Files
DorkNet/.gitignore
Alexa 1d4777e3da feat: Enhance RoomZipImportController to support Unity asset bundles
- Added support for .assetbundle files in RoomZipImportController.
- Introduced new properties in RoomSceneEntity for handling Studio asset metadata.
- Updated ZipImport method to handle asset bundles during bulk imports.
- Enhanced CdnController to serve Unity asset bundles via a new route.
- Modified GoToController to include Unity asset ID in matchmaking responses.
- Updated database schema to accommodate new fields related to Studio asset bundles.
- Improved URL coverage documentation to reflect new routes for asset bundles.
2026-06-24 16:11:21 +03:00

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## .NET
bin/
obj/
build/
*.user
*.suo
.vs/
.vscode/
*.csproj.bak
dist/
## Data / secrets
# Local SQLite + uploaded blobs only — DON'T match the source-tree
# DorkNet.Server/Data/ folder (which holds DbContext + Entities/) on
# case-insensitive filesystems. Use the precise runtime data dirs.
DorkNet.Server/bin/Debug/net9.0/data/
DorkNet.Server/bin/Release/net9.0/data/
# appsettings.Production.json is intentionally versioned — contains
# only the Postgres provider switch + Kestrel bind address. All real
# secrets come from Coolify env vars at runtime.
tmp/
## OS
.DS_Store
Thumbs.db
.backups
## Reverse-engineered artifacts (Il2CppDumper / Cpp2IL output, not for commit)
dump.cs
il2cpp.h
script.json
stringliteral.json
Il2CppDump/
Cpp2ILOutput/
Cpp2IL_CS/
Cpp2IL_ISIL/
RoomPersistenceManager_decompiled.txt
## Per-machine editor / agent settings
.claude/
global-metadata.dat
GameAssembly.dll
_wildcard.rec.net+1.pem
_wildcard.rec.net+1-key.pem
dist$ZIPNAME.zip
## Vite admin SPA build output — derived from DorkNet.Server/admin-ui/
## via `npm run build` (local) or the admin-ui Dockerfile stage (deploy).
## Each build emits a new hash (assets/index-<hash>.js) so committing
## these files leaves a stale index.html → JS hash mismatch the next
## time someone rebuilds. Keep the source committed, regenerate output.
DorkNet.Server/wwwroot/admin/index.html
DorkNet.Server/wwwroot/admin/assets/
DorkNet.Server/wwwroot/admin/brand/
DorkNet.Server/wwwroot/admin/*.map
DorkNet.Server/admin-ui/node_modules/
DorkNet.Server/admin-ui/dist/
DorkNet.Server/admin-ui/.vite/
DorkNet.Server/admin-ui/tsconfig.tsbuildinfo
## Public-facing site (Vite + React, DorkNet.Server/site/)
## Same reasoning as admin-ui above: hashed output, regenerate per build.
DorkNet.Server/wwwroot/site/index.html
DorkNet.Server/wwwroot/site/assets/
DorkNet.Server/wwwroot/site/brand/
DorkNet.Server/wwwroot/site/*.map
DorkNet.Server/site/node_modules/
DorkNet.Server/site/dist/
DorkNet.Server/site/.vite/
DorkNet.Server/site/tsconfig.tsbuildinfo
steamless/
## Local recovery / cache-mining artifacts produced by tools/recover-inventions.ps1
## and friends. These can run hundreds of MB to multi-GB (HTTPCache snapshots,
## raw .inv bytes staged for re-import, ready-to-import zip bundles). Per-room,
## per-run, regeneratable from the source room zip + a live walkthrough — never
## belongs in source control.
*-cache-snapshot/
*-cache-snapshot-*/
*-recovered-inv/
*-recovered.zip
DorkSquad-recovered/
ProficioVII-recovered/
Recovered.zip
Recovered/
Recovered(*)/
local-releases/**
DorkNet.Models/bin-verify/**
DorkNet.Models/bin-verify2/**