Files
DorkNet/docs/quest.md
Alexa a7879d7ede feat: install the Quest build from the website
A Quest page on the public site (/quest) installs a DorkNet .xapk from
Chrome or Edge over WebUSB, with no adb, SideQuest or scripts: pick the
.xapk, connect the headset, install. It installs the APK, copies the OBB
to its install path (skipped when an identical one is already there) and
launches the app, with progress bars and plain-language errors for an
unsupported browser, a headset held by adb/SideQuest, a disconnect and a
copy signed with a different key.

The .xapk is read from the player's own disk: the APK and OBB are stored
uncompressed, so they stream straight out of the file without loading
1.4 GB into memory, and the server never hosts game files.

Uses Tango (@yume-chan/adb 2.6.4 and friends, MIT), pinned and bundled;
the page is lazy-loaded so the rest of the site doesn't grow. Credited in
NOTICE; README, DorkNet.Quest/README.md, docs/quest.md and the packaged
README.txt point players at the page.
2026-10-15 22:34:25 +03:00

3.8 KiB

Meta Quest client

DorkNet can be played on a standalone Meta Quest headset using a sideload-patched Rec Room 2023.03.21 client. The patcher and the full build and install guide live in ../DorkNet.Quest/; this page is the server operator's view.

Which build

Rec Room version 2023.03.21 (versionName 20230317, versionCode 2128210)
Package (store) com.AgainstGravity.RecRoom, arm64-v8a, IL2CPP
Ships single APK + a ~1.4 GB OBB

This build reports appVersion 20230317 — identical to the PC march-2023-03-21 client. The server hardcodes "20230317" in presence / match / notification responses, so Quest and PC players interoperate with no server change: the version gate (GET api/versioncheck/v4), the presence appVersion string, and Photon room versioning all line up. Do not patch a different Quest build (e.g. 20230414) against this branch — a different appVersion reads as "version mismatch, can't join".

How it connects

There is no MelonLoader on Android, so DorkNet.Quest does the ClientMod + Photon-byte-patch jobs with one native library (libdorknet.so) injected via a DT_NEEDED entry on libmain.so. At runtime it:

  • rewrites <service>.rec.net → <service>.<ServerHost> (for a server on Domain:HostStyle = hyphen, set ServerHost = {service}-<env>.<apex>) (the name server then hands out every other service URL — same bootstrap as the PC client);
  • injects the operator's Photon app ids and fixed region (PhotonRegion; it must match the PC clients' PhotonCloudRegion or the two never meet);
  • accepts the self-hosted TLS chain and image signatures;
  • neutralises the integrity callbacks that would otherwise reject a re-signed, hook-loaded sideload.

So the same DNS, TLS, Photon and image-signing setup from deploy.md serves Quest — every *.<apex> subdomain the PC client uses must resolve and be covered by the cert.

Accounts without a Meta account

If the build is made with a blank OculusAppId (the no-Meta-account build), the client can't produce a real Oculus platform identity, so every headset sends the placeholder platform user id 1. The server must not treat that as an identity, or all those players collapse into one shared account and are offered each other's "remembered logins".

DorkNet handles this server-side in PlayerService (IsPlaceholderPlatformId): platform ids 0, blank and 1 are never stored on an account, never matched by the cached-login lookup (cachedlogin/forplatformid), and never used to synthesise a device id — those players are keyed by deviceId alone, exactly like the PC Steam-emulator path. A real Meta platform id (the Meta build) still tags and lists normally.

Thanks to RecFlare for documenting this pitfall in their Quest client notes.

Covered by DorkNet.Server.Tests/QuestPlaceholderPlatformIdTests.cs. Never add a rule that accepts platform id 1 as a real identity — the whole no-Meta fleet sends the same value.

Operator checklist

  1. DNS + TLS for every *.<apex> service subdomain (see deploy.md).
  2. Your own Photon Realtime/Voice app ids (see deploy.md → Photon Cloud).
  3. Image signing key configured (ImageSignatureService), as for PC.
  4. Build with ServerHost=<apex>, the Photon ids and region baked in, passing -Obb so you get a release folder (DorkNet-<ver>.xapk plus install.cmd/install.sh). Players install it from your site's Quest page (https://<apex>/quest, Chrome or Edge over USB) or with the installer scripts; the app appears as DorkNet under Unknown Sources. Share the .xapk however you like: the page reads it from the player's own disk, so your server never hosts game files.

No server component is Quest-specific beyond the placeholder-platform-id handling above.