diff --git a/.gitignore b/.gitignore
index add57be..3b1f71d 100644
--- a/.gitignore
+++ b/.gitignore
@@ -1,5 +1,3 @@
-bin/
-obj/
-/packages/
-riderModule.iml
-/_ReSharper.Caches/
\ No newline at end of file
+GamePath.props
+obj
+bin
diff --git a/CannedNet.Client.sln b/CannedNet.Client.sln
deleted file mode 100644
index 61bf44b..0000000
--- a/CannedNet.Client.sln
+++ /dev/null
@@ -1,16 +0,0 @@
-
-Microsoft Visual Studio Solution File, Format Version 12.00
-Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "CannedNet.Client", "CannedNet.Client\CannedNet.Client.csproj", "{B6704474-3934-43AE-9E89-E5851F6A266B}"
-EndProject
-Global
- GlobalSection(SolutionConfigurationPlatforms) = preSolution
- Debug|Any CPU = Debug|Any CPU
- Release|Any CPU = Release|Any CPU
- EndGlobalSection
- GlobalSection(ProjectConfigurationPlatforms) = postSolution
- {B6704474-3934-43AE-9E89-E5851F6A266B}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
- {B6704474-3934-43AE-9E89-E5851F6A266B}.Debug|Any CPU.Build.0 = Debug|Any CPU
- {B6704474-3934-43AE-9E89-E5851F6A266B}.Release|Any CPU.ActiveCfg = Release|Any CPU
- {B6704474-3934-43AE-9E89-E5851F6A266B}.Release|Any CPU.Build.0 = Release|Any CPU
- EndGlobalSection
-EndGlobal
diff --git a/CannedNet.Client/CannedNet.Client.csproj b/CannedNet.Client/CannedNet.Client.csproj
deleted file mode 100644
index e86f65e..0000000
--- a/CannedNet.Client/CannedNet.Client.csproj
+++ /dev/null
@@ -1,454 +0,0 @@
-
-
-
- net6.0
- CannedNet.Client
- My first plugin
- 1.0.0
- true
- latest
-
- https://api.nuget.org/v3/index.json;
- https://nuget.bepinex.dev/v3/index.json;
- https://nuget.samboy.dev/v3/index.json
-
- CannedNet.Client
-
-
-
-
-
-
-
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\Assembly-CSharp.dll
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-
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- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\AstarPathfindingProject.dll
-
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- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\Bitpacker.dll
-
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- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\Circuits.dll
-
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- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\CSCore.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\EasyAntiCheat.Client.dll
-
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- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\Google.Protobuf.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\ICSharpCode.SharpZipLib.dll
-
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- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\Il2CppMono.Security.dll
-
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- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\Il2Cppmscorlib.dll
-
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-
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- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\Il2CppSystem.Configuration.dll
-
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- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\Il2CppSystem.Core.dll
-
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- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\Il2CppSystem.Drawing.dll
-
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- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\Il2CppSystem.Runtime.dll
-
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- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\Il2CppSystem.Runtime.Serialization.dll
-
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- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\Il2CppSystem.Xml.dll
-
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- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\Oculus.Platform.dll
-
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- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\Oculus.VR.dll
-
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- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\OSA.dll
-
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- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\Pathfinding.ClipperLib.dll
-
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- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\Pathfinding.Ionic.Zip.Reduced.dll
-
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- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\Pathfinding.Poly2Tri.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\Photon3Unity3D.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\PhotonChat.dll
-
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- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\PhotonRealtime.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\PhotonUnityNetworking.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\PhotonUnityNetworking.Utilities.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\PhotonVoice.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\PhotonVoice.API.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\PhotonVoice.PUN.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\PhotonWebSocket.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\Pngcs.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\RecRoom.Agdxgidisplays.Runtime.dll
-
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- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\RecRoom.Agmobilear.Runtime.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\RecRoom.Assetbundles.Runtime.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\RecRoom.Async.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\RecRoom.Circuitsv2.Runtime.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\RecRoom.CultureUtil.Runtime.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\RecRoom.Datastructures.Runtime.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\RecRoom.EditorHelpers.Runtime.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\RecRoom.iOSNative.Runtime.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\RecRoom.Networking.DataTypes.Runtime.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\RecRoom.Networking.Mocks.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\RecRoom.Networking.NetworkedObjects.Runtime.