16 KiB
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?
- None of them are fully open source (some had leaks of old code).
- None of them run on microservice architecture, and crash constantly.
- "Upgrading the server" is not a lasting fix.
- Exploits were rampant due to bad code.
- 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"}').
Create the storage resources:
The workers bind Cloudflare storage primitives — one shared D1 database, two KV
namespaces, two R2 buckets, and a Durable Object. Create them once against your
Cloudflare account, then record the ids in .env. The committed wrangler.jsonc
files carry "local" placeholders; the real ids are spliced in at deploy time, so
nothing in version control needs editing. Authenticate wrangler first
(wrangler login).
D1 — one shared recflare database (bound by api, accounts, auth, match,
rooms):
wrangler d1 create recflare
# copy the printed database_id into .env:
# RECFLARE_D1=<database_id>
Then apply the schema. The rooms and auth workers own the migrations under
their apps/<worker>/migrations/ directories. Remote operations need the real id
in the config (the committed file only has the "local" placeholder), so splice
it in the same way the deploy does — from each owning worker, with RECFLARE_D1
exported:
cd apps/rooms # then repeat for apps/auth
sed -E "s/\"database_id\": *\"local\"/\"database_id\": \"$RECFLARE_D1\"/" \
wrangler.jsonc >wrangler.generated.jsonc
wrangler d1 migrations apply recflare --remote --config wrangler.generated.jsonc
rm wrangler.generated.jsonc
For the local dev database no id is needed — it uses the "local" placeholder
directly: wrangler d1 migrations apply recflare --local.
KV — two namespaces (RECFLARE_MATCH_PRESENCE for match/auth,
RECFLARE_PLAYER_SETTINGS for playersettings):
wrangler kv namespace create RECFLARE_MATCH_PRESENCE
wrangler kv namespace create RECFLARE_PLAYER_SETTINGS
Record both ids in .env as a single JSON object keyed by binding name (note the
surrounding single quotes — without them the shell strips the inner quotes):
RECFLARE_KV='{"RECFLARE_MATCH_PRESENCE":"<id>","RECFLARE_PLAYER_SETTINGS":"<id>"}'
R2 — two buckets (recflare-cdn for cdn, recflare-img for api/img):
wrangler r2 bucket create recflare-cdn
wrangler r2 bucket create recflare-img
R2 buckets are referenced by name in the committed wrangler.jsonc, so there is
nothing to add to .env. See apps/img/README.md for
seeding the default avatar/profile images.
Durable Objects — no manual setup. The notify worker's RECFLARE_NOTIFICATIONS_HUB
binding (class NotificationsHub) is provisioned automatically from the migration
declared in its wrangler.jsonc on first deploy — there is no id to create or set.
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). It also requires the storage resources to exist and their
ids to be set in .env — see Create the storage resources above. At deploy
time the deploy script splices RECFLARE_D1 and RECFLARE_KV into the "local"
placeholders in each worker's wrangler.jsonc; a missing id fails the deploy with
a message naming the binding.
Repository Structure
apps/- The service workers, one deployable Worker per subdirectory. Each has its ownREADME.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- TherunxCLI and thebin/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 gentemplates 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: runsbun 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.