ClientMod (2023-03-21): opt-in Rec Royale night mode. RRO scenes never
enable the room mood engine (no data blob → SceneMoodSettings.isEnabled
stays false, CurrentMood null, the per-frame update returns at once), so
the mod replays the room-data loader's bring-up, registers a shipped
night MoodSetting (Night_Calm_Outdoor_Mood by default) as the scene's
default mood, supplies a skybox material on the Custom/SkyBox shader
(MoodConfig.SkyBoxMaterial is not loaded outside custom rooms), assigns
the scene's directional light as RenderSettings.sun, matches the key
light to the engine-driven sun, darkens via the mood's post-exposure and
sun/ambient intensities, forces post-processing on, keeps or disables
fog, hides the daytime cloud meshes, unlocks weapon flashlights, and
restores everything on hotkey-off / scene change. All knobs live in
dorknet-clientmod.json (RecRoyaleNight*), written by install-melon.ps1.
Server/admin: baked Rec Room Originals are seeded with an empty
DataBlobName, which the 2023 client reads as "no room data" — no Maker
Pen, no CV2 room-settings chips, no saves, and for Rec Royale no game at
all (its game-rule chip RecRoyaleSolos_GameRuleWrapperCircuit ships in
the blob, not the scene). New admin actions on the Sub-rooms tab:
POST rooms/{id}/subrooms/{sub}/blob/enable stamps the synthetic default
blob name (which CdnController already answers with the RRO-editable
blob) and blob/reset clears it back to scene-only. IsRRO is derived from
IsAGRoom, so the client keeps loading the baked map.
Docs: README section, docs/admin.md procedure, docs/recroom-2023-room-save.md,
new docs/recroom-2023-scene-moods.md with the ISIL offsets behind all of it.
Tests: RroRoomBlobTests.
21 KiB
DorkNet — march-2023-03-21
This is the December 2020.12.18 branch of DorkNet — a self-hostable reimplementation of the Rec Room backend tuned to the wire protocol of the Rec Room 2020.12.18 client build.
⚠️ Not affiliated with Rec Room Inc. or Against Gravity. See DISCLAIMER. DorkNet ships no Rec Room game assets or modified binaries — you supply your own legally-acquired Rec Room 2020.12.18 install.
If you're not sure which DorkNet branch you want, start at the main branch's chart. The launcher on main also auto-detects your install.
What this branch targets
| Client build | Rec Room 2020.12.18 |
Version key (sent as X-DorkNet-Version header) |
december_2020_12_18 |
| Version plugin | DorkNet.Server/Versions/Late2020/Late2020VersionPlugin.cs |
| Schema | One EF Initial migration; SQLite + Postgres both work |
| Runtime topology | Gateway-fronted microservices with dedicated service slices and a monolith fallback |
Diverges from march-2020-03-10 by |
~170 files |
Subsystems present on this branch that the March branch doesn't have:
- Chat threads + group DMs (
ChatThreads,ChatThreadMembers) - Clubs surface (
clubs.{apex}/*— announcements, categories, subscriptions) - Playlists (curated + user-created)
- Weekly challenges
- Room keys (purchasable room access)
- Room roles (per-room co-owner / moderator / host grants)
- Leaderboard channel metadata
- Loading-screen tips
Quickstart
1. Install .NET 9 SDK and (optionally) dotnet-ef:
dotnet tool install --global dotnet-ef
2. Clone this branch:
git clone --branch december-2020-12-18 https://github.com/DorkSquadRR/DorkNet
cd DorkNet
3. Configure secrets. Drop in DorkNet.Server/appsettings.Local.json
(gitignored) or export environment variables:
| Config key | Env var | Required | Notes |
|---|---|---|---|
Jwt:Secret |
DORKNET_JWT_SECRET or Jwt__Secret |
yes | >=64 random chars |
Photon:AppId |
Photon__AppId |
yes | Photon Realtime AppId (free at dashboard.photonengine.com) |
Photon:VoiceAppId |
Photon__VoiceAppId |
no | only if voice chat |
Photon:CloudRegion |
Photon__CloudRegion |
no | defaults to us |
Database:Provider |
Database__Provider |
no | sqlite (default) or postgres |
ConnectionStrings:Default |
ConnectionStrings__Default |
postgres-only | full Npgsql connection string |
ConnectionStrings:Redis |
ConnectionStrings__Redis |
no | enables SignalR backplane |
Domain:Apex |
DORKNET_DOMAIN |
no | defaults to localhost; set for production |
S3:Endpoint |
S3__Endpoint |
production | S3-compatible API endpoint for blobs/images |
S3:AccessKey |
S3__AccessKey |
production | S3 access key |
S3:SecretKey |
S3__SecretKey |
production | S3 secret key |
S3:Region |
S3__Region |
no | defaults to garage; use auto for R2 |
4. Boot a local standalone server:
dotnet run --project DorkNet.Server
First boot creates bin/Debug/net9.0/data/dorknet.db, runs every
LegacyUpgrades pass, seeds canonical rooms / store catalog / club
categories / playlists, and starts listening. You should see
Application started. in the log; curl http://localhost:8080/healthz
returns 200.
