Add comprehensive FAQ - 'Just Read The Code' edition
Covers most common questions people ask instead of reading:
- Network encryption/obfuscation status
- EA URL elimination details
- Server configuration system
- SSL certificate options
- APK building process
- Gameplay features status
- Troubleshooting guide
- Quick reference commands
Now we can just link the FAQ when people ask! 😊
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FAQ.md
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FAQ.md
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# RR3 Community Server - Frequently Asked Questions (FAQ)
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**Last Updated:** February 23, 2026
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**Project:** Real Racing 3 Community Server + APK Mod
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---
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## 🤔 "Just Read The Code" - Common Questions
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**Before asking, check here first!** All code is public on Gitea - but here are the most common questions answered quickly.
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---
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## 🔐 Security & Encryption
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### Q: Is the network communication encrypted?
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**A:** Yes AND No - it depends what you mean:
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- **Transport (HTTPS/TLS):** ✅ YES - data is encrypted in transit
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- **Application-level encryption:** ❌ NO - payloads are plaintext over HTTPS
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- **Certificate validation:** ❌ DISABLED - accepts any SSL certificate
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**Details:** The game uses HTTPS but disables certificate validation, making it vulnerable to MITM attacks but also allowing self-signed certificates for community servers.
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**Read More:** `NETWORK-SECURITY-ANALYSIS.md` (16 KB full analysis)
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---
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### Q: Are the APK network files/code encrypted or obfuscated?
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**A:** ❌ NO - completely readable
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- **Code obfuscation:** NONE (no ProGuard/R8)
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- **Class names:** Readable (Http.java, HttpRequest.java, etc.)
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- **Method names:** Readable (sendRequest, postData, etc.)
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- **Strings:** Plaintext in smali files
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**What IS encrypted:** Local save data on device (AES-256) - NOT network traffic
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**Why it matters:** Made reverse engineering easy! If EA had obfuscated the code, this project would be 10x harder.
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**See for yourself:**
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- `smali_classes2/com/firemint/realracing/Http.smali` - readable class names
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- `smali_classes2/com/ea/nimble/SynergyEnvironmentImpl.smali` - readable methods
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---
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### Q: What encryption DOES the game use?
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**A:** Only for local storage:
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- **Algorithm:** AES/CBC/PKCS5Padding (256-bit keys)
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- **Key derivation:** PBKDF2WithHmacSHA1 (997 rounds)
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- **Used for:**
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- Saved game data on device
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- Cached authentication tokens
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- SharedPreferences persistence
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**Code location:** `smali_classes2/com/ea/nimble/Encryptor.smali`
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**Network payloads:** NOT encrypted (plaintext over HTTPS)
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---
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## 🌐 Network & Server
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### Q: Will the game contact EA servers?
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**A:** ❌ NO - EA URLs eliminated in v14 APK
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**What we changed:**
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- AndroidManifest.xml: `configuration="live"` → `"customized"`
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- EA production URLs unreachable (only if both user config AND manifest fail)
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- URL Priority: SharedPreferences > Manifest fallback > Never EA
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**Details:** `EA-URL-ELIMINATION.md` (11 KB)
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**Test it yourself:**
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1. Install APK
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2. Monitor with `adb logcat | grep eamobile`
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3. Should see ZERO EA domain connections
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---
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### Q: How does the server URL configuration work?
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**A:** 3-tier priority system:
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**Priority 1 (Highest):** SharedPreferences
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- File: `/data/data/com.ea.games.r3_row/shared_prefs/rr3_community_server.xml`
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- Key: `"server_url"`
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- Set by: User input in ServerSetupActivity (first launch)
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**Priority 2:** AndroidManifest.xml
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- Meta-data: `NimbleCustomizedSynergyServerEndpointUrl`
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- Default: `http://localhost:5001`
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- Used if SharedPreferences empty
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**Priority 3:** EA URLs (UNREACHABLE)
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- Only accessible if both Priority 1 AND 2 fail
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- With `configuration="customized"`, this never happens
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**Code:** Lines 959-985 in `SynergyEnvironmentImpl.smali`
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---
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### Q: What server endpoints are required?
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**A:** 73 Synergy API endpoints total
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**Status:**
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- Implemented: 58/73 (79%)
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- Missing: 15 endpoints
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**Critical missing:**
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- Events Service: 0/4 (blocks career mode)
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- Time Trials: 0/5
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- Leaderboards: 3/4
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- Multiplayer: 0/10+
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**Full list:** `SERVER-ENDPOINTS-ANALYSIS.md` (12.7 KB)
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---
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### Q: Can I use self-signed SSL certificates?
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**A:** ✅ YES - the APK accepts ANY certificate
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**Why:** Certificate validation is disabled (`ALLOW_ALL_HOSTNAME_VERIFIER`)
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**Options:**
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1. **Let's Encrypt** (recommended) - free, valid certificates
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2. **Self-signed** - works perfectly, free
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3. **No SSL (HTTP)** - works but not recommended for production
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**Generate self-signed:**
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```bash
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openssl req -x509 -newkey rsa:4096 -keyout key.pem -out cert.pem -days 365 -nodes
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```
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---
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## 🛠️ APK Modifications
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### Q: What was changed in the v14 APK?