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\RecRoom.Networking.RPC.Runtime.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\RecRoom.Networking.SynchronizedFields.Runtime.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\RecRoom.ProBuilderExtensions.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\RecRoom.Promises.Runtime.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\RecRoom.ResourceManagement.Runtime.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\RecRoom.Scheduler.Runtime.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\RecRoom.Streamingaudio.Runtime.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\RecRoom.Tmp_overrides.Runtime.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\RecRoom.Tweening.Runtime.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\RecRoom.Unityextensions.Runtime.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\SA.Foundation.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\SA.Foundation.Network.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\SA.Foundation.Tests.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\SA.iOS.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\SA.iOS.XCode.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\SteamVR.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\SteamVR_Actions.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\Unity.Addressables.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\Unity.Burst.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\Unity.Burst.Unsafe.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\Unity.Collections.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\Unity.Jobs.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\Unity.Mathematics.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\Unity.Postprocessing.Runtime.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\Unity.RenderPipeline.Universal.ShaderLibrary.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\Unity.RenderPipelines.Core.Runtime.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\Unity.RenderPipelines.Universal.Runtime.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\Unity.ResourceManager.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\Unity.TextMeshPro.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\Unity.XR.ARFoundation.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\Unity.XR.ARSubsystems.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\Unity.XR.Management.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\UnityEngine.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\UnityEngine.AccessibilityModule.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\UnityEngine.AIModule.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\UnityEngine.AndroidJNIModule.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\UnityEngine.AnimationModule.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\UnityEngine.ARModule.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\UnityEngine.AssetBundleModule.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\UnityEngine.AudioModule.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\UnityEngine.ClothModule.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\UnityEngine.ClusterInputModule.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\UnityEngine.ClusterRendererModule.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\UnityEngine.CoreModule.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\UnityEngine.CrashReportingModule.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\UnityEngine.DirectorModule.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\UnityEngine.DSPGraphModule.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\UnityEngine.GameCenterModule.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\UnityEngine.GridModule.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\UnityEngine.HotReloadModule.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\UnityEngine.ImageConversionModule.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\UnityEngine.IMGUIModule.dll
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- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\UnityEngine.InputModule.dll
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- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\UnityEngine.JSONSerializeModule.dll
-
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- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\UnityEngine.LocalizationModule.dll
-
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- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\UnityEngine.ParticleSystemModule.dll
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- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\UnityEngine.Physics2DModule.dll
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- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\UnityEngine.PhysicsModule.dll
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- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\UnityEngine.ScreenCaptureModule.dll
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- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\UnityEngine.SharedInternalsModule.dll
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- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\UnityEngine.StreamingModule.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\UnityEngine.SubstanceModule.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\UnityEngine.SubsystemsModule.dll
-
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- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\UnityEngine.TerrainModule.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\UnityEngine.TerrainPhysicsModule.dll
-
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- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\UnityEngine.TextCoreModule.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\UnityEngine.TextRenderingModule.dll
-
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- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\UnityEngine.TilemapModule.dll
-
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- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\UnityEngine.TLSModule.dll
-
