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.
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.
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.
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.
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.
* 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
- Updated Bulk method to parse incoming JSON object arrays for UGC item IDs.
- Introduced ReadBulkIdsAsync to handle both object arrays and flat GUID lists.
- Added synthetic placeholder responses for missing UGC items to prevent client errors.
feat: Implement MatchmakeRoom and MatchmakeSubRoom endpoints in GoToController
- Added MatchmakeRoom and MatchmakeSubRoom methods to facilitate joining public and sub-rooms by numeric ID.
- Enhanced ApplySubRoomMutation to ensure proper state transitions for sub-rooms.
- Improved logging for matchmaking actions.
fix: Refactor PlayerSettingsController to handle database save exceptions
- Introduced SaveSettingsChangesAsync to manage DbUpdateException for busy SQLite scenarios.
- Updated methods to call SaveSettingsChangesAsync instead of direct SaveChangesAsync.
chore: Update URL coverage documentation for new matchmaking endpoints
- Documented new MatchmakeRoom and MatchmakeSubRoom endpoints in url-coverage.md.
chore: Add default room data file for room loading
- Included default_room.room to serve as a fallback for missing room data.
fix: Improve SQLite concurrency handling in DatabaseBootstrap
- Configured SQLite to use WAL mode and set a busy timeout for better concurrency.
chore: Create SqliteErrors utility for handling SQLite exceptions
- Added SqliteErrors class to encapsulate logic for detecting busy SQLite exceptions.
refactor: Update RoomDataBlobService to serve default room data
- Modified GetDefaultBlob to load and serve a default room blob with proper role data.
- Implemented ProgressionEventsController to handle progression event retrieval and active events.
- Created RoomConsumablesController for listing and purchasing room consumables.
- Developed RoomCurrenciesController for managing room currencies, including creation, updates, and balance retrieval.
- Added RoomEarningsDistributionsController to fetch earnings distribution data for rooms.
- Introduced ScreenShareReportsController for reporting screen share incidents.
- Established SubscriptionSeasonsController to provide current subscription season details and rewards.
- Launched UgcPurchasablesController for managing user-generated content purchasables, including bulk operations.
- Added new data entities for customization and room economy, including custom avatar items, room currencies, and UGC purchasables.
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.
SQLite path now honors Database:SqlitePath config (Database__SqlitePath
env var). Falls back to the legacy <bin>/data/dorknet.db default so
existing Docker / standalone deploys are unchanged. Lets the Windows
launcher put the db under %APPDATA%\DorkNet — server cache reinstalls
no longer wipe player accounts / rooms.
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.