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192 lines
7.3 KiB
Markdown
192 lines
7.3 KiB
Markdown
# DorkNet — `march-2020-03-10`
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This is the **March 2020.03.10** branch of DorkNet — a self-hostable
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reimplementation of the Rec Room backend tuned to the wire protocol of
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the **Rec Room 2020.03.10** client build (also serves 2020.03.06).
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> ⚠️ **Not affiliated with Rec Room Inc. or Against Gravity.**
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> See [DISCLAIMER](../../blob/main/DISCLAIMER.md). DorkNet ships no Rec
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> Room game assets or modified binaries — you supply your own
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> legally-acquired Rec Room install.
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If you're not sure which DorkNet branch you want, start at the
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[main branch's chart](../../blob/main/BRANCHES.md). The launcher on
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main also auto-detects your install.
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---
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## What this branch targets
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| **Client build** | Rec Room 2020.03.10 (also 2020.03.06) |
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| **Schema** | Multi-step EF migrations (~34 phases) |
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| **Diverges from `december-2020-12-18` by** | ~170 files |
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Subsystems **NOT** present on this branch (these landed in December):
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- Clubs surface
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- Playlists (curated + user-created)
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- Group DMs / chat threads
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- Room keys (purchasable room access)
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- Per-room co-owner / moderator / host roles
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- Late-2020 store catalog additions
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Weekly challenges **are** present on this branch: the admin SPA's
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**Settings → Server** tab edits the weekly slate, the `CompletedRequired`
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flag, and the gift (XP + tokens, plus an optional store skin/consumable
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that's granted straight to the player's inventory when the week's
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challenges complete).
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If you need any of those, you're on the wrong branch — see
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[`december-2020-12-18`](../../tree/december-2020-12-18).
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---
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## Quickstart
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**1. Install .NET 9 SDK** and (optionally) `dotnet-ef`:
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```pwsh
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dotnet tool install --global dotnet-ef
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```
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**2. Clone this branch:**
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```pwsh
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git clone --branch march-2020-03-10 https://github.com/DorkSquadRR/DorkNet
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cd DorkNet
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```
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**3. Configure secrets.** Drop in `DorkNet.Server/appsettings.Local.json`
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(gitignored) or export environment variables:
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| Config key | Env var | Required | Notes |
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| `Jwt:Secret` | `Jwt__Secret` | yes | ≥64 random chars |
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| `Photon:AppId` | `Photon__AppId` | yes | Photon Realtime AppId (free at dashboard.photonengine.com) |
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| `Photon:VoiceAppId` | `Photon__VoiceAppId` | no | only if voice chat |
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| `Photon:CloudRegion` | `Photon__CloudRegion` | no | defaults to `us` |
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| `Database:Provider` | `Database__Provider` | no | `sqlite` (default) or `postgres` |
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| `ConnectionStrings:Default` | `ConnectionStrings__Default` | postgres-only | full Npgsql connection string |
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| `ConnectionStrings:Redis` | `ConnectionStrings__Redis` | no | enables SignalR backplane |
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| `Domain:Apex` | `DORKNET_DOMAIN` | no | defaults to `localhost`; set for production |
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`/connect/token` issues access and refresh tokens with the configured
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auth host as the issuer. Set `DORKNET_DOMAIN` for production so OpenID
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discovery and JWT validation agree on `https://auth.<domain>`.
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**4. Boot:**
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```pwsh
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dotnet run --project DorkNet.Server
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```
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First boot creates `bin/Debug/net10.0/data/dorknet.db`, applies all EF
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migrations under `DorkNet.Server/Migrations/`, seeds canonical rooms +
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store catalog, and starts listening. You should see `Application
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started.` in the log; `curl http://localhost:8080/healthz` returns 200.
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For Docker / VPS, see [docs/deploy.md](docs/deploy.md).
