Files
DorkNet/DorkNet.ClientMod/attic/AuthValuesInjector.cs.attic
Alexa c5db16eeb0 Port march fixes: Vite relative-base + ResolveType internal + park AuthValuesInjector
Three carry-overs from the march branch (commits 80cc4ce, cd9d105) and
the launcher-side Vite build fix, all applicable to december without
modification:

1. Vite admin-ui + site configs switch from `base: '/'` to `base: './'`.
   Built index.html now emits `<script src="./assets/...">` instead of
   `/assets/...`, so the Easy Launcher's single-origin path-prefix mode
   (`https://<apex>/__dn/admin/`) resolves assets under the prefix
   instead of skipping it and 404'ing on the wrong server host.

2. Mod.ResolveType promoted from private to internal so PhotonPatches'
   and SavePatches' local FindGameType helpers can delegate to the
   broader assembly-scan fallback (was misssing IL2CPP-mangled type
   names like the literal "PhotonNetwork"). Both helpers collapse to
   one-line `=> Mod.ResolveType(name);`.

3. Parked AuthValuesInjector_Prefix into
   DorkNet.ClientMod/attic/AuthValuesInjector.cs.attic. In december
   this method was defined but **never wired to a harmony hook** in
   OnLateInitializeMelon, so it was effectively dead code. Removed
   the method + GetCurrentLockToken helper + Cfg.InjectAuthValues
   field + LoadConfig reader + log mention. The .cs.attic suffix
   keeps the SDK's auto-globber from compiling the parked file.
   Restore notes inside the attic file describe how to re-enable —
   for december the suggested hook is a postfix on
   PUNNetworkManager.EMGGKBALALH (mutate the AuthValues there)
   instead of march's NetworkingPeer.CallAuthenticate which never
   fires in IL2CPP.
2026-05-28 14:18:59 +03:00

