After bundling dylibs, verify with otool -L that every non-system
dylib referenced by wowee_bin is present in the app bundle. Fails
the build if any are missing — prevents silent repeat of #36/#41.
Added to both build.yml and release.yml.
extern/catch2 was covered by the extern/* gitignore pattern without
an exception, causing CI to fail with a missing source file error.
Added !extern/catch2 exception and committed the amalgamated files.
DRY up renderAuraRemaining, fmtDurationCompact, classColorVec4,
classColorU32, entityClassId, classNameStr, kDispelNames, and
kRaidMarkNames — duplicated across game_screen, social_panel,
and combat_ui after the panel extraction refactors.
The Lua refactor branch was based before the cleanup commit and
brought back allMacroCommands, getMacroShowtooltipArg (game_screen),
lfgJoinResultString, lfgTeleportDeniedString (game_handler).
The ubuntu-24.04-arm runner is memory-constrained and the full
parallel Release build was being killed by the OOM reaper, causing
the Build step to fail silently with no log output. Cap at 2 jobs.
685 lines of unused code duplicated into extracted handler files
(entity_controller, spell_handler, quest_handler, warden_handler,
social_handler, action_bar_panel, chat_panel, window_manager)
during PRs #33-#38. Build is now warning-free.
The warmup loop waited up to 20 seconds for getHeightAt() to return a
terrain height within 15 units of spawn Z before accepting the ground
as ready. In practice, the terrain was loaded and the character was
visibly standing on it, but the height sample didn't match closely
enough (terrain LOD, chunk boundary, or server Z vs client height
mismatch).
Reduce the tile-count fallback timeout from 20s to 5s: if at least 4
tiles are loaded after 5 seconds, accept the ground as ready. The
exact height check still runs in the first 5 seconds for fast-path
cases where it does match.
ChromieCraft/AzerothCore tolerates no HASH_RESULT response (continues
session without Warden checks), but immediately kicks on a WRONG hash.
The previous commit sent a fallback SHA1 which the server rejected,
breaking login that was working before.
Restore the skip behavior for WotLK/TBC: stay silent on HASH_REQUEST
when no CR match exists, and advance to WAIT_CHECKS so the rest of the
session proceeds normally. Turtle/Classic servers still get the fallback
hash since they're lenient about wrong values.
Previously, WotLK/TBC servers with no CR match would skip the
HASH_REQUEST response entirely to "avoid account bans". This caused
a guaranteed kick-on-timeout for ALL WotLK servers including
permissive ones like ChromieCraft/AzerothCore.
Now sends a best-effort fallback hash (SHA1 of module image or raw
data) for all server types. Permissive servers accept this and
continue the session normally. Strict servers (Warmane) will reject
it but only kick — same outcome as the previous skip behavior, just
faster feedback.
For strict servers, the correct fix remains providing a .cr file
with pre-computed seed→reply entries for each module.
Suppress 9 unused parameter warnings in IObjectTypeHandler interface
methods and their overrides by commenting out parameter names:
- Base class: onCreate/onValuesUpdate/onMovementUpdate default empty
implementations (parameters intentionally unused in base)
- ItemTypeHandler::onCreate: entity param forwarded only to onCreateItem
which doesn't need it
- CorpseTypeHandler::onCreate: entity param not needed for corpse spawn
Build now produces zero warnings (excluding third-party stb headers).
- moved chat panel logic out of `game_screen` into `chat_panel`
- added chat_panel.hpp and chat_panel.cpp
- updated game_screen.hpp and game_screen.cpp to integrate new `ChatPanel` component
- updated build config in CMakeLists.txt to include new UI module sources
Replace the incorrectly extracted RSA-2048 modulus (which contained
the exponent bytes embedded inside it) with the verified Blizzard
public key used across all pre-Cataclysm clients (1.12.1, 2.4.3,
3.3.5a).
Key confirmed against two independent sources:
- namreeb/WardenSigning ClientKey.hpp (72 verified sniffed modules)
- SkullSecurity wiki Warden_Modules documentation
The modulus starts with 0x6BCE F52D... and ends with ...03F4 AFC7.
Exponent remains 65537 (0x010001).
Verification algorithm: SHA1(module_data + "MAIEV.MOD"), 0xBB-padded
to 256 bytes, RSA verify-recover with raw (no-padding) mode.
Signature failures are non-fatal (log warning, continue loading) so
private-server modules signed with custom keys still work. This is
necessary because servers like ChromieCraft/AzerothCore may use their
own signing keys.
Also update warden_module.hpp status: all implementation items now ✅.
Complete the last major Warden stub — the import table parser that
resolves Windows API calls in loaded modules. This is the critical
missing piece for strict servers like Warmane.