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**A:** Minimal changes to eliminate EA servers:
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**File:** AndroidManifest.xml
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- **Line 126:** `android:value="live"` → `android:value="customized"`
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- **Lines 127-128:** Added fallback URL `http://localhost:5001`
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**Code added:**
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- `CommunityServerManager.smali` - manages server URL preferences
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- `ServerSetupActivity.smali` - first-launch server input dialog
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- `OfflineModeManager.smali` - online/offline toggle
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**That's it!** No other game code modified.
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---
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### Q: How do I build the APK myself?
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**A:** 3-step process:
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```bash
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# 1. Decompile
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apktool d RealRacing3.apk -o rr3-apk
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# 2. Make changes (edit AndroidManifest.xml, etc.)
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# 3. Rebuild
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apktool b rr3-apk -o RR3-modified-unsigned.apk
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# 4. Sign
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apksigner sign --ks your-keystore.jks \
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--out RR3-modified-signed.apk \
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RR3-modified-unsigned.apk
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```
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**Full guide:** `APK-BUILD-AND-TESTING-GUIDE.md` (10 KB)
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**Requirements:**
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- Java 11+ (OpenJDK recommended)
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- apktool 2.10.0+
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- Android SDK build-tools
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---
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### Q: Why isn't ProGuard/obfuscation used?
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**A:** EA/Firemonkeys chose not to obfuscate
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**Likely reasons:**
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- Easier debugging/crash reports
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- Faster build times
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- Game logic not "secret" (offline mobile game)
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- Anti-cheat handled server-side (when servers existed)
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**Result:** Made our community server project MUCH easier! 🎉
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---
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## 🎮 Gameplay & Features
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### Q: Can I play offline?
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**A:** ✅ YES - offline mode implemented
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**How to enable:**
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- Settings menu → Toggle "Offline Mode"
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- Saves to: `rr3_offline_settings.xml`
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- Key: `offline_mode_enabled`
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**Limitations:**
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- No leaderboards
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- No multiplayer
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- No cloud save sync
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- Career mode works (if Events Service implemented)
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**Code:** `smali_classes2/com/firemint/realracing/OfflineModeManager.smali`
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---
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### Q: Does multiplayer work?
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**A:** ❌ NOT YET
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**Status:** 0/10+ multiplayer endpoints implemented
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**Blockers:**
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- Real-time matchmaking system needed
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- Race synchronization logic required
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- Anti-cheat server-side validation
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- P2P or relay server architecture decision
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**Priority:** LOW (Phase 3+) - single-player first
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---
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### Q: Can I charge for in-app purchases?
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**A:** ❌ NO - EA's legal restriction
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**EA's Terms:**
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- ✅ Community servers allowed
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- ✅ Donations for server costs allowed
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- ❌ Cannot charge for in-app purchases (real money)
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- ❌ Cannot charge for the APK itself
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**Why:** EA retains the game IP and rights
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**Alternative:** Accept donations for server hosting (PayPal, Patreon, etc.)
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---
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## 🐛 Troubleshooting
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### Q: APK won't install - "App not installed"
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**A:** Common fixes:
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**1. Uninstall existing RR3:**
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```bash
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adb uninstall com.ea.games.r3_row
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```
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**2. Check signature:**
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```bash
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apksigner verify --verbose your-apk.apk
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```
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**3. Enable "Unknown Sources":**
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- Settings → Security → Allow unknown sources
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**4. Check architecture:**
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- APK supports: armeabi-v7a, arm64-v8a
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- Won't work on x86 devices without translation
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---
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### Q: Game crashes on startup
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**A:** Debug steps:
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**1. Check logcat:**
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```bash
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adb logcat -s AndroidRuntime:E
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```
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**2. Common causes:**
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- Missing native libraries (lib/ folder)
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- Wrong Android version (need 5.0+)
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- Corrupted APK (re-download/rebuild)
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**3. Clear app data:**
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```bash
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adb shell pm clear com.ea.games.r3_row
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```
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---
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### Q: "Cannot connect to server" error
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**A:** Checklist:
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✅ Server is running: `curl http://localhost:5001/health`
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✅ Server URL configured in app
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✅ Network connectivity exists
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✅ Firewall allows connection
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✅ For emulator: Use `http://10.0.2.2:5001` not `localhost`
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**Port forwarding (emulator):**
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```bash
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adb reverse tcp:5001 tcp:5001
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```
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---
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## 📚 Documentation
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### Q: Where is all the documentation?
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**A:** APK Repository (GitHub) - `rr3-apk` branch `v14`:
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**Main Docs:**
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- `README.md` - Project overview
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- `FAQ.md` - This document!
