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Suppress DUID mismatch check resulting in create account hang (#3)
* test duuid mismatch failures * add variables to trigger or suppress DUID mismatch * update docs * turn on by default
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# CLAUDE.md
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Guidance for working in this repo. This is a **BepInEx 6 (IL2CPP)** Harmony plugin that points the
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Rec Room client at a self-hosted server. Read the README for the user-facing overview; this file is
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the stuff you only learn by getting burned.
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## Build & deploy
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```sh
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dotnet build -c Debug -p:GamePath="C:\Games\depots\471711\23191908"
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```
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- `GamePath` points at the Rec Room install root. It's normally set in the gitignored
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`GamePath.props` (see `GamePath.props.example`); the `-p:GamePath=...` override is handy for one-offs.
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- The project references ~150 interop DLLs from `$(GamePath)\BepInEx\interop`. Those are generated by
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Il2CppInterop the first time the game runs under BepInEx — if they're missing, launch the game once.
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- A post-build `DeployPlugin` target copies `RecNetPlugin.dll` into `$(GamePath)\BepInEx\plugins\`.
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**The copy fails while Rec Room is running** (the DLL is locked) — that's an MSB3027 error, not a
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compile error. Close the game and rebuild. The DLL is also always left in `bin/Debug/net6.0/`.
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## Hard-won gotchas (read before patching anything)
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1. **Interop assemblies are stubs. The real code is native.** The DLLs under `BepInEx/interop` are
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Il2CppInterop proxies — method bodies just marshal into `GameAssembly.dll`. dnSpy / managed
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decompilation of the interop shows *no real logic*. You cannot read the actual algorithms
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statically; you learn behavior by patching + logging at runtime.
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2. **Obfuscated names differ per game build.** Rec Room's type/method names are obfuscated
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(`PGECJHKNIEN`, `MDBMGOBECDJ`, `cm_did_ppk`, etc.). A dnSpy dump from *some* build will not
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necessarily match the interop you compile against. Real example from the DUID work: a dnSpy dump
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called the method `CheckForMismatch` and the pref field `DBAIOPIEJNC`, but in our interop the
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method is `CheckForDUIDMismatch` and neither `DBAIOPIEJNC` nor `MDBMGOBECDJ` exist at all. **Always
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resolve members against the interop DLLs you actually build against** (see the Cecil snippet below),
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never against a dump from an unknown build.
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3. **Patch the concrete class, not the IL2CPP "interface".** Il2CppInterop renders IL2CPP interfaces
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as abstract classes deriving from `Il2CppObjectBase`. Harmony will happily patch an abstract method
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and throw no error, but the prefix **never runs** because the game dispatches to the concrete
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implementation. This cost us a whole "shipped fix" that did nothing. Concrete impls live in
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`Assembly-CSharp.dll`. Example: patch `CheatManager.CheckForDUIDMismatch`, *not* the interface
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`PGECJHKNIEN.CheckForDUIDMismatch`. Verify with Cecil that `IsAbstract == false` before trusting a
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patch.
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4. **Obfuscated members live in the global namespace** and are referenced unqualified in this codebase
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(e.g. `typeof(JAPJPGNBMNM)`, `PGECJHKNIEN`). No `using` needed.
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5. **Harmony prefix conventions here:** force a value + `return false` to skip the original (see
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`Patches/EACPatches.cs`). For out-params, take a `ref` parameter named exactly as the interop shows
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it (e.g. `ref string ALOMDLLNIMD`), plus `ref bool __result`.
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## Inspecting the game
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Use **Mono.Cecil** for static metadata/signature checks (accessibility, abstract-ness, exact param
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names, which assembly a concrete impl lives in). Mark-of-the-web will block loading `Mono.Cecil.dll`
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directly — copy it somewhere local, `Unblock-File`, then load via bytes:
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```powershell
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$dst = "$scratch\Mono.Cecil.dll"
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Copy-Item "$interop\Mono.Cecil.dll" $dst; Unblock-File $dst
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[System.Reflection.Assembly]::Load([System.IO.File]::ReadAllBytes($dst)) | Out-Null
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$asm = [Mono.Cecil.AssemblyDefinition]::ReadAssembly("$interop\Assembly-CSharp.dll")
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# then walk $asm.MainModule.GetTypes(), inspect .Methods / .Fields / .IsAbstract / .IsStatic ...
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```
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Notes:
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- Windows PowerShell 5.1 has **no** `?.` null-conditional operator — use explicit `$x -eq $null` checks.
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- String literals (pref keys, endpoints, GUIDs) are in `RecRoom_Data/il2cpp_data/Metadata/global-metadata.dat`.
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`grep -a -o -E '[ -~]{4,}' global-metadata.dat | grep -i <thing>` extracts them.
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- The BepInEx runtime log is `$(GamePath)/BepInEx/LogOutput.log`. Our plugin logs under the
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`RecNet Plugin` source. `[HTTP]`, `[DUID]`, `[DUID-PROBE]`, `[DEVICEID]`, `[CORRUPT]` are our tags.