For the production microservices stack, Docker, and Dokploy deploy notes, see docs/deploy.md.
Patching your client
.\tools\install-melon.ps1 `
-RecRoomPath "C:\Path\To\Recroom_Release_Data" `
-PhotonAppId "<your-photon-realtime-app-id>" `
-PhotonVoiceAppId "<your-photon-voice-app-id>"
This installs the MelonLoader mod (DorkNet.ClientMod) into the
client's Mods/ folder and writes its config to
MelonLoader/UserData/dorknet-clientmod.json. The mod rewrites all
*.rec.net URIs to your configured DorkNet apex, swaps the Photon
AppIds, and bypasses TLS verification on the client's HTTPS calls so
self-signed certs work. (First run prints "launch the game once"; do
that, then re-run with -ResumeBuild to finish — see the script's
-? help.)
Standalone Quest build (experimental)
The December Quest APK is also IL2CPP and can build the same
DorkNet.ClientMod source against LemonLoader's Android runtime. The
current Quest path is still device-tested manually: build the mod as a
net8 LemonLoader DLL, install it into a LemonLoader-patched APK, then
sideload the resigned APK.
From this branch:
dotnet build .\DorkNet.ClientMod\DorkNet.ClientMod.csproj `
-p:TargetFrameworks=net8.0 `
-p:MelonLoaderDir="C:\path\to\LemonLoader\melon_data\MelonLoader"
Output lands at
DorkNet.ClientMod\bin\Debug\net8.0\DorkNet.ClientMod.dll. Desktop
builds still default to net6 and keep the historical flat output path.
Quest notes:
- Target package:
com.AgainstGravity.RecRoom. - Use a public HTTPS DorkNet host; keep
"EnableTlsTrustBypass": falsefor Quest builds. - The Dec Photon hooks are discovered from the unique
PUNNetworkManagermethods returningAppSettingsandAuthenticationValues, with the known Dec obfuscated names as fallback. - Standalone APK patching/resigning is not yet wrapped by
install-melon.ps1; this is the porting path, not a public one-click installer yet.
Debugging (opt-in — DorkNet.DebugMod)
The shipping DorkNet.ClientMod carries only what's needed to connect and
survive anti-cheat. All diagnostics — HTTP/request tracing, join/quit/studio/
room-load traces, the process-exception sink, auth-token tracing, the
registration-dialog trace, and the in-game debug console — live in a separate
DorkNet.DebugMod. Drop DorkNet.DebugMod.dll into the Mods folder next to
DorkNet.ClientMod.dll to turn them on; remove it to ship a quiet, minimal
client. Debug knobs are read from the same dorknet-clientmod.json.
Retail builds keep the RecRoom.Debugging.DebugConsole UI and serialized
DebugConsoleCommandConfig list, but the public 2023 client strips the
native command submit path. With DorkNet.DebugMod installed, set
"EnableDebugConsole": true and relaunch: it force-toggles the console UI on
a hotkey ("DebugConsoleToggleKey", default BackQuote = the ~ key),
intercepts the dead submit callback, and invokes commands from the runtime
command metadata directly. Type help in the console to list discovered
commands. "DevCommands" may contain optional "Label=Command args"
shortcuts. The feature stays off by default and also silences the retail
CheatManager callbacks used by movement/time commands.
