# DorkNet — `march-2020-03-10` This is the **March 2020.03.10** branch of DorkNet — a self-hostable reimplementation of the Rec Room backend tuned to the wire protocol of the **Rec Room 2020.03.10** client build (also serves 2020.03.06). > ⚠️ **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 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 2020.03.10 (also 2020.03.06) | | **Schema** | Multi-step EF migrations (~34 phases) | | **Diverges from `december-2020-12-18` by** | ~170 files | Subsystems **NOT** present on this branch (these landed in December): - Clubs surface - Playlists (curated + user-created) - Group DMs / chat threads - Room keys (purchasable room access) - Per-room co-owner / moderator / host roles - Late-2020 store catalog additions Weekly challenges **are** present on this branch: the admin SPA's **Settings → Server** tab edits the weekly slate, the `CompletedRequired` flag, and the gift (XP + tokens, plus an optional store skin/consumable that's granted straight to the player's inventory when the week's challenges complete). If you need any of those, you're on the wrong branch — see [`december-2020-12-18`](../../tree/december-2020-12-18). --- ## 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 march-2020-03-10 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` | `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 | **4. Boot:** ```pwsh dotnet run --project DorkNet.Server ``` First boot creates `bin/Debug/net9.0/data/dorknet.db`, applies all EF migrations under `DorkNet.Server/Migrations/`, seeds canonical rooms + store catalog, and starts listening. You should see `Application started.` in the log; `curl http://localhost:8080/healthz` returns 200. For Docker / VPS, 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`.) ### Debug console (opt-in) The 2020 client ships a built-in dev console (`RecRoom.Debugging.DebugConsole`) with commands like `SetTimeScale`, `Fly`, `Teleport`, `GoToRoom`, and `KillAllEnemies` — normally locked to developer accounts. Set `"EnableDebugConsole": true` in `dorknet-clientmod.json` and relaunch: the mod force-toggles the console UI on a hotkey (`"DebugConsoleToggleKey"`, default `BackQuote` = the `~` key) and silences `CheatManager` so the movement/time commands don't drop you to the dorm. Both default off. If MelonLoader isn't installable on the user's machine, the legacy `tools/install-legacy-client.ps1` does the same patches via direct byte-edits of `resources.assets` + `GameAssembly.dll`. Slower setup, no Harmony runtime needed. --- ## Code map | Folder | Purpose | |---|---| | `DorkNet.Server/` | ASP.NET Core backend (controllers, services, data, hubs, middleware) | | `DorkNet.Server/Migrations/` | EF Core schema migrations applied at boot | | `DorkNet.Models/` | DTOs shared between server and client mod | | `DorkNet.ClientMod/` | MelonLoader IL2CPP mod — the client patcher | | `tools/` | Installers + Cloudflare tunnel templates | Compared to `december-2020-12-18`, this branch's server is closer to the original 2020-Q1 wire shape — fewer endpoints, simpler entities, and the multi-step migrations haven't been consolidated. ### 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. The `SignupCodes` / `PendingDevices` tables post-date the migration chain and are created by an idempotent `CREATE TABLE IF NOT EXISTS` step at boot (Program.cs), so existing SQLite/Postgres DBs pick them up without a new migration. ### 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. --- ## 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 `december-2020-12-18` automatically. If a fix applies to both, cherry-pick it across. - Don't rebase across branches — they're independent forks. - New EF migrations: `dotnet ef migrations add --project DorkNet.Server`. `Migrate()` runs on boot; don't run `database update` manually. --- ## License [AGPL-3.0](LICENSE). Hosted forks must publish their source.