- localPath resolves the path against this origin, so control characters
or backslashes can't turn it into another site's address.
- link, sign-out and unlink drop the cached account answer.
- Data-protection keys are encrypted (AES-256-GCM, key derived from the
server secret) before they reach the DataProtectionKeys table.
- /link only follows local return paths and keeps the form when a
signed-in visitor has an identity waiting to be linked.
- A failed sign-out says so instead of reloading as if it worked.
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.
From the local CodeRabbit review:
- Scene ids: the repair and room clone assigned max + 1, which never
advanced the Postgres identity sequence (live: sequence 3412, max id 3466),
so the next add / clone sub-room would collide on the primary key. The
repair now moves the sequence past the highest id at startup, and both
let the database assign ids.
- Room-level restores (datahistory/restore and the admin restore) now also
restore the entry sub-room, whose blob room details serve first.
- TouchRoom refreshes the room's presence index too, so players kept alive
only by heartbeats no longer drop out of the instance browser after 20 min.
- Sub-room permission saves match cells exactly (as the unique index does)
and retry when a concurrent editor inserted the same new cell.
From the local CodeRabbit review:
- A replica waiting for the lock used the default 30 s command timeout and
failed to boot while another replica seeded a fresh database. Wait with
no timeout, logging that it is waiting.
- An unlock failure in the finally (e.g. the connection already broken)
replaced the real bootstrap error and skipped closing the connection.
Log it instead, and always close.
Booting several replicas against one fresh Postgres database left all but
one dead on startup: the advisory lock only covered EnsureCreated, so the
seeders (system account, rooms, playlists, store, ...) raced and hit
duplicate keys. Take a session-level advisory lock for the whole bootstrap
and release it explicitly (pooled connections would otherwise keep it).
The upgrades and seeds both providers run move into
RunUpgradesAndSeedsAsync.
EF Core 10 runs EnsureCreated through the migration executor, which begins
its own transaction unless EF already has one. The bootstrap held the
advisory lock in a transaction begun on the raw connection, invisible to
EF, so a fresh Postgres database failed at startup with "A transaction is
already in progress". Begin it through db.Database and take the lock with
ExecuteSqlRaw so EnsureCreated runs inside it.
EF Core 10 runs EnsureCreated through the migration executor, which begins
its own transaction unless EF already has one. The bootstrap held the
advisory lock in a transaction begun on the raw connection, invisible to
EF, so a fresh Postgres database failed at startup with "A transaction is
already in progress". Begin it through db.Database and take the lock with
ExecuteSqlRaw so EnsureCreated runs inside it.
From the local CodeRabbit review:
- Repair rooms that lack an OrderIndex 0 (entry) sub-room even when they
have other sub-rooms, not only rooms with none.
- Every service runs the database bootstrap at startup, so on Postgres
replicas booting together could hand out the same scene ids (max + 1)
and one would fail startup on the primary key. Run the repair in a
transaction holding the bootstrap's advisory lock.
EF Core 10 runs EnsureCreated through the migration executor, which begins
its own transaction unless EF already has one. The bootstrap held the
advisory lock in a transaction begun on the raw connection, invisible to
EF, so a fresh Postgres database failed at startup with "A transaction is
already in progress". Begin it through db.Database and take the lock with
ExecuteSqlRaw so EnsureCreated runs inside it.
Swashbuckle 7.3.1 is built against Microsoft.OpenApi 1.x; ASP.NET Core 10
brings Microsoft.OpenApi 2.x, and SwaggerGenerator.GetSwagger then fails to
load (TypeLoadException), which broke 105 of the server tests.
.NET 8 and 9 reach end of support on 2026-11-10; .NET 10 is the LTS release
(supported until November 2028).