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- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\UnityEngine.UI.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\UnityEngine.UIElementsModule.dll
-
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- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\UnityEngine.UIModule.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\UnityEngine.UmbraModule.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\UnityEngine.UNETModule.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\UnityEngine.UnityAnalyticsModule.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\UnityEngine.UnityConnectModule.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\UnityEngine.UnityTestProtocolModule.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\UnityEngine.UnityWebRequestAssetBundleModule.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\UnityEngine.UnityWebRequestAudioModule.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\UnityEngine.UnityWebRequestModule.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\UnityEngine.UnityWebRequestTextureModule.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\UnityEngine.UnityWebRequestWWWModule.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\UnityEngine.VehiclesModule.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\UnityEngine.VFXModule.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\UnityEngine.VideoModule.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\UnityEngine.VRModule.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\UnityEngine.WindModule.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\UnityEngine.XR.LegacyInputHelpers.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\UnityEngine.XRModule.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\Valve.Newtonsoft.Json.dll
-
-
- ..\..\..\Downloads\Radium_PC_20260220_KbdgFG\BepInEx\interop\XboxUWP.dll
-
-
-
diff --git a/CannedNet.Client/Patches/SendRequestPatch.cs b/CannedNet.Client/Patches/SendRequestPatch.cs
deleted file mode 100644
index ce8edf3..0000000
--- a/CannedNet.Client/Patches/SendRequestPatch.cs
+++ /dev/null
@@ -1,19 +0,0 @@
-using BestHTTP;
-using HarmonyLib;
-
-namespace CannedNet.Client.Patches;
-
-public class SendRequestPatch
-{
- [HarmonyPatch(typeof(HTTPManager), "SendRequest", [typeof(HTTPRequest)])]
- public class ConnectToRecNetPatch
- {
- private static void Prefix(ref HTTPRequest request)
- {
- Plugin.Log.LogInfo($"hi {request.Uri.Host}");
-
- if (request.Uri.Host.ToString().Contains("ns.rec.net"))
- request.Uri = new Il2CppSystem.Uri("https://ns.lapis.codes");
- }
- }
-}
\ No newline at end of file
diff --git a/CannedNet.Client/Plugin.cs b/CannedNet.Client/Plugin.cs
deleted file mode 100644
index 30db0f6..0000000
--- a/CannedNet.Client/Plugin.cs
+++ /dev/null
@@ -1,20 +0,0 @@
-using BepInEx;
-using BepInEx.Logging;
-using BepInEx.Unity.IL2CPP;
-using HarmonyLib;
-
-namespace CannedNet.Client;
-
-[BepInPlugin("lapis.cannednet.client", "CannedNet Client", "1.0.0")]
-public class Plugin : BasePlugin
-{
- internal static new ManualLogSource Log;
-
- public override void Load()
- {
- Log = base.Log;
- Log.LogInfo($"I JUST HIT THE JACKPOTTTT!!!!! YUH YUH YUH!");
-
- Harmony.CreateAndPatchAll(typeof(Plugin).Assembly);
- }
-}
\ No newline at end of file
diff --git a/GamePath.props.example b/GamePath.props.example
new file mode 100644
index 0000000..3d88d79
--- /dev/null
+++ b/GamePath.props.example
@@ -0,0 +1,10 @@
+
+
+
+ C:\Path\To\RecRoom
+
+
diff --git a/LICENSE b/LICENSE
new file mode 100644
index 0000000..93f1b33
--- /dev/null
+++ b/LICENSE
@@ -0,0 +1,21 @@
+MIT License
+
+Copyright (c) 2026 djdevin
+
+Permission is hereby granted, free of charge, to any person obtaining a copy
+of this software and associated documentation files (the "Software"), to deal
+in the Software without restriction, including without limitation the rights
+to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+copies of the Software, and to permit persons to whom the Software is
+furnished to do so, subject to the following conditions:
+
+The above copyright notice and this permission notice shall be included in all
+copies or substantial portions of the Software.
+
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+SOFTWARE.
diff --git a/CannedNet.Client/Patches/FuckOffTLS.cs b/Patches/DisableTLSPinning.cs
similarity index 57%
rename from CannedNet.Client/Patches/FuckOffTLS.cs
rename to Patches/DisableTLSPinning.cs
index e25cb61..ab28a4c 100644
--- a/CannedNet.Client/Patches/FuckOffTLS.cs
+++ b/Patches/DisableTLSPinning.cs
@@ -1,9 +1,13 @@
using HarmonyLib;
using Org.BouncyCastle.Crypto.Tls;
-namespace CannedNet.Client.Patches;
+namespace RecNetPlugin.Patches;
-public class FuckOffTLS
+/**
+ Disables TLS certificate pinning. Even though we connect over SSL it seems some certificates
+ might be pinned.
+*/
+public class DisableTLSPinning
{
[HarmonyPatch(typeof(LegacyTlsAuthentication), "NotifyServerCertificate")]
public class TlsPatch
@@ -13,4 +17,4 @@ private static bool Prefix()
return false;
}
}
-}
\ No newline at end of file
+}
diff --git a/Patches/EACPatches.cs b/Patches/EACPatches.cs
new file mode 100644
index 0000000..8a2f1b8
--- /dev/null
+++ b/Patches/EACPatches.cs
@@ -0,0 +1,29 @@
+using HarmonyLib;
+using RecRoom.AntiCheat;
+using System.Text;
+using Il2CppSystem;
+
+namespace RecNetPlugin.Patches;
+
+[HarmonyPatch]
+public static class EACPatches
+{
+ [HarmonyPrefix]
+ [HarmonyPatch(typeof(EACManager), "FJLMLEPOKGE")]
+ private static bool IsReadyPatch(ref bool __result)
+ {
+ __result = true;
+ return false;
+ }
+
+ [HarmonyPrefix]
+ [HarmonyPatch(typeof(EACManager), "GenerateChallengeResponse")]
+ private static bool GenerateChallengeResponsePatch(string PGCINMIEBJP, ref string __result)
+ {
+ if (!string.IsNullOrEmpty(PGCINMIEBJP))
+ __result = Convert.ToBase64String(Encoding.UTF8.GetBytes(PGCINMIEBJP));
+ else
+ __result = Convert.ToBase64String(Encoding.UTF8.GetBytes("nothing"));
+ return false;
+ }
+}
\ No newline at end of file
diff --git a/Patches/PhotonPatches.cs b/Patches/PhotonPatches.cs
new file mode 100644
index 0000000..4dee89a
--- /dev/null
+++ b/Patches/PhotonPatches.cs
@@ -0,0 +1,34 @@
+using ExitGames.Client.Photon;
+using HarmonyLib;
+using Photon.Realtime;
+
+namespace RecNetPlugin.Patches;
+
+/**
+ Patches Photon to use the App IDs and server hostname/port specified in the plugin config.
