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# CannedNet.Client
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Client mod for connecting to CannedNet
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# CannedNet Client
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A [BepInEx 6](https://github.com/BepInEx/BepInEx) (IL2CPP) plugin that points the **Rec Room** client at a self-hosted / private "CannedNet" server instead of the official Rec Room backend.
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It does this entirely client-side with [Harmony](https://harmony.pardeike.net/) patches — no game files are modified on disk. The plugin rewrites the RecNet name-server lookups, swaps in your own Photon credentials, and disables the client-side guards (EasyAntiCheat, TLS certificate pinning) that would otherwise reject a non-official server.
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> ⚠️ **For private/experimental servers only.** This redirects traffic away from official Rec Room infrastructure and disables anti-cheat and certificate validation on the client. Do not use it against `rec.net` or any service you don't control. Use at your own risk.
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## What it does
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| Patch | File | Effect |
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| --- | --- | --- |
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| Name-server redirect | `Patches/SendRequestPatch.cs` | Intercepts `BestHTTP` requests and rewrites the host `ns.rec.net` → your configured server. Also provides optional HTTP request/response logging. |
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| Photon override | `Patches/PhotonPatches.cs` | Replaces the Realtime / Voice / Chat App IDs (and optionally the Photon name server + port) with your own. |
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| EAC bypass | `Patches/EACPatches.cs` | Forces EasyAntiCheat "ready" and stubs the challenge-response so the client connects without the official anti-cheat. |
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| TLS bypass | `Patches/FuckOffTLS.cs` | Skips server-certificate validation so a custom server's cert is accepted. |
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| Promise stub | `Patches/PromisePatch.cs` | Allows custom global-metadata.dat files without the game crashing. |
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| CheatManager handling | `Plugin.cs` | Deactivates the in-game `CheatManager` (which would otherwise boot you from rooms) while keeping it resolvable for account creation / login. |
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## Requirements
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- A Rec Room install set up with **BepInEx 6 (IL2CPP, bleeding-edge)**, launched at least once so the IL2CPP interop assemblies have been generated under `BepInEx/interop/`.
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- **.NET 6 SDK** to build the plugin.
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- Your own server endpoints: a RecNet name server, and Photon App IDs.
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## Building
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The project references the game's interop DLLs, so the build needs to know where your Rec Room install lives. It is **not** hardcoded in the repo. Set `GamePath` using any one of:
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1. **A local props file** (recommended):
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```sh
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cp GamePath.props.example GamePath.props
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```
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then edit `GamePath` in `GamePath.props` to point at your Rec Room install root. This file is local-only and stays out of the repo.
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2. **An environment variable:**
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```sh
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set RECROOM_PATH=C:\Path\To\RecRoom # cmd
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$env:RECROOM_PATH = "C:\Path\To\RecRoom" # PowerShell
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```
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3. **On the command line:**
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```sh
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dotnet build -p:GamePath="C:\Path\To\RecRoom"
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```
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Then build:
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```sh
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dotnet build
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```
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The build validates that `GamePath` is set and that `$(GamePath)\BepInEx\interop` exists, and fails with a clear message otherwise.
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## Installing
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A post-build step (the `DeployPlugin` target in the `.csproj`) automatically copies the built `CannedNet.Client.dll` into your Rec Room install's `BepInEx/plugins/` folder after every build. Since `GamePath` already points at your install, you don't need to copy anything by hand — just `dotnet build` and launch the game.
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If you need the DLL elsewhere, it's also left in `bin/Debug/net6.0/`.
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## Configuration
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On first run the plugin generates a config file at
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`BepInEx/config/lapis.cannednet.client.cfg`. Edit it (or use a BepInEx config manager) to set:
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**[Server]**
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- `RecNet NameServer Host` — base URL of your RecNet name server (default `https://ns.lapis.codes`).
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**[Photon]**
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- `App Id Realtime` — Photon Realtime App ID.
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- `App Id Voice` — Photon Voice App ID.
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- `App Id Chat` — Photon Chat App ID.
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**[Advanced]**
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- `Enabled Advanced Settings` — must be `true` to apply the custom Photon name server / port below.
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- `Photon NameServer` — custom Photon name server host.
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- `Photon NameServer Port` — custom port (`0` uses the default, `4533`).
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- `Debug` — verbose HTTP request/response logging.
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> ⚠️ Debug logs include **sensitive data** (passwords, auth tokens). Be careful when sharing them.
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## Project layout
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| Path | Purpose |
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| --- | --- |
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| `Plugin.cs` | Plugin entry point, config bindings, Harmony bootstrap |
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| `Patches/` | Harmony patches (networking, EAC, TLS, Photon) |
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| `CannedNet.Client.csproj` | Build config + interop references (driven by `GamePath`), and the `DeployPlugin` post-build copy |
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| `GamePath.props.example` | Template for your local `GamePath.props` |
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## License
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[MIT](LICENSE) © Lapis
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