- net9.0 -> net10.0 for every server, service, gateway, test and tool project
- ASP.NET Core / EF Core / SignalR Redis 10.0.13, Npgsql EF 10.0.3,
Serilog.AspNetCore 10.0.0
- Dockerfile / Dockerfile.service: sdk and aspnet 10.0 images
- release workflow: setup-dotnet 10.0.x
- Jenkins build agent: dotnet-sdk-10.0 (was 8.0); the ClientMod still
targets net6.0, which MelonLoader loads
- README / architecture docs, .gitignore data paths
DorkNet.AdminMobile (MAUI) stays on net9.0 for now: building it needs the
Android/iOS workloads.
Review follow-ups:
- The downloads routes now answer only on the apex (the site's host) and 404
on every other accepted host, so the game's open API/CDN subdomains can't
serve the builds.
- Install on Quest passes its own file to the Quest page instead of always
picking the newest release.
- Waiting for the bucket's headers is limited to 30 s; the body still streams
without a limit.
- Dispose the upstream request message; use LINQ in FindFile.
When the server is pointed at the bucket CI publishes builds to
(DorkNet:Downloads:BaseUrl), the site lists them on a new Downloads page and
the Quest page offers "Latest build" next to "Choose file".
The server reads manifest.json and the files over HTTP on the internal network
and streams them through with Range support (DownloadsController); only files
the manifest lists are served. The xapk reader now reads from a byte source,
either the picked File or the server URL via Range requests, so the browser
installer streams the APK and OBB to the headset without downloading the
package first. Unset, both features stay hidden.
Every rooms-client mutation (roles, invite, accessibility/publish, room
fields, sub-room ops, permissions, playlists) goes through
NLDBPDCNNCF.BDBHCEGKGDC<TResult>, the same helper and instantiation as
"clone room", which reads {success, value, error}. A bare room-details body
has no success, so the client rejected it with the message-less
"Exception of type 'CEMNLBKJABA' was thrown" (seen on co-owner invite)
although the server had applied the change.
RecNetEnvelopeAttribute wraps those handlers: 2xx becomes
{success:true, value, error:""}, refusals become 200
{success:false, value:null, error:<message>}.
- Room roles: list the creator as Creator (255), not CoOwner (30). The
client takes the local role from the Roles list and only lets a player
edit roles below their own (Creator excepted), so the creator could not
edit Co-Owner and Creator permissions. Enforce the role ladder on the
server (RoomRoleRules), let invitees accept (PUT roles/{me} role=30) and
reject (PUT roles/{me}/invite role=0), send message Types 62/60/61, and
push RoomUpdate after every role change.
- Permissions: persist PUT subrooms/{sub}/permissions cells in a new
RoomRolePermissions table, serve them from photon_access_token (plus a
roomserver/ twin) and push PhotonAccessToken to the sub-room.
- Publish: player-owned rooms are never IsRRO on the wire; the client
hides Publish and every room setting for an RRO.
- Sub-rooms: wire SubRoomId = OrderIndex + 1 (the client will not load a
sub-room with id 0), new rooms always get a named Home sub-room, and a
startup pass repairs rooms without one.
- Instance browser: per-room Redis presence index, live players only,
private instances for the people allowed in, real IsFull.
- Room/sub-room settings: creator or accepted co-owner everywhere.
A Jenkinsfile builds, on push (only what changed) or on demand:
- the PC patcher zip (MelonLoader, the mod, config template, Steam stub),
- the full PC client (stock build + patcher + config),
- the Quest APK and .xapk.
Stock builds come out of the restic build archive on the FTP: restic
through its rclone backend, picked by snapshot tag per run and cached.
The FTP login and restic password are Jenkins credentials, and the
repository folders are environment settings, so nothing about the
archive is fixed in the repo.
ci/jenkins/Dockerfile is the Jenkins image with the toolchain added
(.NET SDK, Android NDK and build-tools, apktool, Python with LIEF,
restic, rclone), for the existing Jenkins service.
The build scripts move from PowerShell to Python so they run the same
on Windows, Linux and in CI:
- DorkNet.Quest/scripts/build.py replaces build.ps1 + package.ps1; it
can use a committed hook table (checked against the APK's
libil2cpp.so) instead of dump.cs, and takes a persistent keystore.
- tools/build_pc.py replaces build-patcher-zip.ps1 (now with the
2023 install layout) and adds the full-client build.