+ */
+[HarmonyPatch(typeof(GPFPFDBGCEK), "AMOHMPKKGHL")]
+public class PhotonPatches
+{
+ [HarmonyPostfix]
+ private static void Postfix(ref AppSettings __result)
+ {
+ if (__result != null)
+ {
+ __result.AppIdRealtime = Plugin.AppIdRT.Value;
+ __result.AppIdVoice = Plugin.AppIdVoice.Value;
+ __result.AppIdChat = Plugin.AppIdChat.Value;
+ __result.FixedRegion = "us";
+ __result.UseNameServer = true;
+ __result.Protocol = ConnectionProtocol.Udp;
+
+ if (Plugin.EnableAdvancedSettings.Value)
+ {
+ __result.Server = Plugin.PhotonHostname.Value;
+ __result.Port = Plugin.PhotonPort.Value == 0
+ ? 4533
+ : Plugin.PhotonPort.Value;
+ }
+ }
+ }
+}
diff --git a/Patches/PromisePatch.cs b/Patches/PromisePatch.cs
new file mode 100644
index 0000000..a1aa19b
--- /dev/null
+++ b/Patches/PromisePatch.cs
@@ -0,0 +1,19 @@
+using HarmonyLib;
+
+namespace RecNetPlugin.Patches;
+
+/**
+ * This allows the global-metadata.dat to be different on the client
+ * patched to allow a different modulus so we can sign images.
+*/
+[HarmonyPatch(typeof(JAPJPGNBMNM), "JOKECJKBJGD")]
+public static class PromisePatch
+{
+ public static bool Prefix(out HPHDJAFFHCN __result)
+ {
+ var result = JAPJPGNBMNM.AOFCCEACNNA.JGIHNLEFJEL();
+ var promise = HAAHJPGNIMD.NMOOLKAJDOC(result);
+ __result = promise;
+ return false;
+ }
+}
diff --git a/Patches/SendRequestPatch.cs b/Patches/SendRequestPatch.cs
new file mode 100644
index 0000000..c02dfc5
--- /dev/null
+++ b/Patches/SendRequestPatch.cs
@@ -0,0 +1,186 @@
+using System;
+using BestHTTP;
+using HarmonyLib;
+using Il2CppInterop.Runtime;
+
+namespace RecNetPlugin.Patches;
+
+/**
+ Intercept a variety of HTTP requests and rewrite them to point to our own custom server.
+ */
+public class SendRequestPatch
+{
+ // Official name server host to redirect away from, swapped for the custom server.
+ private const string OfficialNameServer = "ns.rec.net";
+
+ // Skip when HTTP-logging so we don't spam the logs.
+ private static readonly string[] LogIgnoreSubstrings =
+ {
+ "/api/gamesight/event",
+ "/data/heartbeat",
+ "/identify",
+ "/httpapi",
+ "/data/event",
+ };
+
+ private static bool IsIgnoredForLogging(string url)
+ {
+ foreach (var s in LogIgnoreSubstrings)
+ if (url.Contains(s, StringComparison.OrdinalIgnoreCase))
+ return true;
+ return false;
+ }
+
+ // Cap logged bodies so a large response/request doesn't flood the log.
