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.
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.
* 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 support for .assetbundle files in RoomZipImportController.
- Introduced new properties in RoomSceneEntity for handling Studio asset metadata.
- Updated ZipImport method to handle asset bundles during bulk imports.
- Enhanced CdnController to serve Unity asset bundles via a new route.
- Modified GoToController to include Unity asset ID in matchmaking responses.
- Updated database schema to accommodate new fields related to Studio asset bundles.
- Improved URL coverage documentation to reflect new routes for asset bundles.
- 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.
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.
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.