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// ─────────────────────────────────────────────────────────────────────
// AuthValuesInjector — PARKED 2026-05-28 (december-2020-12-18)
// ─────────────────────────────────────────────────────────────────────
//
// Filename suffix is .cs.attic on purpose so the .NET SDK's globber
// doesn't pick it up. Don't rename to .cs unless you're putting the
// feature back.
//
// What this used to do
// --------------------
// Built a Photon AuthenticationValues with `userid` + `LoginLock`
// custom-auth parameters from the in-game RecNet account state. The
// server's /photon/customauth controller (PhotonCustomAuthController.cs)
// validated those parameters against the player's /player/login lock.
//
// Status in this branch
// ---------------------
// The method existed but was **never actually wired to a harmony
// hook** in this branch's OnLateInitializeMelon. December's Photon
// AuthValues path goes through PhotonPatches.LogAuthValues_Postfix
// (postfix on PUNNetworkManager.EMGGKBALALH), which only logs — it
// doesn't inject. So this code was effectively dead in december.
//
// Removed because:
// 1. Photon Cloud is currently configured with Custom Authentication
// disabled at the AppId level (anonymous connects allowed), so
// no server-side auth probe.
// 2. Even when the watch did send AuthValues, the upstream Cloudflare
// / Localtunnel layer 403'd Photon's auth probe before our
// controller could decide anything.
//
// How to put it back
// ------------------
// 1. Rename this file to AuthValuesInjector.cs (drop the .attic suffix).
// 2. Reinstate the `InjectAuthValues` field on Mod.Cfg + the LoadConfig
// line.
// 3. Wire the harmony hook in OnLateInitializeMelon. The march branch's
// pick of NetworkingPeer.CallAuthenticate doesn't fire in IL2CPP, so
// consider hooking PUNNetworkManager.EMGGKBALALH postfix instead and
// mutating its returned AuthValues in place — that's the mangled
// method december verifies fires (LogAuthValues_Postfix already
// proves this entry point works).
// 4. Put `"InjectAuthValues": true` back in dorknet-clientmod.json.template.
// 5. If you also want the server to enforce the lock, set
// Photon__RequireCustomAuth=true on the server.
using System.Reflection;
namespace DorkNet.ClientMod.Attic;
internal static class AuthValuesInjector
{
public static void AuthValuesInjector_Prefix(object __instance)
{
if (!Mod.Cfg.InjectAuthValues) return;
try
{
// Photon's AuthValues live on PhotonNetwork.AuthValues. The 2020
// watch never sets them itself, so we set them right before
// NetworkingPeer.CallAuthenticate forwards to the wire op. The
// userid is RecNet.Core.LocalAccountId, the LoginLock comes
// from PlayerPrefs key LoginLockTokenV2.
// RecNet.Core.LocalAccountId is declared `int` in the game
// build (dump.cs:573622 → 0x30 backing field). Convert via
// Convert.ToInt64 so boxing as int still gives us the long we
// need below; a direct (long) cast on boxed int would throw.
var coreType = FindGameType("RecNet.Core");
var accountIdObj = coreType?.GetProperty("LocalAccountId", BindingFlags.Public | BindingFlags.Static)?.GetValue(null);
var accountId = accountIdObj is null ? 0L : Convert.ToInt64(accountIdObj);
if (accountId <= 0)
{
Mod.Log.Msg("[auth-injector] skip — no LocalAccountId yet (pre-login Photon ping)");
return;
}
var photonNetwork = FindGameType("PhotonNetwork");
var avProp = photonNetwork?.GetProperty("AuthValues", BindingFlags.Public | BindingFlags.Static);
var existing = avProp?.GetValue(null);
if (existing is not null)
{
var userIdProp = existing.GetType().GetProperty("UserId");
var existingUserId = userIdProp?.GetValue(existing) as string;
if (!string.IsNullOrEmpty(existingUserId)) return;
}
var token = GetCurrentLockToken();
var authValuesType = FindGameType("ExitGames.Client.Photon.LoadBalancing.AuthenticationValues");
if (authValuesType is null) { Mod.Log.Warning("[auth-injector] AuthenticationValues type not found"); return; }
var av = Activator.CreateInstance(authValuesType);
var authTypeProp = authValuesType.GetProperty("AuthType");
if (authTypeProp is not null)
{
var customAuthValue = authTypeProp.PropertyType.IsEnum
? Enum.ToObject(authTypeProp.PropertyType, 0)
: Convert.ChangeType(0, authTypeProp.PropertyType);
authTypeProp.SetValue(av, customAuthValue);
}
authValuesType.GetProperty("UserId")?.SetValue(av, accountId.ToString());
var addParam = authValuesType.GetMethod("AddAuthParameter", new[] { typeof(string), typeof(string) });
addParam?.Invoke(av, new object[] { "userid", accountId.ToString() });
addParam?.Invoke(av, new object[] { "LoginLock", token ?? string.Empty });
avProp?.SetValue(null, av);
Mod.Log.Msg($"[auth-injector] set AuthValues userid={accountId} LoginLock={(string.IsNullOrEmpty(token) ? "<missing>" : "<set>")}");
}
catch (Exception ex) { Mod.Log.Warning($"[auth-injector] failed: {ex.Message}"); }
}
private static string? GetCurrentLockToken()
{
try
{
var playerPrefs = FindGameType("UnityEngine.PlayerPrefs");
var getString = playerPrefs?.GetMethod("GetString", new[] { typeof(string), typeof(string) });
var raw = (string?)getString?.Invoke(null, new object[] { "LoginLockTokenV2", string.Empty });
if (string.IsNullOrEmpty(raw)) return null;
const string key = "\"LockToken\":\"";
var ix = raw.IndexOf(key, StringComparison.Ordinal);
if (ix < 0) return null;
ix += key.Length;
var end = raw.IndexOf('"', ix);
return end < 0 ? null : raw[ix..end];
}
catch { return null; }
}
// FindGameType in the live Mod.cs is a delegate to Mod.ResolveType.
// Use that on restore; this is just a placeholder to keep the file
// compilable if someone untreats it without re-checking the wiring.
private static Type? FindGameType(string name) => null;
}