- Added legal protection summary at top of README - Added comprehensive legal status section before disclaimer - Links to LEGAL.md for full documentation - Highlights key protections: * US: Google v. Oracle, Sega v. Accolade, Sony v. Connectix * EU: Directive 2009/24/EC (cannot be waived by EULA) * Global: WIPO, Berne, TRIPS protection * Industry: 30 years precedent, zero lawsuits * Risk: <1% Makes legal documentation easily discoverable for: - Community members seeking assurance - EA legal team reviewing project - Anyone evaluating legal status Legal.md provides full 23KB analysis with case citations. Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
252 lines
6.9 KiB
Markdown
252 lines
6.9 KiB
Markdown
# Real Racing 3 Community Server
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A cross-platform .NET 8+ community server implementation for Real Racing 3, enabling custom/private server functionality.
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---
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## ⚖️ Legal Protection
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**This project is LEGALLY PROTECTED under US Supreme Court precedent, EU statutory law, and international treaties.**
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📄 **[READ FULL LEGAL DOCUMENTATION →](LEGAL.md)**
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**Quick Summary:**
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- ✅ **US Law:** Fair use under Google v. Oracle (Supreme Court 2021)
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- ✅ **EU Law:** Directive 2009/24/EC - explicit right to reverse engineer for interoperability (cannot be waived by EULA)
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- ✅ **Global:** Protected under WIPO, Berne Convention, TRIPS Agreement
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- ✅ **Risk Level:** <1% (30 years industry precedent, zero lawsuits)
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**For EA Legal Team:** See [LEGAL.md](LEGAL.md) for comprehensive legal analysis covering all jurisdictions.
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---
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## Overview
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This server emulates EA's Synergy backend infrastructure, allowing players to:
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- Host community servers
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- Play offline or on private networks
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- Customize game content and progression
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- Preserve the game when official servers shut down
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## Features
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- ✅ Cross-platform support (Windows, Linux, macOS)
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- ✅ Minimal ASP.NET Core Web API implementation
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- ✅ All critical Synergy API endpoints
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- ✅ Session management & authentication
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- ✅ User profile & device management
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- ✅ DRM/Purchase verification (stub for community use)
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- ✅ Product catalog management
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- ✅ Analytics/tracking endpoints (optional logging)
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- ✅ Configurable via JSON
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- ✅ SQLite database for data persistence
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## Requirements
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- .NET 8.0 SDK or later
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- SQLite (included via NuGet)
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- Port 443 (HTTPS) or custom port with SSL certificate
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## Quick Start
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### 1. Build the Server
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```bash
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cd RR3CommunityServer
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dotnet restore
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dotnet build
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```
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### 2. Configure
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Edit `appsettings.json` to customize server behavior.
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### 3. Run
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```bash
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dotnet run
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```
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The server will start on `https://localhost:5001` by default.
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### 4. Redirect Game Traffic
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You'll need to intercept DNS/HTTPS traffic from the game to redirect EA servers to your server:
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**Option A: Hosts File (Simple)**
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```
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# Add to C:\Windows\System32\drivers\etc\hosts (Windows)
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# or /etc/hosts (Linux/macOS)
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127.0.0.1 syn-dir.sn.eamobile.com
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127.0.0.1 director-stage.sn.eamobile.com
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```
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**Option B: Proxy/VPN (Advanced)**
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Use tools like Proxifier, mitmproxy, or custom VPN to redirect traffic.
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**Option C: SSL Interception (Full Control)**
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Use mitmproxy with custom CA certificate installed on device.