Desktop Screen Sharing FPS (opt-in)
The Maker Pen "Desktop Sharing Screen"
(RecRoom.Tools.Productivity.DesktopScreenSharingDisplay) broadcasts at a
baked refresh rate (~5 fps). Set "DesktopScreenShareFps" in
dorknet-clientmod.json (e.g. 30) and relaunch to override it — the mod
rewrites the gadget's screenShareImageRefreshFrequency at runtime and,
when "DesktopScreenShareRaisePhotonRate" is true (default), lifts
PhotonNetwork.SendRate/SerializationRate to match so the frames
actually transmit (the image streams over OnPhotonSerializeView, capped
at the serialization rate otherwise). This is global — it raises every
object's network sync rate, so back it off on a busy room.
"DesktopScreenShareResolution"/"DesktopScreenShareQuality" (both 0 =
keep the prefab value) trade per-frame size for bandwidth if a high FPS
saturates the link. Only the player sharing needs the override. Default
0 (off).
RRO quest team size (opt-in)
RRO quests ship with a baked 4-player GameConfigurationAsset team cap.
Set "QuestMaxTeamSize" in dorknet-clientmod.json (for example 8) to
raise that cap for the allowlisted quest configs in
"QuestMaxTeamSizeRooms":
{
"QuestMaxTeamSize": 8,
"QuestMaxTeamSizeRooms": [
"CrimsonCauldron",
"Crescendo",
"GoldenTrophy",
"IsleOfLostSkulls",
"TheRiseofJumbotron"
]
}
The quest host must run the mod: the host builds the game configuration
that gets networked to joiners. The patch also relaxes the quest spawn
filter for extra players, so player indexes above the four baked spawn
slots can reuse existing quest spawn points instead of being left out.
Default 0 (off).
Rec Royale night mode (opt-in)
Rec Royale never shipped a night variant, but the client carries the room
"mood" engine (RecRoom.Core.Scene.SceneMoodSettings) and ready-made
night MoodSetting assets in resources.assets. Set
"RecRoyaleNightMode" in dorknet-clientmod.json and the mod applies one
of those moods (sky dome, sun, fog, bloom and colour grading) as soon as
the RecRoyale_Frontier scene finishes loading, and unlocks the weapon
flashlight prefab while it is on:
{
"RecRoyaleNightMode": true,
"RecRoyaleNightMood": "Night_Calm_Outdoor_Mood",
"RecRoyaleNightScenes": ["RecRoyale"],
"RecRoyaleNightFlashlights": true,
"RecRoyaleNightFog": false,
"RecRoyaleNightExposure": -3.5,
"RecRoyaleNightSunScale": 0.15,
"RecRoyaleNightAmbientScale": 0.2,
"RecRoyaleNightForcePostProcessing": true,
"RecRoyaleNightMatchSunLights": true,
"RecRoyaleNightDisableFog": false,
"RecRoyaleNightHideObjects": ["Cloud"],
"RecRoyaleNightToggleKey": "N"
}
RecRoyaleNightDisableFog turns fog off entirely while night is on
(RenderSettings.fog forced off and the mood's fog block pushed out of
range); it is ignored when RecRoyaleNightFog is true.
RecRoyaleNightHideObjects hides every renderer whose object or material
name contains one of the entries; the default hides Frontier's daytime
cloud meshes (CloudPlane, Clouds, the _Cloud_RecRoyale_Frontier_Mat
static batch). Both are restored on toggle-off or scene change.
The mood engine only ever drives RenderSettings.sun, which on Frontier
is the sun-disc light, not the map's key light, so daylight would keep
casting. RecRoyaleNightMatchSunLights (default true) copies the
engine-driven sun's rotation and colour onto every other directional
light and scales their intensity by RecRoyaleNightSunScale.
Two more RRO quirks the mod works around: the mood skybox material the
engine swaps in (MoodConfig.SkyBoxMaterial) is not loaded outside
custom-room scenes, so the mod builds one on the Custom/SkyBox shader
and hands it to the engine (otherwise the sky is plain black and the
engine refuses to touch sky colours or the sun); and post-exposure only
shows when the scene Volume is on and the camera renders
post-processing, which RecRoyaleNightForcePostProcessing (default
true) forces while night mode is active.
Brightness: RRO maps are lightmapped, and baked lighting ignores the sun
and ambient changes a mood makes, so the mod also darkens the mood data
itself before applying it. RecRoyaleNightExposure is an EV offset added
to the mood's colour-grading post-exposure (a full-frame post effect, so
it dims lightmapped surfaces too; 0 = mood default), and
RecRoyaleNightSunScale / RecRoyaleNightAmbientScale multiply the
mood's sun and ambient intensities (1 = unchanged). Raise the exposure
toward 0 if it is too dark.
