# DorkNet.Quest build configuration. # # Copy to dorknet-quest.cfg (git-ignored) and edit. scripts/build.ps1 bakes # these into libdorknet.so at compile time. Omit a key to keep the built-in # default. This same file can be pushed to # /sdcard/Android/data//files/dorknet-quest.cfg # to override on-device without a rebuild. # ---- deployment ---- # The apex your DorkNet server is reachable at. The client's service hosts are # rewritten onto it: api.rec.net -> api., auth.rec.net -> # auth., ns.rec.net -> ns., and so on. The ns response # then supplies every other service URL. Your DNS must resolve each subdomain # (ns, api, auth, match, chat, cdn, config, ...) and the TLS cert must cover # them. No default -- required. # # For a server on DorkNet's hyphen host style (Domain:HostStyle = hyphen, e.g. # ns-dev.example.com), give a template instead: ServerHost = {service}-dev.example.com ServerHost = example.com # Android package name for the patched build, so it coexists with the store # app and uses its own OBB path. Keep this stable: Meta ties platform tokens to # package + signing cert, and the runtime-config path derives from it. PackageName = net.dorknet.RecRoom # Name shown in the headset library (Unknown Sources). Build-time only. AppName = DorkNet # ---- Meta (Oculus) platform ---- # Your registered Meta app id. Set it for the Meta build: real entitlement and # Meta login run against an app your players own. Leave BLANK for the # no-Meta-account build -- the platform entitlement/login path is steered to the # client's own username/password screen. Blank sends platform id 1 from every # headset; DorkNet's server treats that as a placeholder and keys accounts by # device id (see PlayerService.IsPlaceholderPlatformId), so players are NOT # merged. Never add a server rule that accepts platform id 1 as an identity. OculusAppId = # ---- Photon ---- # Your own Photon app ids (dashboard.photonengine.com). Rec Room's originals # reject external clients. Leave an id blank to keep the client's own (dead) # value -- multiplayer will not connect until these are set. No defaults. PhotonAppId = PhotonVoiceAppId = PhotonChatAppId = # Optional self-hosted Photon name server (blank / 0 = Photon Cloud). PhotonNameServer = PhotonNameServerPort = 0 # Photon Cloud region. Must match the PC clients' PhotonCloudRegion (ClientMod # config), or Quest and PC players connect to different masters and never meet. PhotonRegion = us # ---- client behaviour ---- # Accept the self-hosted TLS chain and skip Rec Room's certificate pinning. # Required for a self-hosted server; turn off only if you front it with a cert # chain the client's bundled CA set trusts AND you reproduce Rec Room's pins. EnableTlsTrustBypass = true # Accept image Content-Signatures the server signs with its own key. AcceptUnsignedImages = true # A headset with no remembered account. false: open the sign-in page so the # player logs into their existing DorkNet account. true: Rec Room's own # behaviour, which creates a new account automatically -- only useful when the # server allows sign-ups (otherwise the game keeps retrying and failing). AutoCreateAccount = false # ---- diagnostics (adb logcat -s DORKNET) ---- LogHttp = true # WARNING: Debug logs request/response BODIES, including auth tokens and # passwords. Leave off except when debugging, and don't share the logs. Debug = false LogHttpBodyMax = 10000