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recflare/README.md
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Devin Zuczek b7aab05a92 Revise README for clarity and updated instructions
Updated the 'Why?' section for clarity and added details about the project's architecture and limitations. Revised prerequisites and configuration instructions for better readability.
2026-06-30 12:33:06 -04:00

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RecFlare

RecFlare is an implementation of RecNet — the Rec Room backend — built on Cloudflare Workers. It implements the network services the Rec Room client talks to — accounts, auth, rooms, matchmaking, economy, chat, notifications, and more — each as an independent Worker on its own subdomain.

Disclaimer: This is an unofficial, fan-made project for preservation and experimentation. It is not affiliated with, endorsed by, or connected to Rec Room Inc. "Rec Room" is a trademark of its respective owner.

Why?

There are already so many multiplayer clones, why?

  1. None of them are fully open source (some had leaks of old code).
  2. None of them run on microservice architecture, and crash constantly.
  3. "Upgrading the server" is not a lasting fix.
  4. Exploits were rampant due to bad code.
  5. This was fun (sort of).

RecFlare uses a true microservice architecture which, if developed correctly, is near infinitely scalable and could support the same number of concurrent users as the original game. It will never run out of CPU, memory, or disk space.

Being truly open source means that this project should have more eyes on it, resulting in bugs getting fixed faster. I hope.

Of course, cloud services cost money. That's the only limitation.

Client

RecFlare is compatible with the CannedNet client and the build of Rec Room with manifest 7859140924515540835. Other client or game versions may expect different endpoints and response shapes and are not supported.

See the project page for information on how to mod the game to connect to this server.

How it works

The Rec Room client discovers every service by fetching an endpoints document from the name-server (ns) worker at the apex domain. That document maps each service to a host like https://match.<your-domain>. Every service runs as a separate Cloudflare Worker attached to its own subdomain, so the client's traffic fans out across the workers in apps/.

Authentication is a Bearer-JWT flow: the auth worker issues tokens from /connect/token and owns the shared accounts table; every other worker validates that token on its auth-gated routes.

State is persisted with Cloudflare's storage primitives — the workers are completely stateless and no data is stored alongside the microservices.

Services

This is a list of every RecNet service the client discovers, taken from the service-discovery map in apps/ns/src/endpoints.ts. Each is reached at https://<subdomain>.<your-domain>. Services with a worker in apps/ are implemented here; the rest are advertised in the endpoints document but not yet backed by a Worker. Not all services are fully implemented.

Service Subdomain Worker Notes
Accounts accounts accounts Player accounts & profile reads/writes (D1)
AI ai Not yet implemented
API api api Core Game API — config, social, avatar, rooms, image uploads (D1, R2)
Auth auth auth OAuth token issuance (/connect/token); owns the accounts table (D1, KV)
BugReporting bugreporting Not yet implemented
Cards cards Not yet implemented
CDN cdn cdn Binary CDN — signature blobs & room build data (R2)
Chat chat chat Chat service
Clubs clubs clubs Clubs
CMS cms Not yet implemented
Commerce commerce commerce Store / purchase endpoints
Data data Not yet implemented
DataCollection datacollection datacollection Client telemetry / analytics sink
Discovery discovery Not yet implemented
Econ econ econ Economy & avatar endpoints (separate from api)
GameLogs gamelogs Not yet implemented
Geo geo Not yet implemented
Images img img Image storage & signed delivery (R2)
Leaderboard leaderboard Not yet implemented
Link link Not yet implemented
Lists lists Not yet implemented
Matchmaking match match Matchmaking & per-player presence (D1, KV)
Moderation moderation Not yet implemented
Notifications notify notify Real-time notifications over SignalR/WebSockets (Durable Object)
PlatformNotifications platformnotifications Not yet implemented
PlayerSettings playersettings playersettings Per-player settings (KV)
RoomComments roomcomments Not yet implemented
RoomieIntegrations roomieintegrations Not yet implemented
Rooms rooms rooms Room storage & queries; seeds the Dorm & Orientation rooms (D1)
Storage storage Not yet implemented
Strings strings Not yet implemented
StringsCDN strings-cdn Not yet implemented
Studio studio Not yet implemented
Thorn thorn Not yet implemented
Videos videos Not yet implemented
WWW www Website host (not a Worker)

Additionally there is a small ns worker itself serves this discovery document at the apex/ns host and isn't listed within it. Each implemented worker has its own README.md under apps/<name>/ documenting its routes.

Why Cloudflare?

