Files
DorkNet/docs/quest.md
Alexa 975753deac feat: DorkNet.Quest, a sideload patcher for the 2023 Quest client
Patches the Quest build of Rec Room 2023.03.21 (20230317 / 2128210, the
same appVersion as the PC client) to connect to a DorkNet server, using
one native hook library loaded via DT_NEEDED on libmain.so.

- host rewrite onto <svc>.<ServerHost> or a {service}-dev.example.com template
- Photon app ids and region injection (PhotonRegion must match PC)
- TLS / pinning / image-signature bypass, integrity callbacks neutralised
- no-Meta-account build; the server treats platform id 0/1/blank as a
  placeholder and keys those accounts by device id
- build.ps1 -Obb packages a DorkNet-<ver>.xapk with one-command
  installers for Windows and macOS/Linux; app is named via AppName
- README, docs/quest.md and NOTICE updated; credits RecFlare and
  And64InlineHook (MIT)

Tested on a Quest 2: all hooks arm, requests reach the dev server.
2026-10-15 20:29:32 +03:00

3.6 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 run the installer with the headset plugged in; the app appears as DorkNet under Unknown Sources.

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