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Implement Warden module execution foundation (Phase 1 & 2)
Added architecture for loading and executing native x86 Warden modules: New classes: - WardenModule: Individual module loader with 8-step pipeline ✅ MD5 verification (working) ✅ RC4 decryption (working) ⏳ RSA/zlib/exe-parsing/relocation/API-binding/execution (TODOs) - WardenModuleManager: Module lifecycle and disk caching ~/.local/share/wowee/warden_cache/<MD5>.wdn - WardenFuncList: Callback structure for module execution Integration: - Added wardenModuleManager_ to GameHandler - Module manager initialized on startup - Foundation ready for phases 3-7 (validation → execution) Documentation: - WARDEN_MODULE_ARCHITECTURE.md (comprehensive 7-phase roadmap) - Estimated 2-3 months for full native code execution - Alternative: packet capture approach (1-2 weeks) Status: Crypto layer complete, execution layer TODO
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@ -1,6 +1,7 @@
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#include "game/game_handler.hpp"
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#include "game/transport_manager.hpp"
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#include "game/warden_crypto.hpp"
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#include "game/warden_module.hpp"
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#include "game/opcodes.hpp"
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#include "network/world_socket.hpp"
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#include "network/packet.hpp"
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@ -72,6 +73,9 @@ GameHandler::GameHandler() {
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// Initialize transport manager
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transportManager_ = std::make_unique<TransportManager>();
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// Initialize Warden module manager
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wardenModuleManager_ = std::make_unique<WardenModuleManager>();
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// Default spells always available
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knownSpells.push_back(6603); // Attack
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knownSpells.push_back(8690); // Hearthstone
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