+ private const int MaxLoggedBodyLength = 1000;
+
+ private static string Truncate(string s)
+ {
+ if (string.IsNullOrEmpty(s) || s.Length <= MaxLoggedBodyLength)
+ return s;
+ return s.Substring(0, MaxLoggedBodyLength) + $"... ";
+ }
+
+ [HarmonyPatch(typeof(HTTPManager), "SendRequest", [typeof(HTTPRequest)])]
+ public class ConnectToRecNetPatch
+ {
+ private static void Prefix(ref HTTPRequest request)
+ {
+ var debug = Plugin.Debug.Value && !IsIgnoredForLogging(request.Uri.AbsoluteUri);
+
+ if (debug)
+ {
+ var entityBody = request.GetEntityBody();
+ string body;
+ if (entityBody == null)
+ body = "";
+ else if (IsBinaryContentType(request.GetFirstHeaderValue("content-type")) || LooksBinary(entityBody))
+ body = BinaryPreview(entityBody);
+ else
+ body = System.Text.Encoding.UTF8.GetString(entityBody);
+ Plugin.Log.LogInfo($"[HTTP] {request.MethodType} {request.Uri.AbsoluteUri} body={Truncate(body)}");
+ }
+
+ var host = request.Uri.Host;
+ if (host == OfficialNameServer)
+ {
+ // Redirect the nameserver lookup to the custom server, swapping only the host.
+ var newHost = new System.Uri(Plugin.ServerHostname.Value).Host;
+ var builder = new Il2CppSystem.UriBuilder(request.Uri) { Host = newHost };
+ request.Uri = builder.Uri;
+
+ if (debug)
+ Plugin.Log.LogInfo($"[HTTP] intercepted {host} -> {newHost}");
+ }
+
+ if (debug)
+ LogResponseWhenDone(request);
+ }
+ }
+
+ // Wraps the request's completion callback so we log the response (status + body) when it
+ // finishes, then forwards to the game's original callback. This is how we see *which*
+ // request comes back empty (RecNet throws "Response was empty" on a blank body).
+ private static void LogResponseWhenDone(HTTPRequest request)
+ {
+ try
+ {
+ var original = request.Callback;
+ var url = request.Uri.AbsoluteUri;
+
+ request.Callback = DelegateSupport.ConvertDelegate(
+ (Action)((req, resp) =>
+ {
+ if (resp == null)
+ Plugin.Log.LogWarning($"[HTTP] <- {url} NO RESPONSE (state={req.State})");
+ else
+ {
+ string text;
+ if (IsBinaryContentType(resp.GetFirstHeaderValue("content-type")))
+ text = "";
+ else
+ {
+ text = resp.DataAsText;
+ if (string.IsNullOrEmpty(text)) text = "";
+ }
+ var msg = $"[HTTP] <- {resp.StatusCode} {url} body={Truncate(text)}";
+ if (resp.StatusCode is >= 200 and < 300)
+ Plugin.Log.LogInfo(msg);
+ else
+ Plugin.Log.LogError(msg);
+ }
+
+ original?.Invoke(req, resp);
+ }));
+ }
+ catch (Exception e)
+ {
+ Plugin.Log.LogError($"[HTTP] failed to attach response logger: {e}");
+ }
+ }
+
+ // Content-Type prefixes/keywords we treat as textual; anything else is logged as so we
+ // don't dump image/asset bytes into the log.
+ private static readonly string[] TextContentTypes =
+ {
+ "text/", "application/json", "application/xml", "application/javascript",
+ "application/x-www-form-urlencoded", "+json", "+xml",
+ };
+
+ // True if the body is (probably) binary and shouldn't be logged as text. Defaults to text when
+ // there's no Content-Type, so we err toward logging rather than hiding.
+ private static bool IsBinaryContentType(string contentType)
+ {
+ if (string.IsNullOrEmpty(contentType)) return false;
+
+ foreach (var t in TextContentTypes)
+ if (contentType.Contains(t, StringComparison.OrdinalIgnoreCase))
+ return false;
+ return true;
+ }
+
+ // Render the leading bytes of a binary body as text so structured framing (e.g. multipart form
+ // boundaries and part headers) stays readable, while raw bytes are shown as \xNN escapes. Capped
+ // at MaxLoggedBodyLength since the interesting framing is at the front.
+ private static string BinaryPreview(byte[] data)
+ {
+ if (data.Length == 0) return "";
+
+ var sb = new System.Text.StringBuilder(MaxLoggedBodyLength + 32);
+ sb.Append(" ");
+ var i = 0;
+ // Cap on rendered length, not byte count: escapes expand a byte to 4 chars, so this keeps the
+ // preview near MaxLoggedBodyLength and avoids a second pass by Truncate at the log site.
+ for (; i < data.Length && sb.Length < MaxLoggedBodyLength; i++)
+ {
+ var b = data[i];
+ if (b == 0x09 || b == 0x0A || b == 0x0D || (b >= 0x20 && b < 0x7F))
+ sb.Append((char)b);
+ else
+ sb.Append("\\x").Append(b.ToString("x2"));
+ }
+ if (i < data.Length)
+ sb.Append($"... ");
+ return sb.ToString();
+ }
+
+ // Content sniff for raw request bytes — the Content-Type header isn't reliably set at
+ // SendRequest time (e.g. multipart form bodies set it lazily, and the body still embeds the
+ // raw image), so look at the bytes: a NUL byte, or a high ratio of non-text control bytes in
+ // the first chunk, means it's binary (or binary-mixed like a multipart upload).
