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https://github.com/djdevin/recnet-plugin.git
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Initial RecNetPlugin
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using System;
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using BepInEx;
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using BepInEx.Configuration;
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using BepInEx.Logging;
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using BepInEx.Unity.IL2CPP;
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using HarmonyLib;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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namespace RecNetPlugin;
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[BepInPlugin("net.rec.plugin", "RecNet Plugin", "1.0.0")]
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public class Plugin : BasePlugin
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{
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internal static new ManualLogSource Log;
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public static ConfigEntry<string> AppIdRT { get; private set; }
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public static ConfigEntry<string> AppIdVoice { get; private set; }
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public static ConfigEntry<string> AppIdChat { get; private set; }
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public static ConfigEntry<string> ServerHostname { get; private set; }
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public static ConfigEntry<bool> EnableAdvancedSettings { get; private set; }
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public static ConfigEntry<string> PhotonHostname { get; private set; }
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public static ConfigEntry<int> PhotonPort { get; private set; }
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public static ConfigEntry<bool> Debug { get; private set; }
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public override void Load()
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{
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Log = base.Log;
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AppIdRT = Config.Bind("Photon", "App Id Realtime", "", "Photon Realtime App ID");
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AppIdVoice = Config.Bind("Photon", "App Id Voice", "", "Photon Voice App ID");
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AppIdChat = Config.Bind("Photon", "App Id Chat", "", "Photon Chat App ID");
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EnableAdvancedSettings = Config.Bind("Advanced", "Enabled Advanced Settings", false, "Allows other fields below in the advanced section to be modified.");
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PhotonHostname = Config.Bind("Advanced", "Photon NameServer", "", "Custom Photon NameServer");
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PhotonPort = Config.Bind("Advanced", "Photon NameServer Port", 0, "Custom Photon NameServer Port (if 0, it will be default)");
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ServerHostname = Config.Bind("Server", "RecNet NameServer Host", "https://ns.rec.net", "Host for the RecNet NameServer.");
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Debug = Config.Bind("Advanced", "Debug", false, "Show debug logs (HTTP tracing, etc. WARNING: will include sensitive information such as passwords and auth tokens in the logs, be careful when sharing them!)");
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Harmony.CreateAndPatchAll(typeof(Plugin).Assembly);
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SceneManager.sceneLoaded += (Action<Scene, LoadSceneMode>)OnSceneLoaded;
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}
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private void OnSceneLoaded(Scene scene, LoadSceneMode mode)
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{
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// CheatManager boots us out of rooms when it runs, but it's ALSO the DUID service the DI
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// container resolves for account creation / login (destroying it removes that service).
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// So instead of destroying it, *deactivate* the GameObject: it stops running (no Update /
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// coroutines, so no boot) while the component still exists, so the DI container can still
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// resolve PGECJHKNIEN and call its DUID methods. It's recreated per scene, so deactivate
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// each freshly-spawned (active) instance on every load. (GameObject.Find only returns active
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// objects, so once deactivated it isn't found again.)
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var cheatMgr = GameObject.Find("GameRoot/(Startup)(Clone)/Core Systems/[CheatManager]");
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if (cheatMgr != null)
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{
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cheatMgr.SetActive(false);
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Log.LogInfo("cheatmanager deactivated");
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}
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}
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}
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