RRO scenes have no room data blob, so the mood engine starts disabled
there; the mod replays the room-data loader's bring-up (disable, capture
the scene's own lighting, enable), points RenderSettings.sun at the
scene's directional light (Frontier ships without the reference, which
would otherwise skip every sun change), and re-captures once the mood
skybox material is in place so the sky colours apply. RecRoyaleNightFog
is off by default: the mood's fog block is swapped for one captured from
the scene, so fog stays as the map author left it.
Shipped moods: Night_Calm_Outdoor_Mood ("Calm Night"),
Night_Spooky_Outdoor_Mood ("Spooky Night"), Night_Wild_Outdoor_Mood
("Wild Night"), Night_StuntRunner_Outdoor_Mood and OuterSpace_Mood.
RecRoyaleNightToggleKey is an optional UnityEngine.KeyCode name that
flips night on/off in-game (off restores the scene's own mood); setting a
key also arms the feature when RecRoyaleNightMode is false. This is
purely client-side: the mod calls the mood engine's apply step
directly and never touches the networked room-mood index, so other players
keep their own view. Baked lightmaps are not changed, so interiors stay
lit; the mood's colour grading does the darkening. Default false (off).
Wire-level notes: docs/recroom-2023-scene-moods.md.
Code map
| Folder | Purpose |
|---|---|
DorkNet.Server/ |
Shared ASP.NET Core controller/service stack, standalone fallback, monolith fallback |
DorkNet.Models/ |
DTOs shared between server and client mod |
DorkNet.Contracts/ |
Shared service names, route ownership, service-map options, and health/probe contracts |
DorkNet.ServiceDefaults/ |
Shared service health, JSON, HTTP client, service identity, and route-guard setup |
DorkNet.Gateway/ |
Edge reverse proxy with service-map, route-table, and service-health endpoints |
DorkNet.Services.* |
Gateway-fronted service hosts for identity, rooms, notify, content, social, commerce, platform, moderation, and web |
DorkNet.ClientMod/ |
MelonLoader IL2CPP mod — the client patcher |
tools/ |
Installers (install-melon.ps1, install-legacy-client.ps1, remove-eac.ps1), Cloudflare tunnel templates |
Dockerfile, Dockerfile.service, docker-compose.microservices*.yml |
Standalone fallback image, reusable service image, and local/Dokploy microservices entrypoints |
See docs/architecture.md for the full mental model (project layout, request lifecycle, watch-mirror controller pattern, where to start contributing).
Client API contracts
Rec Room is shut down, so the clients can only be studied statically. docs/recroom-2023-client-api-complete.md is the complete contract for the March-2023 client: every route it can call, the HTTP verb, the request and response shapes, and a per-subsystem diff against what this server currently implements. Read it before adding or changing any endpoint that build touches — it also documents how to recover verbs and response shapes from the disassembly yourself.
The equivalent material for the December-2020 client is in the
recroom-2020-client-* files alongside it.
Microservices
The production topology is the gateway-fronted compose stack.
docker-compose.microservices.yml starts the gateway, identity, rooms,
notify, content, social, commerce, platform, moderation, web, and
monolith fallback service hosts plus Compose-managed Postgres and Redis
for local testing. docker-compose.microservices.dokploy.yml is the
Dokploy version; it adds a cloudflared sidecar so Cloudflare Tunnel
can route the apex and wildcard hostnames to the gateway without Dokploy
domain rows.
The gateway routes owned host/path slices to the dedicated service hosts.
The web service owns the apex, www, admin, and feed static hosts.
The monolith fallback is still present for unknown route families, so
public client URLs remain stable while the split continues.
The compose file intentionally does not start object storage. Point it at your separate S3-compatible instance:
$env:DORKNET_S3_ENDPOINT="https://your-s3-endpoint"
$env:DORKNET_S3_ACCESS_KEY="..."
$env:DORKNET_S3_SECRET_KEY="..."
$env:DORKNET_S3_REGION="garage" # or auto for R2
docker compose -f docker-compose.microservices.yml up --build
For deployment details, including Dokploy env vars, Cloudflare Tunnel routing, external Postgres, and S3 setup, see docs/deploy.md.
For the browser admin console, its routes, auth model, and production troubleshooting, see docs/admin.md.
