js -> MainWindow.xaml (XAML views) +
App.xaml resource styles
- Backend/MessageBridge.cs (JS<->C# router) -> direct method calls in
MainWindow.xaml.cs code-behind
RecRoomPicker now uses Microsoft.Win32.OpenFolderDialog (added in .NET 8)
instead of WinForms FolderBrowserDialog — keeps the project WPF-only.
Backend files needed explicit 'using System.IO;' since the WPF SDK
doesn't include it in implicit usings.
Single-download .NET 9 self-contained launcher for hosting / joining
DorkNet servers. Reads versions.json from main to discover supported
client builds, fetches the matching server binary + client patcher
from GitHub Releases per branch, manages the server subprocess +
Cloudflare quick-tunnel, and wraps it all in a PhotinoNET window.
Code layout:
- Program.cs PhotinoNET window + message bridge bootstrap
- Backend/ AppPaths, AppState, VersionsManifest,
ReleaseDownloader, ServerProcess, ClientPatcher,
Tunnel, RecRoomPicker, JoinCode, MessageBridge
- ui/ index.html + style.css + app.js (no build step)
- RELEASES.md GitHub Releases artifact contract per-version
branches must publish to
Per-version branches need to ship two release assets per tag:
- dorknet-server-{version_key}-win-x64.zip
- dorknet-clientpatch-{version_key}.zip
(see launcher/RELEASES.md for the full naming + arg contract)
Photon AppIds, JWT secret, and the picked Rec Room path stay
per-machine; the launcher never bundles them.