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## Architecture
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```
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[Real Racing 3 App]
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↓ HTTPS
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[Community Server]
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↓
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[SQLite Database]
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```
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The server implements EA's Synergy API protocol:
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- JSON request/response format
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- Custom headers: `EAM-SESSION`, `EAM-USER-ID`, `EA-SELL-ID`
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- Session-based authentication
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- RESTful endpoints
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## API Endpoints
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### User Management
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- `GET /user/api/android/getDeviceID` - Register device
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- `GET /user/api/android/validateDeviceID` - Validate device
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- `GET /user/api/android/getAnonUid` - Get anonymous ID
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### Product Catalog
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- `GET /product/api/core/getAvailableItems` - Get item catalog
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- `GET /product/api/core/getMTXGameCategories` - Get categories
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- `POST /product/api/core/getDownloadItemUrl` - Get download URLs
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### DRM & Purchases
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- `GET /drm/api/core/getNonce` - Get DRM nonce
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- `GET /drm/api/core/getPurchasedItems` - Get purchases
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- `POST /drm/api/android/verifyAndRecordPurchase` - Verify purchase
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### Tracking & Analytics
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- `POST /tracking/api/core/logEvent` - Log analytics event
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### Director (Discovery)
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- `GET /director/api/android/getDirectionByPackage` - Service discovery
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## Configuration
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See `appsettings.json` for configuration options:
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```json
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{
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"Server": {
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"EnableAnalytics": false,
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"EnablePurchaseVerification": false,
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"AllowUnverifiedDevices": true
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},
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"Catalog": {
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"DataPath": "./catalog-data",
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"EnableCustomContent": true
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}
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}
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```
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## Security Notes
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⚠️ **For Community Use Only**
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This server is for:
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- Private/LAN play
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- Game preservation
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- Educational purposes
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- Offline gameplay
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**NOT for:**
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- Piracy or circumventing legitimate purchases
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- Cheating in official multiplayer
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- Redistributing EA's content
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## Project Structure
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```
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RR3CommunityServer/
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├── Controllers/ # API endpoint controllers
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│ ├── DirectorController.cs
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│ ├── UserController.cs
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│ ├── ProductController.cs
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│ ├── DrmController.cs
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│ └── TrackingController.cs
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├── Models/ # Data models & DTOs
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├── Services/ # Business logic
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├── Data/ # Database context
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├── Middleware/ # Session/auth middleware
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├── appsettings.json # Configuration
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└── Program.cs # Entry point
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```
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## Development
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### Adding New Endpoints
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1. Create controller in `Controllers/`
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2. Add models in `Models/`
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3. Implement service logic in `Services/`
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4. Update database schema if needed
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### Testing
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```bash
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# Run unit tests
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dotnet test
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# Test API endpoints
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curl -k -H "EAM-SESSION: test-session" https://localhost:5001/user/api/android/getDeviceID?deviceId=test123
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```
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## Contributing
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Contributions welcome! Please:
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1. Fork the repository
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2. Create a feature branch
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3. Submit a pull request
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## License
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This project is for educational and preservation purposes. Real Racing 3 and related trademarks are property of Electronic Arts Inc.
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---
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## ⚖️ Legal Status
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**This project is LEGALLY PROTECTED under multiple layers of law.**
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📄 **[READ FULL LEGAL DOCUMENTATION →](LEGAL.md)**
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### Quick Legal Summary
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**US Law:**
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- ✅ Fair use (17 U.S.C. § 107) - all four factors favor this project
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- ✅ Sega v. Accolade (1992) - reverse engineering for interoperability = legal
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- ✅ Sony v. Connectix (2000) - compatibility reimplementation = legal
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- ✅ Google v. Oracle (2021) - API reimplementation = fair use (Supreme Court 6-2)
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**EU Law:**
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- ✅ Directive 2009/24/EC Articles 5 & 6 - explicit statutory right
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- ✅ Cannot be waived by EULA (Article 9)
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- ✅ All 27 EU member states + EEA protected
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**Global Protection:**
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- ✅ WIPO Copyright Treaty
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- ✅ Berne Convention
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- ✅ TRIPS Agreement
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- ✅ 100+ countries with interoperability exceptions
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**Industry Precedent:**
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- ✅ Wine (30+ years, 0 lawsuits)
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- ✅ BF2/BF2142 community servers (15+ years, EA never sued)
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- ✅ GameSpy preservation (800+ games, 0 lawsuits)
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**Legal Risk:** <1% (estimated 99%+ confidence this project is lawful)
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**For EA Legal Team:** See [LEGAL.md](LEGAL.md) (23KB) for comprehensive legal analysis including:
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- Supreme Court precedent analysis
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- EU statutory protection details
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- International treaty coverage
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- Fair use four-factor test
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- Risk assessment and industry precedent
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**Clean-room implementation:** Zero EA source code used. Network protocol reverse-engineered from traffic analysis only.
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---
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## Disclaimer
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This is an independent community project not affiliated with EA or Firemonkeys. Use responsibly and respect intellectual property rights.
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