Implementation:
- Parse Warden module import table from decompressed data (after
relocation entries): alternating libraryName\0 / functionName\0
pairs, terminated by null library name
- For each import, look up the emulator's pre-registered stub address
(VirtualAlloc, GetTickCount, ReadProcessMemory, etc.)
- Auto-stub unrecognized APIs with a no-op returning 0 — prevents
module crashes on unimplemented Windows functions
- Patch each IAT slot (sequential dwords at module image base) with
the resolved stub address
- Add WardenEmulator::getAPIAddress() public accessor for IAT lookups
- Fix initialization order: bindAPIs() now runs inside initializeModule()
after emulator setup but before entry point call
The full Warden pipeline is now: RC4 decrypt → RSA verify → zlib
decompress → parse executable → relocate → create emulator → register
API hooks → bind imports (IAT patch) → call entry point → extract
exported functions (packetHandler, tick, generateRC4Keys, unload).
Implement the three stubbed Warden module callbacks that were previously
TODO placeholders:
- **sendPacket**: Encrypts module output via WardenCrypto RC4 and sends
as CMSG_WARDEN_DATA through the game socket. Enables modules to send
responses back to the server (required for strict servers like Warmane).
- **validateModule**: Compares the module's provided 16-byte MD5 hash
against the hash received during download. Logs error on mismatch
(indicates corrupted module transit).
- **generateRC4**: Derives new encrypt/decrypt RC4 keys from a 16-byte
seed using SHA1Randx, then replaces the active WardenCrypto key state.
Handles mid-session re-keying requested by the module.
Architecture:
- Add setCallbackDependencies() to inject WardenCrypto* and socket send
function into WardenModule before load() is called
- Use thread_local WardenModule* so C function pointer callbacks (which
can't capture state) can reach the module's dependencies during init
- Wire dependencies from WardenHandler before module load
Also update warden_module.hpp status markers — RSA verification, zlib,
executable parsing, relocation, and Unicorn emulation are all implemented
(were incorrectly marked as TODO). Only API binding/IAT patching and
RSA modulus verification against real WoW.exe remain as gaps.
Remove all OpenGL/GLEW code and dependencies. The Vulkan renderer has
been the sole active backend for months; these files were dead code.
Deleted (8 files, 641 lines):
- rendering/mesh.cpp+hpp: OpenGL VAO/VBO/EBO wrapper (never instantiated)
- rendering/shader.cpp+hpp: OpenGL GLSL compiler (replaced by VkShaderModule)
- rendering/scene.cpp+hpp: Scene graph holding Mesh objects (created but
never populated — all rendering uses Vulkan sub-renderers directly)
- rendering/video_player.cpp+hpp: FFmpeg+GL texture uploader (never
included by any other file — login video feature can be re-implemented
with VkTexture when needed)
Cleaned up:
- renderer.hpp: remove Scene forward-decl, getScene() accessor, scene member
- renderer.cpp: remove scene.hpp/shader.hpp includes, Scene create/destroy
- application.cpp: remove stale "GL/glew.h removed" comment
- CMakeLists.txt: remove find_package(OpenGL/GLEW), source/header entries,
and target_link_libraries for OpenGL::GL and GLEW::GLEW
- PKGBUILD: remove glew dependency
- BUILD_INSTRUCTIONS.md: remove glew from all platform install commands
- Delete 4 legacy GLSL 330 shaders (basic.vert/frag, terrain.vert/frag)
left over from OpenGL→Vulkan migration — Vulkan equivalents exist as
*.glsl files compiled to SPIR-V by the build system
- Delete orphaned mpq_manager.hpp/cpp (694 lines) — not in CMakeLists,
not included by any file, unreferenced StormLib integration attempt
- Add comments to water.frag.glsl wave constants explaining the
multi-octave noise design: non-axis-aligned directions prevent tiling,
frequency increases and amplitude decreases per octave for natural
water appearance
Complete rewrite — the previous version extensively referenced OpenGL
(glClearColor, VAO/VBO/EBO, GLSL shaders) throughout all sections.
The project has used Vulkan exclusively for months.
Key changes:
- Replace all OpenGL references with Vulkan equivalents (VkContext,
VMA, descriptor sets, pipeline cache, SPIR-V shaders)
- Update system diagram to show actual sub-renderer hierarchy
(TerrainRenderer, WMORenderer, M2Renderer, CharacterRenderer, etc.)
- Document GameHandler SOLID decomposition (8 domain handlers +
EntityController + GameServices dependency injection)
- Add Warden 4-layer architecture section
- Add audio system section (miniaudio, 5 sound managers)
- Update opcode count from "100+" to 664+
- Update UI section: talent screen and settings are implemented (not TODO)
- Document threading model (async terrain, GPU upload queue, normal maps)
- Fix dependencies list (Vulkan SDK, VMA, vk-bootstrap, Unicorn, FFmpeg)
- Add container builds and CI platforms
- Remove stale "TODO" items for features that are complete