# DorkNet — `march-2023-03-21` This is the **December 2020.12.18** branch of DorkNet — a self-hostable reimplementation of the Rec Room backend tuned to the wire protocol of the **Rec Room 2020.12.18** client build. > ⚠️ **Not affiliated with Rec Room Inc. or Against Gravity.** > See [DISCLAIMER](../../blob/main/DISCLAIMER.md). DorkNet ships no Rec > Room game assets or modified binaries — you supply your own > legally-acquired Rec Room 2020.12.18 install. If you're not sure which DorkNet branch you want, start at the [main branch's chart](../../blob/main/BRANCHES.md). The launcher on main also auto-detects your install. --- ## What this branch targets | | | |---|---| | **Client build** | Rec Room 2020.12.18 | | **Version key** (sent as `X-DorkNet-Version` header) | `december_2020_12_18` | | **Version plugin** | `DorkNet.Server/Versions/Late2020/Late2020VersionPlugin.cs` | | **Schema** | One EF `Initial` migration; SQLite + Postgres both work | | **Runtime topology** | Gateway-fronted microservices with dedicated service slices and a monolith fallback | | **Diverges from `march-2020-03-10` by** | ~170 files | Subsystems present on this branch that the March branch doesn't have: - Chat threads + group DMs (`ChatThreads`, `ChatThreadMembers`) - Clubs surface (`clubs.{apex}/*` — announcements, categories, subscriptions) - Playlists (curated + user-created) - Weekly challenges - Room keys (purchasable room access) - Room roles (per-room co-owner / moderator / host grants) - Leaderboard channel metadata - Loading-screen tips --- ## Quickstart **1. Install .NET 9 SDK** and (optionally) `dotnet-ef`: ```pwsh dotnet tool install --global dotnet-ef ``` **2. Clone this branch:** ```pwsh git clone --branch december-2020-12-18 https://github.com/DorkSquadRR/DorkNet cd DorkNet ``` **3. Configure secrets.** Drop in `DorkNet.Server/appsettings.Local.json` (gitignored) or export environment variables: | Config key | Env var | Required | Notes | |---|---|---|---| | `Jwt:Secret` | `DORKNET_JWT_SECRET` or `Jwt__Secret` | yes | >=64 random chars | | `Photon:AppId` | `Photon__AppId` | yes | Photon Realtime AppId (free at dashboard.photonengine.com) | | `Photon:VoiceAppId` | `Photon__VoiceAppId` | no | only if voice chat | | `Photon:CloudRegion` | `Photon__CloudRegion` | no | defaults to `us` | | `Database:Provider` | `Database__Provider` | no | `sqlite` (default) or `postgres` | | `ConnectionStrings:Default` | `ConnectionStrings__Default` | postgres-only | full Npgsql connection string | | `ConnectionStrings:Redis` | `ConnectionStrings__Redis` | no | enables SignalR backplane | | `Domain:Apex` | `DORKNET_DOMAIN` | no | defaults to `localhost`; set for production | | `S3:Endpoint` | `S3__Endpoint` | production | S3-compatible API endpoint for blobs/images | | `S3:AccessKey` | `S3__AccessKey` | production | S3 access key | | `S3:SecretKey` | `S3__SecretKey` | production | S3 secret key | | `S3:Region` | `S3__Region` | no | defaults to `garage`; use `auto` for R2 | **4. Boot a local standalone server:** ```pwsh dotnet run --project DorkNet.Server ``` First boot creates `bin/Debug/net9.0/data/dorknet.db`, runs every `LegacyUpgrades` pass, seeds canonical rooms / store catalog / club categories / playlists, and starts listening. You should see `Application started.` in the log; `curl http://localhost:8080/healthz` returns 200. For the production microservices stack, Docker, and Dokploy deploy notes, see [docs/deploy.md](docs/deploy.md). --- ## Patching your client ```pwsh .\tools\install-melon.ps1 ` -RecRoomPath "C:\Path\To\Recroom_Release_Data" ` -PhotonAppId "" ` -PhotonVoiceAppId "" ``` This installs the MelonLoader mod (`DorkNet.ClientMod`) into the client's `Mods/` folder and writes its config to `MelonLoader/UserData/dorknet-clientmod.json`. The mod rewrites all `*.rec.net` URIs to your configured DorkNet apex, swaps the Photon AppIds, and bypasses TLS verification on the client's HTTPS calls so self-signed certs work. (First run prints "launch the game once"; do that, then re-run with `-ResumeBuild` to finish — see the script's `-?