M2 destroyInstanceBones and WMO destroyGroupGPU freed descriptor sets
and buffers immediately during tile streaming, while in-flight command
buffers still referenced them — causing DEVICE_LOST on AMD RADV.
Now defers GPU resource destruction via deferAfterFrameFence in streaming
paths (removeInstance, removeInstances, unloadModel). Immediate
destruction preserved for shutdown/clear paths that vkDeviceWaitIdle
first.
Also: vkDeviceWaitIdle before WMO backfillNormalMaps descriptor rebinds,
and fillModeNonSolid added to required device features for wireframe
pipelines on AMD.
ListInventoryParser::parse() was resetting the entire ListInventoryData
struct, wiping the canRepair flag set by the gossip handler before the
server response arrived. Preserve it across the parse.
Also detect repair capability from UNIT_NPC_FLAG_REPAIR (0x1000) on the
vendor NPC entity, so direct vendors without gossip menus also show the
repair button.
The pool was exhausted by cached spell/item/talent icon textures,
causing vkAllocateDescriptorSets to fail inside ImGui_ImplVulkan_AddTexture.
The NVIDIA driver crashed on the subsequent invalid descriptor write.
Also add a null-check on the returned descriptor set so pool exhaustion
gracefully returns VK_NULL_HANDLE instead of crashing.
During shutdown, VkContext::runDeferredCleanup() was executing lambdas
that called vkFreeDescriptorSets on descriptor pools already destroyed
by Renderer::shutdown(). This corrupted the validation layer's internal
state, causing a SIGSEGV during process exit on AMD RADV.
Clear the deferred queues without executing them — vkDestroyDevice
reclaims all device-child resources anyway. Also guard against the
double shutdown() call (explicit + destructor).
Avoid semaphore reuse while the presentation engine still holds a
reference by switching from per-frame-slot to per-swapchain-image
semaphores with a rotating free semaphore for acquire.
Replace the R8G8B8A8_UNORM dummy white texture in CharacterPreview
with a proper D16_UNORM depth texture cleared to 1.0, matching the
sampler2DShadow expectation in shaders. AMD RADV enforces strict
format/sampler type compatibility.
Three bugs found via AMD RADV crash log:
1. Water reflection render pass used BOTTOM_OF_PIPE as srcStageMask but
pipelines were created against the main pass (EARLY_FRAGMENT_TESTS |
COLOR_ATTACHMENT_OUTPUT). AMD enforces strict render pass compatibility
→ SIGSEGV when scene renders into reflection texture.
2. samplerAnisotropy was never enabled during device creation despite being
used in sampler creation — now requested via PhysicalDeviceSelector.
3. Shadow texture descriptor pool was reset each frame while prior frame's
command buffers might still reference it. Split into per-frame-slot pools
so each reset is fence-guarded.
AMD RDNA4 (9070XT) crashes with SIGSEGV when MSAA is enabled because the
driver optimizes TRANSIENT images for tile-only storage. Without lazily
allocated memory backing, the MSAA resolve reads unbacked memory. Now we
only set TRANSIENT+LAZILY_ALLOCATED when the device actually exposes that
memory type.
M2 particle/ribbon/batch, terrain layer, and WMO material texture
resolution paths were silently falling back to white textures when
indices were out of range — making missing texture issues hard to
diagnose. Add LOG_WARNING at each silent failure point with model
name, index details, and array sizes.
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).
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
- Explain icon load deferral strategy: returning null without caching
allows retry next frame when budget resets, rather than permanently
blacklisting icons that were deferred due to rate-limiting
- Explain DBC field fallback logic: hard-coded WotLK indices are a
safety net when dbc_layouts.json is missing; fieldCount >= 200
distinguishes WotLK (234 fields) from Classic (148)
- Explain M2 version 264 threshold (WotLK stores submesh/bone data
in external .skin files; Classic/TBC embed it in the M2)
- Explain M2 texture types 1 and 6 (skin and hair/scalp; empty
filenames resolved via CharSections.dbc at runtime)
- Explain 0x20 anim flag (embedded data; when clear, keyframes live
in external {Model}{SeqID}-{Var}.anim files)
- Explain geoset ID encoding (group × 100 + variant from
ItemDisplayInfo.dbc; e.g. 801 = sleeves variant 1)
- packet_parsers_tbc: explain spline waypoint cap (DoS prevention),
spline compression flags (Catmull-Rom 0x80000 / linear 0x2000 use
uncompressed format, others use packed delta), spell hit target cap
(128 >> real AOE max of ~20), guild roster cap (1000 safety limit)
- ambient_sound_manager: explain 1.5s bell toll spacing — matches
retail WoW cadence, allows each toll to ring out before the next
- character_preview.hpp: explain 4:5 portrait aspect ratio for
full-body character display in creation/selection screen
- entity_controller: clamp block/dodge/parry/crit/rangedCrit percentage
fields to [0..100] after memcpy from update fields — guards against
NaN/Inf from corrupted packets reaching the UI renderer
- entity_controller: add why-comment on OBJECT_FIELD_SCALE_X raw==0
check — IEEE 754 0.0f is all-zero bits, so raw==0 means the field
was never populated; keeping default 1.0f prevents invisible entities
- inventory_screen: extract renderClassRestriction() and
renderRaceRestriction() from two identical 40-line blocks in quest
info and item info tooltips. Both used identical bitmask logic,
strncat formatting, and player-class/race validation (-49 lines net)
- world_map: add why-comment on AreaTable.dbc fallback field indices —
explains that incorrect indices silently return wrong data and why
the WotLK stock layout (ID=0, Parent=2, ExploreFlag=3) is chosen
as the safest default
- input: fix undefined behavior in SDL mouse button loop — SDL_BUTTON(0)
computes (1 << -1) which is UB. Start loop at 1 since SDL button
indices are 1-based (SDL_BUTTON_LEFT=1, RIGHT=3, MIDDLE=2)
- big_num: guard BN_bn2hex/BN_bn2dec against nullptr return on
OpenSSL allocation failure — previously constructed std::string
from nullptr which is undefined behavior
- Add bounds checks to readLE32/readLE16 — malformed Warden modules
could cause out-of-bounds reads on untrusted PE data
- Fix unsigned underflow in PE section loading: if rawDataOffset or
virtualAddr exceeds buffer size, the subtraction wrapped to a huge
uint32_t causing memcpy to read/write far beyond bounds. Now skips
the section entirely and uses std::min with pre-validated maxima
- world_packets: name kGuidTypeMask/kGuidTypePet/kGuidTypeVehicle
for chat receiver GUID type detection, with why-comment explaining
WoW's bits-48-63 entity type encoding and 0xF0FF mask purpose
- lua_engine: name kRoleTank/kRoleHealer/kRoleDamager (0x02/0x04/0x08)
for WotLK LFG role bitmask, add context on Leader bit (0x01) and
source packets (SMSG_GROUP_LIST / SMSG_LFG_ROLE_CHECK_UPDATE)
- Name kHalfMinutesPerDay (2880) replacing 8 bare literals across
time conversion, modulo clamping, and midnight wrap arithmetic.
Add why-comment: Light.dbc stores time-of-day as half-minutes
(24h × 60m × 2 = 2880 ticks per day cycle)
- Replace hardcoded 3.14159f with glm::two_pi<float>() in sun
direction angle calculations (2 occurrences)