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README.md

Lunar Tear#

Private server research project for a certain discontinued mobile game. Discord server: https://discord.gg/MZAf5aVkJG

How To Launch The Server#

Prerequisites#

  • Go 1.25+
  • goose migration tool
  • Populated server/assets/ directory
go install github.com/pressly/goose/v3/cmd/goose@latest

Quick Start (Wizard)#

The interactive wizard walks you through setup with a few simple questions — no flags or networking knowledge needed. It auto-detects the right IP address for your emulator or phone and launches all services.

cd server
go run ./cmd/wizard

Your choices are saved so next time you just press Enter to relaunch with the same settings. To skip the confirmation prompt entirely (useful for scripts or quick relaunches), pass --prefer-saved:

go run ./cmd/wizard --prefer-saved

If no saved config exists, the flag prints an error and exits.

Custom Ports#

By default the wizard uses ports 8003 (gRPC), 8080 (CDN), and 3000 (auth). Override any of them with flags:

go run ./cmd/wizard --grpc-port 9003 --cdn-port 9080
Flag Default Description
--prefer-saved false Reuse saved config without prompting
--grpc-port 8003 gRPC server port
--cdn-port 8080 CDN server port
--auth-port 3000 Auth server port
--admin-port 0 Admin webhook port (0 = disabled). Bound on 127.0.0.1; only takes effect when LUNAR_ADMIN_TOKEN is set in the env.

Custom ports are saved to .wizard.json alongside your other settings. On the next run the saved ports are reused automatically — no need to pass the flags again. If you later pass different port flags, the wizard warns you that the ports changed and asks for confirmation before continuing.

Regenerate protobuf stubs#

cd server
make proto

Database#

Player state is stored in a SQLite database. Run migrations before starting the server:

cd server
make migrate

Or manually:

cd server
mkdir -p db
goose -dir migrations -allow-missing sqlite3 db/game.db up

Importing a Snapshot#

To import a JSON snapshot into the database, use the import tool. The --uuid flag must match the UUID your game client sends during authentication:

cd server
make import SNAPSHOT=snapshots/scene_1.json UUID=<your-client-uuid>

Or directly:

go run ./cmd/import-snapshot \
  --snapshot snapshots/scene_1.json \
  --uuid <your-client-uuid> \
  --db db/game.db
Flag Default Description
--snapshot (required) Path to JSON snapshot file
--uuid (required) UUID to assign (must match the client's UUID)
--db db/game.db SQLite database path

Run#

The server is split into two binaries: a gRPC game server and an HTTP asset CDN. Both must be running for the client to work.

Start the CDN (serves asset bundles, list.bin, master data, web pages):

cd server
go run ./cmd/octo-cdn \
  --listen 0.0.0.0:8080 \
  --public-addr 10.0.2.2:8080

Start the game server (gRPC, points the client at the CDN):

cd server
go run ./cmd/lunar-tear \
  --listen 0.0.0.0:8003 \
  --public-addr 10.0.2.2:8003 \
  --octo-url http://10.0.2.2:8080

The default listen address is 0.0.0.0:443, which requires sudo (privileged port). Use --listen with a high port to avoid this. If you do need port 443, either use sudo or grant the binary the capability on Linux:

go build -o lunar-tear ./cmd/lunar-tear
sudo setcap cap_net_bind_service=+ep ./lunar-tear
./lunar-tear --public-addr 10.0.2.2:443 --octo-url http://10.0.2.2:8080

The CDN can run on a completely separate machine — just set --octo-url on the game server and --public-addr on the CDN to the externally-reachable address.

Run All Services At Once#

Instead of starting each service individually, use the dev runner to launch all three (auth, CDN, game server) with a single command. No Docker required — works on macOS, Linux, and Windows.

cd server
make dev

Or directly:

cd server
go run ./cmd/dev

Each service's output is prefixed with a colored label ([auth], [cdn], [grpc]). Press Ctrl+C to shut everything down.

The dev runner automatically builds each service into bin/ before launching. This means the binaries have stable file paths, so Windows Firewall only prompts once — subsequent runs reuse the same allowed executables. The wizard performs the same build step transparently.

Override defaults with namespaced flags:

go run ./cmd/dev --grpc.listen 0.0.0.0:9000 --grpc.public-addr 10.0.2.2:9000 --cdn.public-addr 192.168.1.50:8080

Or via make:

make dev ARGS="--grpc.listen 0.0.0.0:9000 --grpc.public-addr 10.0.2.2:9000"
Flag Default Description
--auth.listen 0.0.0.0:3000 auth-server listen address
--auth.db db/auth.db auth-server SQLite database path
--cdn.listen 0.0.0.0:8080 octo-cdn local bind address
--cdn.public-addr 10.0.2.2:8080 octo-cdn externally-reachable addr
--grpc.listen 0.0.0.0:8003 lunar-tear gRPC listen address
--grpc.public-addr 10.0.2.2:8003 lunar-tear externally-reachable addr
--grpc.octo-url http://10.0.2.2:8080 Octo CDN base URL passed to lunar-tear
--grpc.auth-url http://localhost:3000 auth server base URL passed to lunar-tear
--admin.listen (empty) lunar-tear admin webhook bind. Empty = leave default; webhook only binds when LUNAR_ADMIN_TOKEN is set in the env.
--no-color false disable colored output

Ports#

Protocol Port Binary Notes
gRPC 443 lunar-tear default; configurable with --listen (requires patched client)
HTTP 8080 octo-cdn Octo asset API + game web pages
HTTP 8082 lunar-tear admin webhook (/api/admin/master-data/reload); loopback by default, only binds when LUNAR_ADMIN_TOKEN is set
HTTP 3000 auth-server account registration and login

Game Server Flags (lunar-tear)#

Flag Default Description
--listen 0.0.0.0:443 gRPC listen address (host:port)
--public-addr 127.0.0.1:443 externally-reachable host:port advertised to clients
--octo-url (required) CDN base URL the client uses for assets (e.g. http://10.0.2.2:8080)
--db db/game.db SQLite database path
--auth-url (empty) Auth server base URL (e.g. http://localhost:3000)
--admin-listen 127.0.0.1:8082 Admin webhook listen address. Only binds when LUNAR_ADMIN_TOKEN is set.

