api/inventions/v1/creatorIds was a stub returning an empty list, so the 2020.03 watch's GetCreatorIdsOfInventionsInRoom never learned which creators it must request invention permissions for before spawning a room's invention-based geometry. Resolve the real set from InventionEntity.CreationRoomId via a shared ResolveRoomInventionsAsync helper: direct matches (created in-place) unioned with the imported cluster (most-frequent non-local CreationRoomId among the room creator's inventions, since zip-imported inventions keep their original Rec Room room id). Returns List<int> of distinct creator account ids.
DorkNet — march-2020-03-10
This is the March 2020.03.10 branch of DorkNet — a self-hostable reimplementation of the Rec Room backend tuned to the wire protocol of the Rec Room 2020.03.10 client build (also serves 2020.03.06).
⚠️ 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 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 2020.03.10 (also 2020.03.06) |
| Schema | Multi-step EF migrations (~34 phases) |
Diverges from december-2020-12-18 by |
~170 files |
Subsystems NOT present on this branch (these landed in December):
- Clubs surface
- Playlists (curated + user-created)
- Group DMs / chat threads
- Room keys (purchasable room access)
- Per-room co-owner / moderator / host roles
- Late-2020 store catalog additions
Weekly challenges are present on this branch: the admin SPA's
Server settings page edits the weekly slate, the CompletedRequired
flag, and the gift (XP + tokens, plus an optional store skin/consumable
that's granted straight to the player's inventory when the week's
challenges complete).
If you need any of those, you're on the wrong branch — see
december-2020-12-18.
Quickstart
1. Install .NET 9 SDK and (optionally) dotnet-ef:
dotnet tool install --global dotnet-ef
2. Clone this branch:
git clone --branch march-2020-03-10 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 |
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 |
4. Boot:
dotnet run --project DorkNet.Server
First boot creates bin/Debug/net9.0/data/dorknet.db, applies all EF
migrations under DorkNet.Server/Migrations/, seeds canonical rooms +
store catalog, and starts listening. You should see Application started. in the log; curl http://localhost:8080/healthz returns 200.
For Docker / VPS, 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.)
If MelonLoader isn't installable on the user's machine, the legacy
tools/install-legacy-client.ps1 does the same patches via direct
byte-edits of resources.assets + GameAssembly.dll. Slower setup,
no Harmony runtime needed.
Code map
| Folder | Purpose |
|---|---|
DorkNet.Server/ |
ASP.NET Core backend (controllers, services, data, hubs, middleware) |
DorkNet.Server/Migrations/ |
EF Core schema migrations applied at boot |
DorkNet.Models/ |
DTOs shared between server and client mod |
DorkNet.ClientMod/ |
MelonLoader IL2CPP mod — the client patcher |
tools/ |
Installers + Cloudflare tunnel templates |
Compared to december-2020-12-18, this branch's server is closer to
the original 2020-Q1 wire shape — fewer endpoints, simpler entities,
and the multi-step migrations haven't been consolidated.
Contributing
See main's CONTRIBUTING guide for the project-wide rules.
Branch-specific:
- Schema changes on this branch don't flow to
december-2020-12-18automatically. If a fix applies to both, cherry-pick it across. - Don't rebase across branches — they're independent forks.
- New EF migrations:
dotnet ef migrations add <Name> --project DorkNet.Server.Migrate()runs on boot; don't rundatabase updatemanually.
License
AGPL-3.0. Hosted forks must publish their source.