+ private static bool LooksBinary(byte[] data)
+ {
+ if (data.Length == 0) return false;
+
+ var sample = Math.Min(data.Length, 4096);
+ var nonText = 0;
+ for (var i = 0; i < sample; i++)
+ {
+ var b = data[i];
+ if (b == 0) return true;
+ // Control chars other than tab/newline/carriage-return.
+ if (b < 0x20 && b != 0x09 && b != 0x0A && b != 0x0D) nonText++;
+ }
+ return nonText * 100 / sample > 10;
+ }
+}
diff --git a/Plugin.cs b/Plugin.cs
new file mode 100644
index 0000000..f017b2f
--- /dev/null
+++ b/Plugin.cs
@@ -0,0 +1,60 @@
+using System;
+using BepInEx;
+using BepInEx.Configuration;
+using BepInEx.Logging;
+using BepInEx.Unity.IL2CPP;
+using HarmonyLib;
+using UnityEngine;
+using UnityEngine.SceneManagement;
+
+namespace RecNetPlugin;
+
+[BepInPlugin("net.rec.plugin", "RecNet Plugin", "1.0.0")]
+public class Plugin : BasePlugin
+{
+ internal static new ManualLogSource Log;
+
+ public static ConfigEntry AppIdRT { get; private set; }
+ public static ConfigEntry AppIdVoice { get; private set; }
+ public static ConfigEntry AppIdChat { get; private set; }
+ public static ConfigEntry ServerHostname { get; private set; }
+ public static ConfigEntry EnableAdvancedSettings { get; private set; }
+ public static ConfigEntry PhotonHostname { get; private set; }
+ public static ConfigEntry PhotonPort { get; private set; }
+ public static ConfigEntry Debug { get; private set; }
+
+ public override void Load()
+ {
+ Log = base.Log;
+
+ AppIdRT = Config.Bind("Photon", "App Id Realtime", "", "Photon Realtime App ID");
+ AppIdVoice = Config.Bind("Photon", "App Id Voice", "", "Photon Voice App ID");
+ AppIdChat = Config.Bind("Photon", "App Id Chat", "", "Photon Chat App ID");
+ EnableAdvancedSettings = Config.Bind("Advanced", "Enabled Advanced Settings", false, "Allows other fields below in the advanced section to be modified.");
+ PhotonHostname = Config.Bind("Advanced", "Photon NameServer", "", "Custom Photon NameServer");
+ PhotonPort = Config.Bind("Advanced", "Photon NameServer Port", 0, "Custom Photon NameServer Port (if 0, it will be default)");
+ ServerHostname = Config.Bind("Server", "RecNet NameServer Host", "https://ns.rec.net", "Host for the RecNet NameServer.");
+ 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!)");
+
+ Harmony.CreateAndPatchAll(typeof(Plugin).Assembly);
+
+ SceneManager.sceneLoaded += (Action)OnSceneLoaded;
+ }
+
+ private void OnSceneLoaded(Scene scene, LoadSceneMode mode)
+ {
+ // CheatManager boots us out of rooms when it runs, but it's ALSO the DUID service the DI
+ // container resolves for account creation / login (destroying it removes that service).
+ // So instead of destroying it, *deactivate* the GameObject: it stops running (no Update /
+ // coroutines, so no boot) while the component still exists, so the DI container can still
+ // resolve PGECJHKNIEN and call its DUID methods. It's recreated per scene, so deactivate
+ // each freshly-spawned (active) instance on every load. (GameObject.Find only returns active
+ // objects, so once deactivated it isn't found again.)
+ var cheatMgr = GameObject.Find("GameRoot/(Startup)(Clone)/Core Systems/[CheatManager]");
+ if (cheatMgr != null)
+ {
+ cheatMgr.SetActive(false);
+ Log.LogInfo("cheatmanager deactivated");
+ }
+ }
+}
diff --git a/README.md b/README.md
new file mode 100644
index 0000000..0ea621c
--- /dev/null
+++ b/README.md
@@ -0,0 +1,123 @@
+# RecNet Plugin
+
+A [BepInEx 6](https://github.com/BepInEx/BepInEx) (IL2CPP) plugin that points the Rec Room client at a self-hosted / private server.