Setup steps are in ci/jenkins/README.md.
- Force-join's RoomUpdate carries the room's role grants, so it no
longer wipes them from the client's cached room.
- The consumable push reports IsTransferable the same as the inventory
list does.
- A rejected private-instance join sends the owner at most one "wants
to join" message per requester and instance every 5 minutes.
- SubscribeToPlayers ignores sets over 5,000 ids and keeps the current
subscriptions.
- The subscriber exclusion list looks up online friends' connections in
one pipelined Redis batch instead of one call per friend.
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.
The 2023 client sends rooms/{id}/clone through the same RecNet rooms
helper as "save room" and "restore subroom save", which reads the
{success, value, error} envelope. The clone handler answered with the
bare room details, so the client found no success flag and rejected the
reply with an empty error, even though the room had been created.
Clone now returns the envelope with the full room details in value, and
refusals (unknown source, cloning not allowed) are a 200 with
success=false and a message instead of a bodyless 404/403.
A Quest page on the public site (/quest) installs a DorkNet .xapk from
Chrome or Edge over WebUSB, with no adb, SideQuest or scripts: pick the
.xapk, connect the headset, install. It installs the APK, copies the OBB
to its install path (skipped when an identical one is already there) and
launches the app, with progress bars and plain-language errors for an
unsupported browser, a headset held by adb/SideQuest, a disconnect and a
copy signed with a different key.
The .xapk is read from the player's own disk: the APK and OBB are stored
uncompressed, so they stream straight out of the file without loading
1.4 GB into memory, and the server never hosts game files.
Uses Tango (@yume-chan/adb 2.6.4 and friends, MIT), pinned and bundled;
the page is lazy-loaded so the rest of the site doesn't grow. Credited in
NOTICE; README, DorkNet.Quest/README.md, docs/quest.md and the packaged
README.txt point players at the page.
defaultbaseavataritems returned the first 100 catalog items. The 2023
client flags every row of that list as a custom-clothing template
(AvatarItemData.IsBaseAvatarItem, keyed by AvatarItemId) and skips
templates when it rebuilds the owned outfit-menu entries, so those 100
ordinary items (80sHipHopJacket, Beard Close, ...) showed a price even
when owned and equipped, while the cart (which checks the owned set)
said "owned".
- defaultbaseavataritems returns only the UGC templates, UGCTee_Shirt
(AvatarItemId 2184) and UGCPulloverHoodie_Shirt (2918), as the real
service served them
- those two keep the same ids in every list and carry IsBaseAvatarItem
- they're no longer sold (existing shop rows are removed on seed) or
listed as owned clothing
The owned list (v4/items, defaultunlocked, lockeditems) took names from
the catalog dump, so colour variants read as asset names like
"(Shirt_Winter)", every rarity was 0 and every tooltip empty. 1,864 of
the 2,719 items in both lists disagreed with their shop tile.
Each owned row now takes FriendlyName, Tooltip and Rarity from the store
row with the same AvatarItemDesc (exact match; colour-variant combination
ids are case-sensitive). Rows with no shop tile keep the catalog name.
Rarity uses the same GiftRarity enum on both DTOs.
Patches the Quest build of Rec Room 2023.03.21 (20230317 / 2128210, the
same appVersion as the PC client) to connect to a DorkNet server, using
one native hook library loaded via DT_NEEDED on libmain.so.
- host rewrite onto <svc>.<ServerHost> or a {service}-dev.example.com template
- Photon app ids and region injection (PhotonRegion must match PC)
- TLS / pinning / image-signature bypass, integrity callbacks neutralised
- no-Meta-account build; the server treats platform id 0/1/blank as a
placeholder and keys those accounts by device id
- build.ps1 -Obb packages a DorkNet-<ver>.xapk with one-command
installers for Windows and macOS/Linux; app is named via AppName
- README, docs/quest.md and NOTICE updated; credits RecFlare and
And64InlineHook (MIT)
Tested on a Quest 2: all hooks arm, requests reach the dev server.
