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https://github.com/DorkSquadRR/DorkNet.git
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3880745efd
With no remembered account, the 2023 title screen creates a brand-new account (grant_type create_account). On a server with sign-ups off that fails and the title screen retries forever. PC (ClientMod) and Quest now open the sign-in page instead, so players log into their existing DorkNet account. AutoCreateAccount = true keeps Rec Room's behaviour. Also replaces a literal NUL byte in the Quest config loader with '\0'.
81 lines
3.4 KiB
Plaintext
81 lines
3.4 KiB
Plaintext
# DorkNet.Quest build configuration.
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#
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# Copy to dorknet-quest.cfg (git-ignored) and edit. scripts/build.ps1 bakes
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# these into libdorknet.so at compile time. Omit a key to keep the built-in
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# default. This same file can be pushed to
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# /sdcard/Android/data/<PackageName>/files/dorknet-quest.cfg
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# to override on-device without a rebuild.
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# ---- deployment ----
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# The apex your DorkNet server is reachable at. The client's service hosts are
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# rewritten onto it: api.rec.net -> api.<ServerHost>, auth.rec.net ->
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# auth.<ServerHost>, ns.rec.net -> ns.<ServerHost>, and so on. The ns response
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# then supplies every other service URL. Your DNS must resolve each subdomain
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# (ns, api, auth, match, chat, cdn, config, ...) and the TLS cert must cover
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# them. No default -- required.
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#
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# For a server on DorkNet's hyphen host style (Domain:HostStyle = hyphen, e.g.
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# ns-dev.example.com), give a template instead: ServerHost = {service}-dev.example.com
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ServerHost = example.com
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# Android package name for the patched build, so it coexists with the store
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# app and uses its own OBB path. Keep this stable: Meta ties platform tokens to
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# package + signing cert, and the runtime-config path derives from it.
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PackageName = net.dorknet.RecRoom
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# Name shown in the headset library (Unknown Sources). Build-time only.
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AppName = DorkNet
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# ---- Meta (Oculus) platform ----
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# Your registered Meta app id. Set it for the Meta build: real entitlement and
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# Meta login run against an app your players own. Leave BLANK for the
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# no-Meta-account build -- the platform entitlement/login path is steered to the
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# client's own username/password screen. Blank sends platform id 1 from every
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# headset; DorkNet's server treats that as a placeholder and keys accounts by
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# device id (see PlayerService.IsPlaceholderPlatformId), so players are NOT
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# merged. Never add a server rule that accepts platform id 1 as an identity.
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OculusAppId =
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# ---- Photon ----
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# Your own Photon app ids (dashboard.photonengine.com). Rec Room's originals
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# reject external clients. Leave an id blank to keep the client's own (dead)
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# value -- multiplayer will not connect until these are set. No defaults.
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PhotonAppId =
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PhotonVoiceAppId =
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PhotonChatAppId =
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# Optional self-hosted Photon name server (blank / 0 = Photon Cloud).
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PhotonNameServer =
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PhotonNameServerPort = 0
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# Photon Cloud region. Must match the PC clients' PhotonCloudRegion (ClientMod
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# config), or Quest and PC players connect to different masters and never meet.
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PhotonRegion = us
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# ---- client behaviour ----
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# Accept the self-hosted TLS chain and skip Rec Room's certificate pinning.
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# Required for a self-hosted server; turn off only if you front it with a cert
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# chain the client's bundled CA set trusts AND you reproduce Rec Room's pins.
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EnableTlsTrustBypass = true
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# Accept image Content-Signatures the server signs with its own key.
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AcceptUnsignedImages = true
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# A headset with no remembered account. false: open the sign-in page so the
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# player logs into their existing DorkNet account. true: Rec Room's own
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# behaviour, which creates a new account automatically -- only useful when the
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# server allows sign-ups (otherwise the game keeps retrying and failing).
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AutoCreateAccount = false
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# ---- diagnostics (adb logcat -s DORKNET) ----
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LogHttp = true
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# WARNING: Debug logs request/response BODIES, including auth tokens and
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# passwords. Leave off except when debugging, and don't share the logs.
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Debug = false
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LogHttpBodyMax = 10000
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