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:
- Replace
assets/release/20240404193219.bin.eon disk with your edited copy. - 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_TOKENmust be set in the environment, or the webhook listener never binds.--admin-listendefaults to127.0.0.1:8082(loopback only). Bind to0.0.0.0only 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 |
⚠️ Legal Disclaimer#
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.