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- PlayerPrefs on Windows live in the registry at `HKCU\Software\Against Gravity\Rec Room`, value names
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are `<key>_h<unityHash>`, values are `REG_BINARY`. CodeStage AntiCheat stores strings *obscured*
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(XOR-encrypted), so a stored id will not appear as plaintext in registry or files.
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## Case study: the Create Account / DUID hang
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The gnarliest bug so far; the diagnostic tooling for it still lives in the repo. Summary:
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- **Symptom:** on some machines Create Account hangs. Log shows a `PlayerReporting/v1/deviceId` POST
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returning `200 {"success":true}`, after which the client never calls the `create_account` OAuth and
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never persists the id (`WriteDUIDs` never runs).
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- **Trigger:** a device-id **mismatch**. `CheatManager.CheckForDUIDMismatch(out string)` returns true
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when the stored id differs from `SystemInfo.deviceUniqueIdentifier`. True → migration path → POST →
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hang. Machines whose stored id matches never take the path.
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- **Stored id:** PlayerPrefs key `cm_did_ppk` (registry `cm_did_ppk_h3478365449`), CodeStage
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ObscuredString-encoded. `CheatManager.WriteDUIDs()` writes it, `ClearDUIDs()` deletes it. In our
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interop these are **instance** methods (a dnSpy dump showed them static — build difference again).
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- **Two surprises:**
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1. Deleting the registry value did **not** change the `oldDeviceId` in the POST, and the probe
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showed no `cm_did_ppk` read that session — i.e. the "old" id is **not sourced from local
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PlayerPrefs** on the failing path. Consequence: **a registry-reset script does not fix it.**
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2. `game callback attached = True` on that request → the client is genuinely waiting on the
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response. But the real server already returns `{"success":true}` at 200 and it still hangs, so the
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accepting response shape (if one exists) is something more specific.
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> ### ⚠️ OPEN QUESTION — where does the old DUID actually live?
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> We have **not** found the source of the `oldDeviceId` value. It survives a full delete of the
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> `HKCU\Software\Against Gravity\Rec Room` registry key, it does not appear as plaintext anywhere in
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> `AppData/LocalLow/Against Gravity/Rec Room`, and on the failing run the `cm_did_ppk` PlayerPref is
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> never read. So `cm_did_ppk` is *a* copy but not the one that seeds the migration POST. Leading (but
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> unconfirmed) theory: it's held server-side by the archival server, which recorded it from prior
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> POSTs, and/or cached in memory from a server response. **Until this is found, the only reliable fix
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> is `Suppress` (client) or correcting the value server-side — not clearing local storage.** Next
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> steps to try: inspect what the recflare backend stores/returns for the account's device id; dump the
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> `HTTPCache` entries decoded (not plaintext); trace who sets the field the POST body reads from.
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- **Working client-side workaround:** force `CheckForDUIDMismatch` → false (skips the migration path
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entirely). Config: `Suppress DUID Mismatch = true`.
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- **Proper root-cause fix:** server-side — make the endpoint stop reporting a stale `old` id (so
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`old == new`, no mismatch) or return whatever the client needs to proceed.
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### Diagnostic knobs (all in `[Advanced]`)
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`Suppress DUID Mismatch` defaults **true** (it's the shipped fix). Everything else defaults **false** —
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those are investigation tools, not normal config. See the patch files for details.
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| Config key | Patch file | What it does |
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| --- | --- | --- |
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| `Suppress DUID Mismatch` | `DUIDMismatchPatch.cs` | **The fix (default true).** Force `CheckForDUIDMismatch` → false. |
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| `Simulate DUID Mismatch` | `DUIDMismatchPatch.cs` | Force it → true. Reproduce the hang without a corrupt value. |
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| `Corrupt Stored DUID` | `CorruptDUIDPatch.cs` | One-shot: write a truncated id via `WriteDUIDs` (spoofing `SystemInfo.deviceUniqueIdentifier`) to create a *genuinely* corrupt stored value. |
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| `Restore Stored DUID` | `CorruptDUIDPatch.cs` | One-shot undo: `WriteDUIDs` with the real id. |
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| `DeviceId Response Override` / `Status` | `DeviceIdResponsePatch.cs` | Rewrite the `deviceId` response body/status in-flight to probe what shape the client will accept. |
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| (probe) | `DUIDProbePatch.cs` | Logs every PlayerPrefs get/set and the `WriteDUIDs`/`ClearDUIDs` calls — `WriteDUIDs() called` is the "client accepted the response" signal. |
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`DUIDMismatchPatch` has three modes: `Simulate` → force true, `Suppress` → force false, neither →
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pass through to the real check (needed to observe a genuinely corrupt stored value).
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**The diagnostic patches should not ship in a release build** — strip them (or at least confirm their
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knobs default false: `Simulate`, `Corrupt`, `Restore`, `DeviceId Response Override`) before cutting a
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release. `Suppress DUID Mismatch` is the real fix and defaults **true**, so it stays on.
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