The 2023 client replaces its unlocked-item set with every list it
downloads (OutfitManager clears and refills it) and never merges its own
default list, so the server has to include the free
default_unlocked_variants items. v4/items only returned the player's
inventory, so items like Beard Close showed as buyable.
- v4/items returns the player's items plus the 239 default items, deduped,
with room kept for them under MaxUnlockedItems
- defaultunlocked returns the default items before login
- lockeditems never reports a default item as locked
Every change below was checked against the 2023-03-21 client disassembly;
file:line evidence is in the code comments and in
docs/recroom-2023-client-api-complete.md.
Presence
- matchmake/none means "online, in no room" (its only caller is
TryGoToOfflineRoom, which ignores the reply). The server used to keep the
old room or invent a dorm, so the next heartbeat looked out of sync and
the client cancelled its load to chase that room.
- The join watchdog no longer clears presence 30 s into a long room load;
it is a 3 minute backstop that drops the room only.
- One fan-out (PresenceBroadcastService) for every transition: deferred
joins, matchmake/none, logout, failed joins, visibility changes, SignalR
connect/disconnect. isOnline is sent on its own; pushes never go to the
subject, because a self push moves the player.
- Online-status visibility (Public / Friends / Favorites / Appear offline)
is stored and honoured by GET /player and by the live pushes.
Profile
- PUT account/me/{emoji,personalpronouns,identityflags,bannerimage} were
404; added with the client's real form keys and persisted (new Players
columns plus migration). Every account read now returns them, and edits
push AccountUpdate to everyone.
Outfit menu
- Saved outfits kept OutfitSelectionsV2 and CustomAvatarItems, so loading a
slot restores what was saved instead of a stale outfit.
- isCreationAllowedForAccount answers the {Success, Error} envelope the
client parses; minPriceForPublicItem is a bare int; gifts/generate accepts
form bodies; lockeditems returns the full owned-item shape; colourways no
longer share their base item's AvatarItemId.
RecNetResult writes
- About 40 writes look status-only but parse the body as {Success, Error}.
An empty 200 showed "Failed to ..." after the server applied the change,
and a body without Success threw "Error message cannot be null". Clubs,
announcements, keepsakes, comments/read, subscriptions, purchase offers
and privacy settings now answer RecNetResult.
- Login token and device-code grants are real; remoteauth approves the
device code; createlogintoken returns a bare string.
- New: incentivizedreferrals/referrals, account/bulk/{email,phone},
GET strings, account/me/confirmphone, PlayMenuCarouselOrdering_1.
Route inventory and coverage test extended to match.
README now describes the 2023 branch.
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.
Security:
- roomcode PUT now requires instance ownership (any player could plant
or relocate codes on foreign private instances)
- /platformid/{accountId} requires auth (anonymous Steam/Oculus id
enumeration oracle)
- request tracing no longer captures successful /thread bodies by
default (chat messages landed unredacted in logs); opt in via
Trace__SuccessBodyPaths
- anonymous action-link renewal clamped to 720h per consume
Data integrity:
- buyPurchaseReminder upserts its objective sentinel (second purchase
threw UNIQUE after the wallet was debited)
- progression reward gift + idempotency sentinel commit in one
transaction (crash between them double-minted the reward)
- ClubPermissionsGalleryAndModeration migration defaults corrected to
the entity contract (CommentsJson '[]', ClubChatEnabled true); new
one-shot ClubChatDefaultRepair migration fixes databases that
applied the wrong defaults; bootstrap repairs '' CommentsJson rows
- admin subroom-maxplayers audit entry commits with the mutation
- account purge covers CustomAvatarItems (ownership deleted, created
items reassigned to the system account)
- duplicate photo reports ignored while one is unresolved
Stability:
- bootstrap only swallows the expected duplicate-column error; locked
databases and schema failures now fail startup instead of the first
endpoint
- clone blob write failure degrades to an empty sub-room instead of a
500 after the clone row committed
- resumed photo-feed cursor stamped DateTimeKind.Utc (Npgsql rejects
Unspecified for timestamptz)
- unreadcounts queries per requested room instead of materialising the
whole comment keyspace
Tests:
- destroys-the-probe-session template guard is case-insensitive
74/74 tests pass.