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---
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## Patching your client
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```pwsh
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.\tools\install-melon.ps1 `
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-RecRoomPath "C:\Path\To\Recroom_Release_Data" `
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-PhotonAppId "<your-photon-realtime-app-id>" `
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-PhotonVoiceAppId "<your-photon-voice-app-id>"
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```
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This installs the MelonLoader mod (`DorkNet.ClientMod`) into the
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client's `Mods/` folder and writes its config to
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`MelonLoader/UserData/dorknet-clientmod.json`. The mod rewrites all
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`*.rec.net` URIs to your configured DorkNet apex, swaps the Photon
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AppIds, and bypasses TLS verification on the client's HTTPS calls so
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self-signed certs work. (First run prints "launch the game once"; do
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that, then re-run with `-ResumeBuild`.)
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### Debug console (opt-in)
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The 2020 client ships a built-in dev console
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(`RecRoom.Debugging.DebugConsole`) with commands like `SetTimeScale`,
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`Fly`, `Teleport`, `GoToRoom`, and `KillAllEnemies` — normally locked to
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developer accounts. Set `"EnableDebugConsole": true` in
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`dorknet-clientmod.json` and relaunch: the mod force-toggles the console
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UI on a hotkey (`"DebugConsoleToggleKey"`, default `BackQuote` = the `~`
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key) and silences `CheatManager` so the movement/time commands don't drop
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you to the dorm. Both default off.
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If MelonLoader isn't installable on the user's machine, the legacy
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`tools/install-legacy-client.ps1` does the same patches via direct
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byte-edits of `resources.assets` + `GameAssembly.dll`. Slower setup,
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no Harmony runtime needed.
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---
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## Code map
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| Folder | Purpose |
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| `DorkNet.Server/` | ASP.NET Core backend (controllers, services, data, hubs, middleware) |
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| `DorkNet.Server/Migrations/` | EF Core schema migrations applied at boot |
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| `DorkNet.Models/` | DTOs shared between server and client mod |
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| `DorkNet.ClientMod/` | MelonLoader IL2CPP mod — the client patcher |
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| `tools/` | Installers + Cloudflare tunnel templates |
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Compared to `december-2020-12-18`, this branch's server is closer to
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the original 2020-Q1 wire shape — fewer endpoints, simpler entities,
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and the multi-step migrations haven't been consolidated.
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### Signup codes
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When account creation is disabled (admin **Settings → Server**), the only
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way in is an admin-issued single-use **signup code**: generate one in the
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admin panel's **Settings → Signup codes** tab (with a descriptor + optional expiry),
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hand it to the player, and they redeem it on the site's **`/join`** page —
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which creates their account bound to the device their game client
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reported, so the next launch logs straight in. The `SignupCodes` /
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`PendingDevices` tables post-date the migration chain and are created by
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an idempotent `CREATE TABLE IF NOT EXISTS` step at boot (Program.cs), so
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existing SQLite/Postgres DBs pick them up without a new migration.
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### Everyone-is-friends toggle
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For small servers where searching + friend-requesting each other is
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friction, admin **Settings → Server → "Everyone is friends"** makes every
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account a friend of every other account. It writes **no** relationship
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rows — the friend graph is synthesized at read time
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(`RelationshipQueries.EffectiveFriendIdsAsync`, gated on
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`ServerSettings.GlobalFriendsEnabled`), so flipping it off reverts
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instantly. Blocks are still honored and the system/coach account is
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excluded, as are auto-generated `Player_NNN` placeholder accounts that
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never set a real username (they only appear if there's a genuine friend
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row). Flipping it broadcasts `RelationshipsInvalid` to every connected
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watch, which calls `Relationships.RefreshList` and re-pulls
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`api/relationships/v2/get` — so players see everyone appear (or disappear)
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**without relogging**. It covers the friends list, the friends-online HUD,
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and room-move presence fan-out.
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---
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## Contributing
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See [main's CONTRIBUTING guide](../../blob/main/CONTRIBUTING.md) for
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the project-wide rules.
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Branch-specific:
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- Schema changes on this branch don't flow to `december-2020-12-18`
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automatically. If a fix applies to both, cherry-pick it across.
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- Don't rebase across branches — they're independent forks.
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- New EF migrations: `dotnet ef migrations add <Name> --project DorkNet.Server`.
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`Migrate()` runs on boot; don't run `database update` manually.
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---
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## License
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[AGPL-3.0](LICENSE). Hosted forks must publish their source.
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