  • It's free to run a lot of services. Cloudflare Workers' free tier is keyed to usage, not to the number of Workers — so whether you deploy 1 service or all 36, the baseline cost is the same. You only start paying once usage crosses the free-tier limits.
  • It mirrors RecNet's architecture. Rec Room's backend is a set of independent microservices, not one monolith. Modeling each service as its own Worker keeps RecFlare's structure close to the real thing — services scale, fail, and deploy independently — instead of collapsing everything into a single giant server.

Do I have to use Cloudflare?

No. The services are plain Hono apps, so the request-handling code isn't tied to Cloudflare and can be deployed to other hosting providers — AWS (Lambda), Vercel, Netlify, Fly.io, a plain Node/Bun server, and so on.

However

The catch is everything around the code. RecFlare leans on Cloudflare for the deployment and infrastructure layer — custom-domain routing per service, plus the storage bindings (D1, KV, R2, Durable Objects) the workers use. On another provider you'll need to provide equivalents (per-service routing, databases, object storage, a pub/sub or WebSocket layer) and wire up the deployment yourself.

Prerequisites

  • node (modern)
  • pnpm
  • bun
  • jq
  • A Cloudflare account with a zone (domain) you control, for deploying

Cloudflare's free plan is good enough for testing (100k requests/day) but the Rec Room client is pretty chatty. Frequent testing may exhauast that quota.

See https://developers.cloudflare.com/workers/platform/pricing/#workers

Getting Started

Install dependencies:

just install

Configure your custom domain:

Create a new .env file:

cp .env.example .env
# edit .env and set RECFLARE_DOMAIN to your domain

Or, export it:

export RECFLARE_DOMAIN=rec.example.com

just deploy resolves the base domain at deploy time and passes it to wrangler — each worker is attached to its custom domain via --domain <subdomain>.<domain>, and the base domain is injected as the DOMAIN var so the ns service-discovery document and the api share-link base URL are built at runtime. Nothing in version control is rewritten; committed wrangler.jsonc files have no routes.

Per-app subdomain overrides come from RECFLARE_SUBDOMAINS (a JSON object, e.g. {"playersettings":"settings"}).

Run the development microservices:

@todo This works, but the nameserver document won't use local services. You could still call each service individually. Each instance of Wrangler runs on a different port number.

just dev

Deploy all workers:

just deploy

Deploying requires wrangler to be authenticated against your Cloudflare account (wrangler login, or CLOUDFLARE_API_TOKEN / CLOUDFLARE_ACCOUNT_ID in the environment). Storage resources (D1 databases, KV namespaces, R2 buckets) must be created and their ids set in each worker's wrangler.jsonc — see the inline comments in those files for the exact wrangler commands.

Repository Structure

  • apps/ - The service workers, one deployable Worker per subdirectory. Each has its own README.md, wrangler.jsonc, src/, and tests.
  • packages/ - Shared libraries and configuration used across the workers.
    • @repo/hono-helpers - Hono framework utilities (logging, error handling).
    • @repo/tools - The runx CLI and the bin/ scripts each worker's package.json delegates to, so build/test/deploy stays consistent.
    • @repo/typescript-config, @repo/oxlint-config - Shared TS and lint config.
  • turbo/generators/ - turbo gen templates for scaffolding new workers/packages.
  • Justfile - Convenient aliases for common development tasks.

Available Commands

This repository uses a Justfile. Run just (or just --list) to see every command. Some key ones:

  • just install - Install all dependencies.
  • just dev - Start the dev server (context-aware: runs bun runx dev).
  • just build - Build all workers.
  • just test - Run tests (vitest).
  • just check - Check code quality: deps, lint, types, format.
  • just fix - Fix code issues: deps, lint, format, workers-types.
  • just deploy - Deploy all workers to your domain.
  • just new-worker (alias: just gen) - Scaffold a new service worker.
  • just new-package - Scaffold a new shared package.
  • just update deps - Update dependencies across the monorepo with syncpack.

For a single worker, scope with -F, e.g. just deploy -F playersettings.

FAQ

What year is this for?

This works with 2023 clients. It has been tested with manifest 7859140924515540835. Other clients may not work.

See the "Client" section above for instructions on how to modify a client to connect to this server.

Can I run this locally on my PC?

It's not currently supported. But theoretically, you could.

See "Run the development server" above. It may be possible later as Wrangler will mock remote services. YMMV for now.

Can I use this to make my own server?

Yes, that's the point.

Can I copy this project and modify it?

Yes, see the (LICENSE)[LICENSE).

I would love if you contributed your changes back.

Why a monorepo?

The services share types, auth logic, and tooling, so keeping them in one repo keeps those in sync: pnpm workspaces share dependencies, @repo/ packages share code, Turborepo runs build/test/lint with a single cached task graph, and cross-service changes land in one atomic commit.