` help.) ### Standalone Quest build (experimental) The December Quest APK is also IL2CPP and can build the same `DorkNet.ClientMod` source against LemonLoader's Android runtime. The current Quest path is still device-tested manually: build the mod as a net8 LemonLoader DLL, install it into a LemonLoader-patched APK, then sideload the resigned APK. From this branch: ```pwsh dotnet build .\DorkNet.ClientMod\DorkNet.ClientMod.csproj ` -p:TargetFrameworks=net8.0 ` -p:MelonLoaderDir="C:\path\to\LemonLoader\melon_data\MelonLoader" ``` Output lands at `DorkNet.ClientMod\bin\Debug\net8.0\DorkNet.ClientMod.dll`. Desktop builds still default to net6 and keep the historical flat output path. Quest notes: - Target package: `com.AgainstGravity.RecRoom`. - Use a public HTTPS DorkNet host; keep `"EnableTlsTrustBypass": false` for Quest builds. - The Dec Photon hooks are discovered from the unique `PUNNetworkManager` methods returning `AppSettings` and `AuthenticationValues`, with the known Dec obfuscated names as fallback. - Standalone APK patching/resigning is not yet wrapped by `install-melon.ps1`; this is the porting path, not a public one-click installer yet. ### Debugging (opt-in — `DorkNet.DebugMod`) The shipping `DorkNet.ClientMod` carries only what's needed to connect and survive anti-cheat. All diagnostics — HTTP/request tracing, join/quit/studio/ room-load traces, the process-exception sink, auth-token tracing, the registration-dialog trace, and the in-game debug console — live in a separate `DorkNet.DebugMod`. Drop `DorkNet.DebugMod.dll` into the `Mods` folder next to `DorkNet.ClientMod.dll` to turn them on; remove it to ship a quiet, minimal client. Debug knobs are read from the same `dorknet-clientmod.json`. Retail builds keep the `RecRoom.Debugging.DebugConsole` UI and serialized `DebugConsoleCommandConfig` list, but the public 2023 client strips the native command submit path. With `DorkNet.DebugMod` installed, set `"EnableDebugConsole": true` and relaunch: it force-toggles the console UI on a hotkey (`"DebugConsoleToggleKey"`, default `BackQuote` = the `~` key), intercepts the dead submit callback, and invokes commands from the runtime command metadata directly. Type `help` in the console to list discovered commands. `"DevCommands"` may contain optional `"Label=Command args"` shortcuts. The feature stays off by default and also silences the retail `CheatManager` callbacks used by movement/time commands. ### Desktop Screen Sharing FPS (opt-in) The Maker Pen "Desktop Sharing Screen" (`RecRoom.Tools.Productivity.DesktopScreenSharingDisplay`) broadcasts at a baked refresh rate (~5 fps). Set `"DesktopScreenShareFps"` in `dorknet-clientmod.json` (e.g. `30`) and relaunch to override it — the mod rewrites the gadget's `screenShareImageRefreshFrequency` at runtime and, when `"DesktopScreenShareRaisePhotonRate"` is true (default), lifts `PhotonNetwork.SendRate`/`SerializationRate` to match so the frames actually transmit (the image streams over `OnPhotonSerializeView`, capped at the serialization rate otherwise). This is **global** — it raises every object's network sync rate, so back it off on a busy room. `"DesktopScreenShareResolution"`/`"DesktopScreenShareQuality"` (both `0` = keep the prefab value) trade per-frame size for bandwidth if a high FPS saturates the link. Only the player *sharing* needs the override. Default `0` (off). ### RRO quest team size (opt-in) RRO quests ship with a baked 4-player `GameConfigurationAsset` team cap. Set `"QuestMaxTeamSize"` in `dorknet-clientmod.json` (for example `8`) to raise that cap for the allowlisted quest configs in `"QuestMaxTeamSizeRooms"`: ```json { "QuestMaxTeamSize": 8, "QuestMaxTeamSizeRooms": [ "CrimsonCauldron", "Crescendo", "GoldenTrophy", "IsleOfLostSkulls", "TheRiseofJumbotron" ] } ``` The quest host must run the mod: the host builds the game configuration that gets networked to joiners. The patch also relaxes the quest spawn filter for extra players, so player indexes above the four baked spawn slots can reuse existing quest spawn points instead of being left out. Default `0` (off). --- ## Code map | Folder | Purpose | |---|---| | `DorkNet.Server/` | Shared ASP.NET Core controller/service stack, standalone fallback, monolith fallback | | `DorkNet.Models/` | DTOs shared between server and client mod | | `DorkNet.Contracts/` | Shared service names, route ownership, service-map options, and health/probe contracts | | `DorkNet.ServiceDefaults/` | Shared service health, JSON, HTTP client, service identity, and route-guard setup | | `DorkNet.Gateway/` | Edge reverse proxy with service-map, route-table, and service-health endpoints | | `DorkNet.Services.