Database & migrations
One EF migration (Migrations/<timestamp>_Initial.cs) captures the
schema. SQLite dev DBs apply it via Database.Migrate(); Postgres uses
EnsureCreated() behind a transaction-scoped advisory lock. The
entity model is the single source of truth — to add a column, edit the
entity, boot, done (on SQLite — Postgres prod needs a migration).
Data transforms that can't be schema (seed renames, computed backfills)
go in DorkNet.Server/Data/LegacyUpgrades.cs.
See DorkNet.Server/Data/MIGRATIONS.md
for the full discipline.
Tables added after the consolidated Initial migration (e.g.
SignupCodes / PendingDevices) are created by an idempotent
CREATE TABLE IF NOT EXISTS step in
Startup/DatabaseBootstrap.cs
so both providers pick them up on existing DBs without a new migration
(the Postgres path is EnsureCreated-only and never replays migrations).
Signup codes
When account creation is disabled (admin Settings → Server), the only
way in is an admin-issued single-use signup code: generate one in the
admin panel's Settings → Signup codes tab (with a descriptor + optional expiry),
hand it to the player, and they redeem it on the site's /join page —
which creates their account bound to the device their game client
reported, so the next launch logs straight in.
Everyone-is-friends toggle
For small servers where searching + friend-requesting each other is
friction, admin Settings → Server → "Everyone is friends" makes every
account a friend of every other account. It writes no relationship
rows — the friend graph is synthesized at read time
(RelationshipQueries.EffectiveFriendIdsAsync, gated on
ServerSettings.GlobalFriendsEnabled), so flipping it off reverts
instantly. Blocks are still honored and the system/coach account is
excluded, as are auto-generated Player_NNN placeholder accounts that
never set a real username (they only appear if there's a genuine friend
row). Flipping it broadcasts RelationshipsInvalid to every connected
watch, which calls Relationships.RefreshList and re-pulls
api/relationships/v2/get — so players see everyone appear (or disappear)
without relogging. It covers the friends list, the friends-online HUD,
and room-move presence fan-out.
Single-server defaults (review before going public)
Several values are hardcoded or defaulted for the convenience of running a small, trusted, single-operator server. They work out of the box for a group of friends but should be reviewed / adapted before exposing the server to the public internet:
- Client build version (
appVersion). Hardcoded to this branch's client build (20230317) in the presence/match/notification responses (MatchPlayerController,PlayerPresenceController,NotificationService,RoomsController). It must match the build everyone runs, or players get a "version mismatch" and can't join each other. If you serve a different client build, change it (ideally hoist it to one shared constant). - No real authentication. Accounts are keyed by a per-install
deviceIdthe client generates (PlayerService.GetOrCreateByDeviceAsync) — not a verified identity (Steam ID is deliberately ignored so emulators work). Anyone who can reach the server with a patched client gets/creates an account. Use Settings → Server → disable signups + the signup-code flow to gate who can join; there is no password wall by default. - First account becomes admin. The first account created on a fresh DB is
granted
IsAdminso there's always a root admin. On a public server, create your admin account first and verify no one else beat you to it. - Online status = Everyone. Presence reports
StatusVisibility = 0(Everyone) so every player appears online to every other player, matching the everyone-is-friends convenience. A public server may instead want to persist and honor each player's own visibility preference. - Room / matchmaking capacity. New matchmade sessions and subrooms default
to 8 players and are capped at 40 (
GameSessionService,RoomSceneEntity.MaxPlayers, adminMaxCapacityclamp). The in-game "Max Player Count in This Subroom" slider raises it per room (slider ceiling 40). - Avatar unlock clamp. The wardrobe clamp defaults high
(
Avatar:MaxUnlockedItems4000 / per-slot 1000) for this desktop client — tune in config if you change the ownership model. - Hosts / domain. The apex and per-service subdomains come from
DomainConfig(Domain:Apex) /appsettings; set these to your own domain. TheEveryone-is-friends, signup-disable, and similar switches live in admin Settings, not source.
None of these are security boundaries as shipped — treat the server as trusted LAN/friends infrastructure unless you harden the items above.
Contributing
See main's CONTRIBUTING guide for the project-wide rules.
Branch-specific: schema changes on this branch don't flow to
march-2020-03-10 automatically. If a fix applies to both, cherry-pick
it across. Don't rebase across branches.
License
AGPL-3.0. Hosted forks must publish their source.