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.
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.
Cloning a first-party template (RecCenter and friends) deliberately left the
new room with no blob, on the reasoning that its content is baked client
geometry and any blob is just a MakerPen overlay. That left the copy with
nothing to load.
The copy flow is what exposes it. IBEOONPEELF.GetRoomData / GetRoomMetadata
fetch "/room/{blob}" from the CDN as part of copying and throw a
BCPHBJHOIEM-family exception when that does not give them a usable room —
surfacing as the bare "Failed to copy room: Exception of type 'CEMNLBKJABA'"
with no message. For a name nothing is stored under, the CDN synthesises a
~1.8 KB stub: room_1583_dorknet_v8.dat served 1872 bytes where the source's
room_100_v1.dat is 10,930. The clone that DID work carried real content.
Since GiveCloneItsOwnBlobsAsync copies the bytes under the clone's own name,
the original worry — inheriting an overlay on a SHARED template — no longer
applies: nothing is shared either way. IsFirstPartyTemplate had no other
callers and is gone.
The existing assertion that a template clone must have NO blob encoded the
belief this replaces, so it now asserts the clone carries content. The
"doesn't share the source's object" half is covered by
RoomCloneShapeTests.Clone_does_not_reference_the_source_rooms_blob, which runs
with a real object store; this suite has none and deliberately falls back to
keeping the reference.
The client cancels its own room load when the server says it is nowhere.
OnPresenceHeartbeatResponse XORs (cachedRoomInstance != null) against
(serverRoomInstance != null), so a client holding the instance it is joining
while we answer null reads as the room vanishing mid-join: it logs "presence
heartbeat response indicates local presence is out-of-sync", then "Attempting
to go to Invalid RoomInstance", and cancels the very join the server was
waiting on. It then retried until a heartbeat happened to miss the window, so
entering a dorm took several attempts and looked like a load failure.
Deferring the presence commit is about what everyone ELSE sees — presence stays
uncommitted until the join is confirmed so a failed join leaves no ghost behind.
It was never meant to change what the joining player is told about themselves.
Echoing the pending target satisfies the XOR and matches what the client
already has, while presence itself stays uncommitted.
The null-room branch a few lines below already documents this exact XOR for the
boot race and synthesises a dorm rather than answering null; the deferred branch
contradicted it.
The test drives matchmake/dorm and heartbeats inside the window before the join
is reported, which is the state the client is actually in. Verified to fail
against the previous behaviour rather than passing vacuously.
Extends the parity check into the payload's nested objects — sub-room 0, the
first role, stats and the first tag each have their own generated reader, and a
key set that disagrees with one of those breaks the room just as hard as a
wrong top-level set.
It immediately found seven invented keys. Six on every sub-room (CurrentSave,
DefaultMatchmakingPolicy, LastModeratedSaveModerationState, ShouldAutoStageSaves,
StagedSubRoomDataSaveId, SubRoomUnityAssetId) and IsPrimaryGenre on every tag,
whose real shape is exactly {Tag, Type}. Six of the seven appear NOWHERE in the
decompile; SubRoomUnityAssetId exists but belongs to another DTO, not this one.
The extractor's minimum field count drops from 4 to 2, which is what let this
hide: a room tag has two fields, so a 4-field floor skipped its reader entirely
and the invented third key had nothing to be checked against. The alias rule in
fields_in() is what rejects false positives — the field count never was.
This does not explain the clone failure on its own: the captured response
carries all 41 top-level keys and is still rejected. But it removes the whole
class of "we send something the reader has no slot for" from the search.
Adding DataBlob/DataBlobHash at room level for reader parity was wrong, and the
dorm is what proved it: rooms came back "the data in the room you are trying to
load is corrupt", and every room loaded fine before the key existed.
Which blob a room loads is decided per INSTANCE and per SUB-ROOM, not per room.