Live Master Data Reload#

The game server reads its master data from assets/release/20240404193219.bin.e at startup. To swap in updated content without restarting the server:

  1. Replace assets/release/20240404193219.bin.e on disk with your edited copy.
  2. POST to the admin webhook with a Bearer token matching LUNAR_ADMIN_TOKEN:
curl -X POST -H "Authorization: Bearer ${LUNAR_ADMIN_TOKEN}" \
  http://127.0.0.1:8082/api/admin/master-data/reload

The server re-reads the file, atomically swaps every in-memory catalog and derived handler, and bumps the file's mtime. The mtime is folded into GetLatestMasterDataVersion, so connected clients see a new version string and re-download the file from the CDN on their next poll.

Security defaults are fail-closed:

  • LUNAR_ADMIN_TOKEN must be set in the environment, or the webhook listener never binds.
  • --admin-listen defaults to 127.0.0.1:8082 (loopback only). Bind to 0.0.0.0 only if you intend to expose it.
  • Authentication uses constant-time Bearer-token comparison.

CDN Flags (octo-cdn)#

Flag Default Description
--listen 0.0.0.0:8080 local bind address
--public-addr 127.0.0.1:8080 externally-reachable address (used in list.bin rewriting)
--assets-dir . root directory containing the assets/ tree

Docker#

Three services are available via Docker Compose: the game server (lunar-tear), the CDN (octo-cdn), and the auth server (auth-server). Migrations run automatically on game server start.

cd server
docker compose up -d

The db/ directory is mounted as a volume so both game.db and auth.db persist across restarts. Make sure assets/ is populated before starting.

Each service has its own image and can be deployed independently:

Service Image Default Port Notes
server kretts/lunar-tear:latest 8003, 8082 gRPC game server + admin webhook
cdn kretts/octo-cdn:latest 8080 HTTP asset CDN
auth kretts/auth-server:latest 3000 Account registration and login

The game server is configured via environment variables in the compose file:

Env var Description
LUNAR_LISTEN gRPC bind address
LUNAR_PUBLIC_ADDR Client-facing address advertised to the game
LUNAR_OCTO_URL CDN base URL the client uses for assets
LUNAR_AUTH_URL Auth server base URL (optional)
LUNAR_ADMIN_LISTEN Admin webhook bind address inside the container (compose default: 0.0.0.0:8082)
LUNAR_ADMIN_TOKEN Bearer token for the admin webhook. The webhook does not bind unless this is set.

Auth is optional — if LUNAR_AUTH_URL is unset the game server starts without it. The admin webhook is published to 127.0.0.1:8082 on the host so the master-data reload endpoint stays loopback-only by default; set LUNAR_ADMIN_TOKEN (e.g. via a .env file) before bringing the stack up.

Makefile Targets#

All targets run from the server/ directory.

Target Description
make proto Regenerate protobuf stubs
make build Build the game server binary
make build-cdn Build the CDN binary
make build-auth Build the auth server binary
make build-dev Build the dev runner binary to bin/
make build-all Build all service binaries to bin/
make build-import Build the import-snapshot tool
make build-claim-account Build the claim-account tool
make clean Remove the bin/ directory
make dev Run all three services with one command
make migrate Run goose migrations on db/game.db
make import Import a snapshot (SNAPSHOT=... UUID=... required)

Claim Account#

Transfers an existing game account to the most recently connected client. Looks up a player by their in-game name, assigns the new client's UUID to that account, and deletes the empty account the new client created.

Useful when a new client connects and creates a throwaway account, but you want it to load an existing account instead.

cd server
go run ./cmd/claim-account --name "PlayerName" --db db/game.db
Flag Default Description
--name (required) In-game player name to claim
--db db/game.db SQLite database path

Auth Server#

A separate HTTP server that handles player account registration and login. The patched client's Facebook login button is redirected to this server, which presents a username/password form. Tokens issued here are validated by the game server to link or recover accounts.

Run#

cd server
go run ./cmd/auth-server \
  --listen 0.0.0.0:3000 \
  --db db/auth.db

The --secret flag accepts a hex-encoded HMAC key. If omitted, a random key is generated on startup and printed to the console — pass it back on the next restart to keep existing tokens valid.

Flags#

Flag Default Description
--listen 0.0.0.0:3000 HTTP listen address (host:port)
--db db/auth.db SQLite database path for auth users
--secret (generated) Hex-encoded HMAC secret for token signing

Lunar Tear is a fan-made, non-commercial preservation and research project dedicated to keeping a certain discontinued mobile game playable for educational and archival purposes.

  • This project is not affiliated with, endorsed by, or approved by the original publisher or any of its subsidiaries.
  • All trademarks, copyrights, and intellectual property related to the original game and its associated franchises belong to their respective owners.
  • All code in this repository is original work developed through clean-room reverse engineering for interoperability with the game client.
  • No copyrighted game assets, binaries, or master data are distributed in this repository.

Use at your own risk. The author assumes no liability for any damages or legal consequences that may arise from using this software. By using or contributing to this project, you are solely responsible for ensuring your usage complies with all applicable laws in your jurisdiction.

This project is released under the MIT License.

If you are a rights holder with concerns regarding this project, please contact me directly.