+
+It does this entirely client-side with [Harmony](https://harmony.pardeike.net/) patches — no game files are modified on disk (except global-metadata.dat - needed for image signatures). 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.
+
+> ⚠️ This disables anti-cheat and certificate validation on the client. Use at your own risk.
+
+## Safety
+
+Using BepInEx plugins may cause anti-virus scanners or Windows Defender to pick it up as a threat.
+
+If you don't trust the complied .DLL, you can build it yourself.
+
+See https://github.com/djdevin/recnet-plugin#from-source
+
+## What it does
+
+| Patch | File | Effect |
+| --- | --- | --- |
+| 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. |
+| 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. |
+
+## Requirements
+
+- 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/`.
+- **.NET 6 SDK** to build the plugin.
+- Your own server endpoints: a RecNet name server, and [Photon](https://www.photonengine.com) app keys.
+
+_Looking for a custom RecNet server?_ Try https://github.com/djdevin/recflare
+
+## Installing
+
+1. Download the game using https://github.com/SteamRE/DepotDownloader. The manifest ID is `7859140924515540835`.
+Example: `depotdownloader -app 471710 -depot 471711 -manifest 7859140924515540835`
+**You must use this specific version.**
+2. Install BepInEx to the game. See https://docs.bepinex.dev/articles/user_guide/installation/index.html. **Note that you must use version 6!**
+
+### From release
+
+1. Download a release from [/releases](/releases)
+2. Drop the `.dll` file into `BepInEx/plugins/`
+
+### From source
+
+The project references the game's interop DLLs, so the build needs to know where your Rec Room install lives. Set `GamePath` using any one of:
+
+1. **A local props file** (recommended):
+ ```sh
+ cp GamePath.props.example GamePath.props
+ ```
+ 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.
+
+2. **An environment variable:**
+ ```sh
+ set RECROOM_PATH=C:\Path\To\RecRoom # cmd
+ $env:RECROOM_PATH = "C:\Path\To\RecRoom" # PowerShell
+ ```
+
+3. **On the command line:**
+ ```sh
+ dotnet build -p:GamePath="C:\Path\To\RecRoom"
+ ```
+
+Then build:
+
+```sh
+dotnet build
+```
+
+The build validates that `GamePath` is set and that `$(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.
+
+If you need the DLL elsewhere, it's also left in `bin/Debug/net6.0/`.
+
+## Configuration
+
+Start the game for the first time. In `BepInEx` you should now see a `config` folder. If not, verify BepInEx installation and version.
+
+Inside `config`, edit the `net.rec.plugin.cfg` file and update as needed:
+
+**[Server]**
+- `RecNet NameServer Host` — base URL of your RecNet name server (like `https://ns.rec.net`).
+
+**[Photon]**
+- `App Id Realtime` — Photon Realtime App ID.
+- `App Id Voice` — Photon Voice App ID.
+- `App Id Chat` — Photon Chat App ID.
+
+**[Advanced]**
+- `Enabled Advanced Settings` — must be `true` to apply the custom Photon name server / port below.
+- `Photon NameServer` — custom Photon name server host.
+- `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.
+
+## Project layout
+
+| Path | Purpose |
+| --- | --- |
+| `Plugin.cs` | Plugin entry point, config bindings, Harmony bootstrap |
+| `Patches/` | Harmony patches (HTTP, EAC, TLS, Photon) |
+| `RecNetPlugin.csproj` | Build config + interop references (driven by `GamePath`), and the `DeployPlugin` post-build copy |
+| `GamePath.props.example` | Template for your local `GamePath.props` |
+
+## FAQ
+
+**Can I use this for my own Rec Room server?**
+
+Yes. That's the point.
