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
This commit is contained in:
devin
2026-07-14 13:36:52 -04:00
committed by GitHub
parent a6e4555a00
commit 6a62f0cc1d
8 changed files with 436 additions and 9 deletions
+38 -3
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@@ -21,9 +21,36 @@ See https://github.com/djdevin/recnet-plugin#from-source
| 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 for development. |
| Photon override | `Patches/PhotonPatches.cs` | Replaces the Realtime / Voice / Chat App IDs (and optionally the Photon name server + port) with your own. |
| EAC bypass | `Patches/EACPatches.cs` | Forces EasyAntiCheat "ready" and stubs the challenge-response so the client connects without the official anti-cheat. |
| TLS bypass | `Patches/FuckOffTLS.cs` | Skips server-certificate validation so a custom server's cert is accepted. |
| TLS bypass | `Patches/DisableTLSPinning.cs` | Skips server-certificate validation so a custom server's cert is accepted. |
| Promise stub | `Patches/PromisePatch.cs` | Allows custom global-metadata.dat files without the game crashing. |
| CheatManager handling | `Plugin.cs` | Deactivates the in-game `CheatManager` (which would otherwise boot you from rooms) while keeping it resolvable for account creation / login. |
| DUID mismatch workaround | `Patches/DUIDMismatchPatch.cs` | Forces the device-id mismatch check to "no mismatch" so the Create Account hang (below) is skipped. **On by default**; no-op on healthy machines. |
## The Create Account / DUID hang
Some machines hang forever on **Create Account**. This turned out to be a genuinely nasty one, so it's
worth documenting.
**What happens:** when the client's *stored* device id (DUID) differs from the one derived at runtime,
the client takes a "migration" path — it POSTs to `PlayerReporting/v1/deviceId`, the server answers
`200 {"success":true}`, and then the client **stalls**: it never makes the `create_account` OAuth call
and never persists the new id. Machines whose stored id already matches never take this path, which is
why the bug hits some players and not others (and is hard to reproduce if your own machine is fine).
**The decision point** is `CheatManager.CheckForDUIDMismatch`. Forcing it to return *true* reproduces
the hang on any machine; forcing it *false* skips the whole path. That false-forcing is the shipping
workaround, exposed as the `Suppress DUID Mismatch` config option, which is **on by default**. It's a
no-op on healthy machines (their real check already returns false) and skips the hang on affected ones.
**Still unsolved:** we have not found where the "old" device id in that POST actually comes from. It
survives deleting the entire `HKCU\Software\Against Gravity\Rec Room` registry key, and on the failing
run the local `cm_did_ppk` PlayerPref is never even read — so clearing local storage does **not** fix
it. The leading theory is that it's held server-side (recorded by the server from earlier reports)
and/or cached in memory from a server response, which would make the proper fix server-side. See
`CLAUDE.md` for the full investigation and the diagnostic tooling.
> ⚠️ `Suppress DUID Mismatch` is a workaround: it lets account creation through but does **not** repair
> a genuinely corrupt stored/served id — it just stops the client from acting on the mismatch.
## Requirements
@@ -76,7 +103,7 @@ dotnet build
The build validates that `GamePath` is set and that `$(GamePath)\BepInEx\interop` exists, and fails with a clear message otherwise.
A post-build step (the `DeployPlugin` target in the `.csproj`) automatically copies the built `RecNetPatcher.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.
A post-build step (the `DeployPlugin` target in the `.csproj`) automatically copies the built `RecNetPlugin.dll` into your Rec Room install's `BepInEx/plugins/` folder after every build. (The copy will fail if Rec Room is running, since the DLL is locked — close the game and rebuild.) Since `GamePath` already points at your install, you don't need to copy anything by hand — just `dotnet build` and launch the game.
If you need the DLL elsewhere, it's also left in `bin/Debug/net6.0/`.
@@ -100,13 +127,21 @@ Inside `config`, edit the `net.rec.plugin.cfg` file and update as needed:
- `Photon NameServer Port` — custom port (`0` uses the default, `4533`).
- `Debug` — verbose HTTP request/response logging (only needed for development)
> ⚠️ Debug logs include **sensitive data** (passwords, auth tokens). Be careful when sharing them.
- `Suppress DUID Mismatch` — skips the Create Account / DUID hang (see above). **On by default**; the
only DUID option meant for normal use. Set `false` only to observe the real mismatch for debugging.
The remaining `[Advanced]` DUID options — `Simulate DUID Mismatch`, `Corrupt Stored DUID`,
`Restore Stored DUID`, `DeviceId Response Override`, `DeviceId Response Status` — are **diagnostic
tools** used to investigate the hang. Leave them at their defaults unless you're debugging it; see
`CLAUDE.md` for what each one does.
## Project layout
| Path | Purpose |
| --- | --- |
| `Plugin.cs` | Plugin entry point, config bindings, Harmony bootstrap |
| `Patches/` | Harmony patches (HTTP, EAC, TLS, Photon) |
| `Patches/` | Harmony patches (HTTP, EAC, TLS, Photon, DUID) |
| `CLAUDE.md` | Developer notes: build gotchas, IL2CPP/interop caveats, and the full DUID-hang investigation |
| `RecNetPlugin.csproj` | Build config + interop references (driven by `GamePath`), and the `DeployPlugin` post-build copy |
| `GamePath.props.example` | Template for your local `GamePath.props` |