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- `NETWORK-SECURITY-ANALYSIS.md` (16 KB) - Security deep dive
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- `EA-URL-ELIMINATION.md` (11 KB) - How EA URLs were eliminated
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- `RR3-NETWORK-ANALYSIS-AND-CONFIG-SYSTEM.md` (16 KB) - Network architecture
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- `APK-BUILD-AND-TESTING-GUIDE.md` (10 KB) - Build instructions
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- `SERVER-ENDPOINTS-ANALYSIS.md` (12.7 KB) - All 73 endpoints mapped
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**Server Repository (GitHub) - `RR3CommunityServer` branch `main`:**
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- Controllers/*.cs - Server endpoint implementations
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- PHASE-1-IMPLEMENTATION-COMPLETE.md - Phase 1 completion docs
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---
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### Q: How do I contribute?
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**A:** Multiple ways to help:
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**1. Code:**
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- Implement missing endpoints (Events, Time Trials, etc.)
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- Fix bugs
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- Add features
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**2. Documentation:**
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- Improve guides
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- Write tutorials
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- Translate to other languages
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**3. Testing:**
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- Test on different devices/Android versions
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- Report bugs with detailed logs
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- Verify endpoint functionality
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**4. Assets:**
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- Extract game assets (cars, tracks, textures)
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- Document asset formats
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- Create custom content tools
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**Process:**
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1. Fork repository on GitHub/Gitea
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2. Create feature branch
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3. Make changes
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4. Submit pull request
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5. Describe what you changed and why
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---
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## 🔧 Development
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### Q: What tools do I need?
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**A:** APK Development:
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- **apktool** 2.10.0+ - APK decompilation/recompilation
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- **Java** 11+ - Build environment
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- **Android SDK** - Signing & verification
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- **Text editor** - VS Code, Sublime, etc.
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**Server Development:**
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- **.NET 8 SDK** - ASP.NET Core
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- **PostgreSQL** (or SQL Server, SQLite) - Database
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- **Visual Studio** or **VS Code** - IDE
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---
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### Q: How long did this project take?
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**A:** ~25 checkpoints (sessions) so far
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**Breakdown:**
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- Checkpoint 1-5: Initial analysis, asset systems, modding
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- Checkpoint 6-10: Server browser, daily rewards, progression
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- Checkpoint 11-15: Killswitch removal, dual APK variants, settings
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- Checkpoint 16-20: Server auth, asset management, APK fixes
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- Checkpoint 21-24: Version system, URL configuration, network analysis
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**Current Status:** 79% complete (58/73 endpoints)
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---
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## 💬 Contact & Community
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### Q: Where can I ask questions?
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**A:** Check these resources first:
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1. **This FAQ** - Common questions answered
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2. **Documentation** - Deep technical details
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3. **Code** - All source code public on Gitea/GitHub
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4. **Issues** - GitHub Issues for bug reports
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**Still stuck?** Open a GitHub Issue with:
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- Detailed description
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- Steps to reproduce
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- Logcat output
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- Device/Android version
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---
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## 🎯 Quick Reference
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### Essential File Locations
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**APK (E:\rr3\rr3-apk):**
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```
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AndroidManifest.xml - App configuration
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smali_classes2/
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com/firemint/realracing/
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Http.smali - Network client
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CommunityServerManager.smali - Server URL storage
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ServerSetupActivity.smali - First-launch dialog
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com/ea/nimble/
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SynergyEnvironmentImpl.smali - URL priority logic
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Encryptor.smali - AES encryption
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```
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**Server (E:\rr3\RR3CommunityServer):**
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```
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Controllers/
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ConfigController.cs - Config endpoints
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ProgressionController.cs - Save/load, progression
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UserController.cs - Authentication
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appsettings.json - Server configuration
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```
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---
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### Quick Commands
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**Build APK:**
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```bash
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apktool b rr3-apk -o RR3-unsigned.apk
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```
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**Sign APK:**
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```bash
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apksigner sign --ks keystore.jks --out RR3-signed.apk RR3-unsigned.apk
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```
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**Install APK:**
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```bash
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adb install -r RR3-signed.apk
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```
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**Monitor Logs:**
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```bash
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adb logcat | grep -i "rr3\|synergy\|community"
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```
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**Check Server URL:**
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```bash
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adb shell cat /data/data/com.ea.games.r3_row/shared_prefs/rr3_community_server.xml
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```
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**Run Server:**
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```bash
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cd RR3CommunityServer
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dotnet run
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```
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---
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## 🎉 Did This Help?
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If this FAQ answered your question, consider:
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- ⭐ Starring the repository
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- 📖 Reading the detailed documentation
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- 🤝 Contributing improvements
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- 💬 Helping others in Issues
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**Remember:** All code is public! When in doubt, read the source. 😊
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---
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**FAQ Version:** 1.0
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**Last Updated:** February 23, 2026
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**Maintainer:** Community Server Project Team
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**Repository Links:**
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- APK: https://github.com/supermegamestre/Project-Real-Resurrection-3 (v14 branch)
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- Server: https://github.com/supermegamestre/RR3CommunityServer (main branch)
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Reference in New Issue
Block a user