*` | Gateway-fronted service hosts for identity, rooms, notify, content, social, commerce, platform, moderation, and web | | `DorkNet.ClientMod/` | MelonLoader IL2CPP mod — the client patcher | | `tools/` | Installers (`install-melon.ps1`, `install-legacy-client.ps1`, `remove-eac.ps1`), Cloudflare tunnel templates | | `Dockerfile`, `Dockerfile.service`, `docker-compose.microservices*.yml` | Standalone fallback image, reusable service image, and local/Dokploy microservices entrypoints | See [docs/architecture.md](docs/architecture.md) for the full mental model (project layout, request lifecycle, watch-mirror controller pattern, where to start contributing). ### Client API contracts Rec Room is shut down, so the clients can only be studied statically. [docs/recroom-2023-client-api-complete.md](docs/recroom-2023-client-api-complete.md) is the complete contract for the March-2023 client: every route it can call, the HTTP verb, the request and response shapes, and a per-subsystem diff against what this server currently implements. Read it before adding or changing any endpoint that build touches — it also documents how to recover verbs and response shapes from the disassembly yourself. The equivalent material for the December-2020 client is in the `recroom-2020-client-*` files alongside it. ### Microservices The production topology is the gateway-fronted compose stack. `docker-compose.microservices.yml` starts the gateway, identity, rooms, notify, content, social, commerce, platform, moderation, web, and monolith fallback service hosts plus Compose-managed Postgres and Redis for local testing. `docker-compose.microservices.dokploy.yml` is the Dokploy version; it adds a `cloudflared` sidecar so Cloudflare Tunnel can route the apex and wildcard hostnames to the gateway without Dokploy domain rows. The gateway routes owned host/path slices to the dedicated service hosts. The `web` service owns the apex, `www`, `admin`, and `feed` static hosts. The monolith fallback is still present for unknown route families, so public client URLs remain stable while the split continues. The compose file intentionally does not start object storage. Point it at your separate S3-compatible instance: ```pwsh $env:DORKNET_S3_ENDPOINT="https://your-s3-endpoint" $env:DORKNET_S3_ACCESS_KEY="..." $env:DORKNET_S3_SECRET_KEY="..." $env:DORKNET_S3_REGION="garage" # or auto for R2 docker compose -f docker-compose.microservices.yml up --build ``` For deployment details, including Dokploy env vars, Cloudflare Tunnel routing, external Postgres, and S3 setup, see [docs/deploy.md](docs/deploy.md). For the browser admin console, its routes, auth model, and production troubleshooting, see [docs/admin.md](docs/admin.md). --- ## Database & migrations One EF migration (`Migrations/_Initial.cs`) captures the schema. SQLite dev DBs apply it via `Database.Migrate()`; Postgres uses `EnsureCreated()` behind a transaction-scoped advisory lock. The entity model is the single source of truth — to add a column, edit the entity, boot, done (on SQLite — Postgres prod needs a migration). Data transforms that can't be schema (seed renames, computed backfills) go in [`DorkNet.Server/Data/LegacyUpgrades.cs`](DorkNet.Server/Data/LegacyUpgrades.cs). See [`DorkNet.Server/Data/MIGRATIONS.md`](DorkNet.Server/Data/MIGRATIONS.md) for the full discipline. Tables added after the consolidated `Initial` migration (e.g. `SignupCodes` / `PendingDevices`) are created by an idempotent `CREATE TABLE IF NOT EXISTS` step in [`Startup/DatabaseBootstrap.cs`](DorkNet.Server/Startup/DatabaseBootstrap.cs) so both providers pick them up on existing DBs without a new migration (the Postgres path is `EnsureCreated`-only and never replays migrations). ### Signup codes When account creation is disabled (admin **Settings → Server**), the only way in is an admin-issued