The matchmake response carries it (a dorm's is per-player,
dorm_p{id}_v*.dat) and each sub-room carries its own. A room-scoped answer to
the same question is one the client preferred, and for a dorm it named a file
that was never written.
A registered slot does not oblige us to fill it: Newtonsoft leaves an absent
key at its default, which is the state every room loaded in. The parity test
records both keys as deliberately omitted with the reason, so restoring them
takes a decision rather than a tidy-up.
Also drops the room-level/sub-room DataBlob invariant test added an hour ago —
there is no room-level DataBlob left for it to check.
Note for the clone bug: the captured response now shows the clone carries all
41 keys the reader registers and the client still rejects it, so key parity is
NOT that failure. It is a value the reader refuses, not a missing name.
Regression from adding the room-level DataBlob key: it was filled from the
per-ROOM name while sub-room 0 resolves its own, override included. A dorm's
data is per-PLAYER (dorm_p{id}_v*.dat) and reaches the builder as that
override, so the room level advertised a room_{id}_* file that was never
written. The client fetched it and rejected the whole room with "the data in
the room you are trying to load is corrupt" — which reads like a broken save
rather than a payload that disagrees with itself.
Both now come from one resolved value, so whichever key the client reads
first it gets the same file. The no-scenes fallback sub-room honours the
override too, instead of falling back to the per-room name.
Adds the invariant as a test: room-level DataBlob == SubRooms[0].DataBlob.
The DTO parity tests could not have caught this — the key was present and
correctly named, it just pointed somewhere else.
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.
Both bugs were the same shape: we answered HTTP 200 with a key set the client's
generated reader did not agree with, the reader threw mid-deserialise, and it
surfaced later as a bare "Failed to copy room" / a chat that never opened, with
no URL in the client log and no payload in the server log.
Rather than guess at fields, tools/extract-client-dto-keys.py reads the readers
out of the ISIL dump. Cpp2IL emits each generated reader's property names as
string literals in registration order (three spellings per field: Pascal,
camel, lower), so the extracted catalogue is the client's own contract. 156
reader types land in DorkNet.Server.Tests/data/client-dto-keys-2023.json, and
ClientDtoParityTests asserts our real responses against them — nothing missing,
nothing extra.
Chat (EKEFFNBIOHJ) was missing exactly one key: LatestMessage. It was only
emitted when a thread HAD messages, so it vanished from the one response where
it was needed — the thread that thread/withmembers has just created, which by
definition has none. It is now always present, null when there is nothing to
report; a registered slot wants a value and an absent key is not one.
Room details (GLEGPFFPDBE) was missing DataBlob, DataBlobHash, MaxPlayers,
ToxmodEnabled and RankingContext, and sent 15 keys the reader has no slot for.
The 15 are gone: UgcVersion, UgcSubVersion, MinUgcSubVersion, PublishState,
PublishStateAvailability, BoostCount, ExcludeFromLists, IsJuniorCreated,
IsRecRoomApproved, IsRoomLinkedToRecRoomStudio, IsStudioRoom, StudioSessionId,
RestrictedCircuitsAllowListNames, AllowNewUsers, AllowsNewUsers.
That deletion also removes a comment asserting the 2023 client reads UgcVersion
to build its asset-bundle URL. It does not — the literal appears nowhere in the
entire decompile, and neither do PublishState or BoostCount.
When the client rejects a response it still answers HTTP 200 and throws while
reading it, so the server log shows a clean 200, the client shows a bare
"Failed to copy room" / an unopened chat with no URL, and neither side records
the payload. Every diagnosis then comes down to guessing which key the strict
reader tripped on.
Success bodies are now logged for /player, /thread and /clone, and the response
cap is raised to 8000 chars for those paths — a room-details payload is a few
KB and a 300-char truncation answers nothing. Everything else is unchanged:
failures are still always read, successes still discarded, bodies still pass
through RedactSecrets.
Override with the Trace__SuccessBodyPaths env var (comma-separated substrings,
empty to disable).