+
+## Credits
+
+Based on https://github.com/CannedNet/CannedNet.Client
+
+## License
+
+[MIT](LICENSE)
diff --git a/RecNetPlugin.csproj b/RecNetPlugin.csproj
new file mode 100644
index 0000000..7a2622a
--- /dev/null
+++ b/RecNetPlugin.csproj
@@ -0,0 +1,948 @@
+
+
+
+ net6.0
+ RecNetPlugin
+ RecNetPlugin
+ 1.0.0
+ true
+ latest
+
+ https://api.nuget.org/v3/index.json;
+ https://nuget.bepinex.dev/v3/index.json;
+ https://nuget.samboy.dev/v3/index.json
+
+ RecNetPlugin
+
+
+
+
+
+
+ $(RECROOM_PATH)
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ $(GamePath)\BepInEx\interop\Assembly-CSharp.dll
+
+
+ $(GamePath)\BepInEx\interop\Assembly-CSharp-firstpass.dll
+
+
+ $(GamePath)\BepInEx\interop\AstarPathfindingProject.dll
+
+
+ $(GamePath)\BepInEx\interop\Backtrace.Unity.dll
+
+
+ $(GamePath)\BepInEx\interop\Circuits.All.Injection.Debugging.dll
+
+
+ $(GamePath)\BepInEx\interop\Circuits.All.Injection.PhotonNetSystem.dll
+
+
+ $(GamePath)\BepInEx\interop\Circuits.All.Injection.UnityEngine.dll
+
+
+ $(GamePath)\BepInEx\interop\Circuits.All.Mock.dll
+
+
+ $(GamePath)\BepInEx\interop\Circuits.All.RecRoom.dll
+
+
+ $(GamePath)\BepInEx\interop\Circuits.Dynamic.Core.NetSystem.dll
+
+
+ $(GamePath)\BepInEx\interop\Circuits.Dynamic.Mock.dll
+
+
+ $(GamePath)\BepInEx\interop\Circuits.Shared.Core.ByteCode.dll
+
+
+ $(GamePath)\BepInEx\interop\Circuits.Shared.CV2.Dependencies.dll
+
+
+ $(GamePath)\BepInEx\interop\Circuits.Shared.RecRoom.Engine.dll
+
+
+ $(GamePath)\BepInEx\interop\Circuits.Shared.RecRoom.Objects.dll
+
+
+ $(GamePath)\BepInEx\interop\Circuits.Shared.Utilities.dll
+
+
+ $(GamePath)\BepInEx\interop\Circuits.Static.Core.CompileSystem.dll
+
+
+ $(GamePath)\BepInEx\interop\Circuits.Static.Core.GraphSystem.dll
+
+
+ $(GamePath)\BepInEx\interop\Circuits.Static.Core.NetSystem.dll
+
+
+ $(GamePath)\BepInEx\interop\Circuits.Static.Core.RequestReduce.dll
+
+
+ $(GamePath)\BepInEx\interop\Circuits.Static.Core.TreeSystem.dll
+
+
+ $(GamePath)\BepInEx\interop\Circuits.Static.Core.TypeCheckSystem.dll
+
+
+ $(GamePath)\BepInEx\interop\Circuits.Static.Core.TypeSystem.dll
+
+
+ $(GamePath)\BepInEx\interop\Circuits.Static.Core.UnificationSystem.dll
+
+
+ $(GamePath)\BepInEx\interop\Circuits.Static.EV.dll
+
+
+ $(GamePath)\BepInEx\interop\Circuits.Static.RecRoom.dll
+
+
+ $(GamePath)\BepInEx\interop\Circuits.Static.Utilities.dll
+
+
+ $(GamePath)\BepInEx\interop\Circuits.V2.dll
+
+
+ $(GamePath)\BepInEx\interop\Codestage.Anticheattoolkit.Runtime.dll
+
+
+ $(GamePath)\BepInEx\interop\CSCore.dll
+
+
+ $(GamePath)\BepInEx\interop\EasyAntiCheat.Client.dll
+
+
+ $(GamePath)\BepInEx\interop\Google.Protobuf.dll
+
+
+ $(GamePath)\BepInEx\interop\ICSharpCode.SharpZipLib.dll
+
+
+ $(GamePath)\BepInEx\interop\Il2CppMicrosoft.Bcl.HashCode.dll
+
+
+ $(GamePath)\BepInEx\interop\Il2CppMicrosoft.CognitiveServices.Speech.csharp.dll
+
+
+ $(GamePath)\BepInEx\interop\Il2CppMicrosoft.Toolkit.HighPerformance.dll
+
+
+ $(GamePath)\BepInEx\interop\Il2CppMono.Security.dll
+
+
+ $(GamePath)\BepInEx\interop\Il2Cppmscorlib.dll
+
+
+ $(GamePath)\BepInEx\interop\Il2CppSystem.dll
+
+
+ $(GamePath)\BepInEx\interop\Il2CppSystem.Buffers.dll
+
+
+ $(GamePath)\BepInEx\interop\Il2CppSystem.Configuration.dll
+
+
+ $(GamePath)\BepInEx\interop\Il2CppSystem.Core.dll
+
+
+ $(GamePath)\BepInEx\interop\Il2CppSystem.Data.dll
+
+
+ $(GamePath)\BepInEx\interop\Il2CppSystem.Drawing.dll
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