single-use **signup code**: generate one in the admin panel's **Settings → Signup codes** tab (with a descriptor + optional expiry), hand it to the player, and they redeem it on the site's **`/join`** page — which creates their account bound to the device their game client reported, so the next launch logs straight in. ### Everyone-is-friends toggle For small servers where searching + friend-requesting each other is friction, admin **Settings → Server → "Everyone is friends"** makes every account a friend of every other account. It writes **no** relationship rows — the friend graph is synthesized at read time (`RelationshipQueries.EffectiveFriendIdsAsync`, gated on `ServerSettings.GlobalFriendsEnabled`), so flipping it off reverts instantly. Blocks are still honored and the system/coach account is excluded, as are auto-generated `Player_NNN` placeholder accounts that never set a real username (they only appear if there's a genuine friend row). Flipping it broadcasts `RelationshipsInvalid` to every connected watch, which calls `Relationships.RefreshList` and re-pulls `api/relationships/v2/get` — so players see everyone appear (or disappear) **without relogging**. It covers the friends list, the friends-online HUD, and room-move presence fan-out. --- ## Single-server defaults (review before going public) Several values are hardcoded or defaulted for the convenience of running a small, trusted, single-operator server. They work out of the box for a group of friends but should be reviewed / adapted before exposing the server to the public internet: - **Client build version (`appVersion`).** Hardcoded to this branch's client build (`20230317`) in the presence/match/notification responses (`MatchPlayerController`, `PlayerPresenceController`, `NotificationService`, `RoomsController`). It must match the build everyone runs, or players get a "version mismatch" and can't join each other. If you serve a different client build, change it (ideally hoist it to one shared constant). - **No real authentication.** Accounts are keyed by a per-install `deviceId` the client generates (`PlayerService.GetOrCreateByDeviceAsync`) — **not** a verified identity (Steam ID is deliberately ignored so emulators work). Anyone who can reach the server with a patched client gets/creates an account. Use **Settings → Server → disable signups** + the [signup-code](#signup-codes) flow to gate who can join; there is no password wall by default. - **First account becomes admin.** The first account created on a fresh DB is granted `IsAdmin` so there's always a root admin. On a public server, create your admin account first and verify no one else beat you to it. - **Online status = Everyone.** Presence reports `StatusVisibility = 0` (Everyone) so every player appears online to every other player, matching the [everyone-is-friends](#everyone-is-friends-toggle) convenience. A public server may instead want to persist and honor each player's own visibility preference. - **Room / matchmaking capacity.** New matchmade sessions and subrooms default to **8** players and are capped at **40** (`GameSessionService`, `RoomSceneEntity.MaxPlayers`, admin `MaxCapacity` clamp). The in-game "Max Player Count in This Subroom" slider raises it per room (slider ceiling 40). - **Avatar unlock clamp.** The wardrobe clamp defaults high (`Avatar:MaxUnlockedItems` 4000 / per-slot 1000) for this desktop client — tune in config if you change the ownership model. - **Hosts / domain.** The apex and per-service subdomains come from `DomainConfig` (`Domain:Apex`) / `appsettings`; set these to your own domain. The `Everyone-is-friends`, signup-disable, and similar switches live in **admin Settings**, not source. None of these are security boundaries as shipped — treat the server as trusted LAN/friends infrastructure unless you harden the items above. --- ## Contributing See [main's CONTRIBUTING guide](../../blob/main/CONTRIBUTING.md) for the project-wide rules. Branch-specific: schema changes on this branch don't flow to `march-2020-03-10` automatically. If a fix applies to both, cherry-pick it across. Don't rebase across branches. --- ## License [AGPL-3.0](LICENSE). Hosted forks must publish their source.