doc cleanup

This commit is contained in:
Devin Zuczek
2026-07-26 18:14:12 -04:00
parent 6d5f06c940
commit 1127727270
2 changed files with 21 additions and 15 deletions
+6 -5
View File
@@ -12,7 +12,7 @@ dotnet build -c Debug -p:GamePath="C:\Games\depots\471711\23191908"
- `GamePath` points at the Rec Room install root. It's normally set in the gitignored
`GamePath.props` (see `GamePath.props.example`); the `-p:GamePath=...` override is handy for one-offs.
- The project references ~150 interop DLLs from `$(GamePath)\BepInEx\interop`. Those are generated by
- The project references ~300 interop DLLs from `$(GamePath)\BepInEx\interop`. Those are generated by
Il2CppInterop the first time the game runs under BepInEx — if they're missing, launch the game once.
- A post-build `DeployPlugin` target copies `RecNetPlugin.dll` into `$(GamePath)\BepInEx\plugins\`.
**The copy fails while Rec Room is running** (the DLL is locked) — that's an MSB3027 error, not a
@@ -74,7 +74,7 @@ the new interop by signature**, which is what actually identifies the target:
> that got overwritten on the next launch back to the names below — patching against it failed at load.
Renames observed in the **20230414 build** (`C:\Games\recflare-client`, Steam manifest
`3668280474894052876`):
`6426603215211043630`):
- `LEALBOODIEE.GBNKOFMAJPA``HPEENKELKDJ.MGKINLFMJLB`
- `EACManager.IMMGELPFGCK``EACManager.MCFIOBHCFBB`
@@ -203,6 +203,7 @@ those are investigation tools, not normal config. See the patch files for detail
`DUIDMismatchPatch` has three modes: `Simulate` → force true, `Suppress` → force false, neither →
pass through to the real check (needed to observe a genuinely corrupt stored value).
**The diagnostic patches should not ship in a release build** — strip them (or at least confirm their
knobs default false: `Simulate`, `Corrupt`, `Restore`, `DeviceId Response Override`) before cutting a
release. `Suppress DUID Mismatch` is the real fix and defaults **true**, so it stays on.
**The diagnostic patches ship** — the DUID hang is still unsolved, so the tooling stays in the build
where affected users can turn it on. Before cutting a release, confirm their knobs still default
false (`Simulate`, `Corrupt`, `Restore`, `DeviceId Response Override`); an accidentally-true default
would break normal play. `Suppress DUID Mismatch` is the real fix and defaults **true**, so it stays on.