Daniel Elliott a7d33090ad Add full custom content & modding system 🎨
MASSIVE FEATURE: Turn RR3 into a moddable community platform!

Controllers:
- ModdingController: Upload/manage custom cars & tracks
  - POST /modding/api/cars/upload (custom car upload)
  - POST /modding/api/tracks/upload (custom track upload)
  - GET /modding/api/cars (list custom content)
  - GET /modding/api/content (search & filter)
  - POST /modding/api/modpack/create (bundle mods)
  - GET /modding/api/modpacks (browse packs)
  - DELETE /modding/api/content/{id} (moderation)

Database:
- Added ModPack entity for mod bundles
- Extended Car with IsCustom, CustomAuthor, CustomVersion
- Extended GameAsset with IsCustomContent, CustomAuthor
- Supports versioning, ratings, download tracking

Configuration:
- CustomAssetsPath & ModsPath settings
- EnableModding flag
- Upload size limits (100MB cars, 200MB tracks)

Documentation:
- MODDING_GUIDE.md: Complete modding system guide
  - API endpoints & examples
  - Content creation workflow
  - Tools & resources
  - Community guidelines
  - Example scripts

Features:
 Upload custom cars (models, textures, audio)
 Upload custom tracks (layouts, scenery)
 Create & share mod packs
 Version control & ratings
 Community content discovery
 Automatic MD5 verification
 Organized file storage

This makes RR3 a COMMUNITY-DRIVEN platform that can
live forever with user-generated content! 🎮🏎️

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
2026-02-18 01:04:31 -08:00

Real Racing 3 Community Server

A cross-platform .NET 8+ community server implementation for Real Racing 3, enabling custom/private server functionality.

Overview

This server emulates EA's Synergy backend infrastructure, allowing players to:

  • Host community servers
  • Play offline or on private networks
  • Customize game content and progression
  • Preserve the game when official servers shut down

Features

  • Cross-platform support (Windows, Linux, macOS)
  • Minimal ASP.NET Core Web API implementation
  • All critical Synergy API endpoints
  • Session management & authentication
  • User profile & device management
  • DRM/Purchase verification (stub for community use)
  • Product catalog management
  • Analytics/tracking endpoints (optional logging)
  • Configurable via JSON
  • SQLite database for data persistence

Requirements

  • .NET 8.0 SDK or later
  • SQLite (included via NuGet)
  • Port 443 (HTTPS) or custom port with SSL certificate

Quick Start

1. Build the Server

cd RR3CommunityServer
dotnet restore
dotnet build

2. Configure

Edit appsettings.json to customize server behavior.

3. Run

dotnet run

The server will start on https://localhost:5001 by default.

4. Redirect Game Traffic

You'll need to intercept DNS/HTTPS traffic from the game to redirect EA servers to your server:

Option A: Hosts File (Simple)

# Add to C:\Windows\System32\drivers\etc\hosts (Windows)
# or /etc/hosts (Linux/macOS)
127.0.0.1 syn-dir.sn.eamobile.com
127.0.0.1 director-stage.sn.eamobile.com

Option B: Proxy/VPN (Advanced) Use tools like Proxifier, mitmproxy, or custom VPN to redirect traffic.

Option C: SSL Interception (Full Control) Use mitmproxy with custom CA certificate installed on device.

Architecture

[Real Racing 3 App]
        ↓ HTTPS
[Community Server]
        ↓
[SQLite Database]

The server implements EA's Synergy API protocol:

  • JSON request/response format
  • Custom headers: EAM-SESSION, EAM-USER-ID, EA-SELL-ID
  • Session-based authentication
  • RESTful endpoints

API Endpoints

User Management

  • GET /user/api/android/getDeviceID - Register device
  • GET /user/api/android/validateDeviceID - Validate device
  • GET /user/api/android/getAnonUid - Get anonymous ID

Product Catalog

  • GET /product/api/core/getAvailableItems - Get item catalog
  • GET /product/api/core/getMTXGameCategories - Get categories
  • POST /product/api/core/getDownloadItemUrl - Get download URLs

DRM & Purchases

  • GET /drm/api/core/getNonce - Get DRM nonce
  • GET /drm/api/core/getPurchasedItems - Get purchases
  • POST /drm/api/android/verifyAndRecordPurchase - Verify purchase

Tracking & Analytics

  • POST /tracking/api/core/logEvent - Log analytics event

Director (Discovery)

  • GET /director/api/android/getDirectionByPackage - Service discovery

Configuration

See appsettings.json for configuration options:

{
  "Server": {
    "EnableAnalytics": false,
    "EnablePurchaseVerification": false,
    "AllowUnverifiedDevices": true
  },
  "Catalog": {
    "DataPath": "./catalog-data",
    "EnableCustomContent": true
  }
}

Security Notes

⚠️ For Community Use Only

This server is for:

  • Private/LAN play
  • Game preservation
  • Educational purposes
  • Offline gameplay

NOT for:

  • Piracy or circumventing legitimate purchases
  • Cheating in official multiplayer
  • Redistributing EA's content

Project Structure

RR3CommunityServer/
├── Controllers/          # API endpoint controllers
│   ├── DirectorController.cs
│   ├── UserController.cs
│   ├── ProductController.cs
│   ├── DrmController.cs
│   └── TrackingController.cs
├── Models/              # Data models & DTOs
├── Services/            # Business logic
├── Data/                # Database context
├── Middleware/          # Session/auth middleware
├── appsettings.json     # Configuration
└── Program.cs           # Entry point

Development

Adding New Endpoints

  1. Create controller in Controllers/
  2. Add models in Models/
  3. Implement service logic in Services/
  4. Update database schema if needed

Testing

# Run unit tests
dotnet test

# Test API endpoints
curl -k -H "EAM-SESSION: test-session" https://localhost:5001/user/api/android/getDeviceID?deviceId=test123

Contributing

Contributions welcome! Please:

  1. Fork the repository
  2. Create a feature branch
  3. Submit a pull request

License

This project is for educational and preservation purposes. Real Racing 3 and related trademarks are property of Electronic Arts Inc.

Disclaimer

This is an independent community project not affiliated with EA or Firemonkeys. Use responsibly and respect intellectual property rights.

Description
No description provided
Readme 31 MiB
Languages
C# 77.4%
HTML 18.4%
PowerShell 2.7%
Shell 1.4%