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6 commits

Author SHA1 Message Date
Kelsi
32bb0becc8 fix: replace placeholder Warden RSA modulus with real Blizzard key
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 .
2026-03-30 22:50:47 -07:00
Kelsi
248d131af7 feat: implement Warden module callbacks (sendPacket, validateModule, generateRC4)
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.
2026-03-30 20:29:26 -07:00
Kelsi
c70740fcdf feat: wire Warden funcList_ dispatchers and implement PacketHandler call
Previously initializeModule() read the 4 WardenFuncList function addresses
from emulated memory, logged them, then discarded them — funcList_ was never
populated, so tick(), generateRC4Keys(), and processCheckRequest() were
permanently no-ops even when the Unicorn emulator successfully ran the module.

Changes:
- initializeModule() now wraps each non-null emulated function address in a
  std::function lambda that marshals args to/from emulated memory via
  emulator_->writeData/callFunction/freeMemory
- generateRC4Keys: copies 4-byte seed to emulated space, calls function
- unload: calls function with NULL (module saves own RC4 state)
- tick: direct uint32_t(deltaMs) dispatch, returns emulated EAX
- packetHandler: 2-arg variant for generic callers
- Stores emulatedPacketHandlerAddr_ for full 4-arg call in processCheckRequest
- processCheckRequest() now calls the emulated PacketHandler with the proper
  4-argument stdcall convention: (data, size, responseOut, responseSizeOut),
  reads back the response size and bytes, returns them in responseOut
- unload() resets emulatedPacketHandlerAddr_ to 0 for clean re-initialization
- Remove dead no-op renderObjectiveTracker() (no call sites, superseded)
2026-03-17 21:29:09 -07:00
Kelsi
388db59463 Fix Warden module loading pipeline and HASH_REQUEST response
Fix critical skip/copy parsing bug where source pointer advanced for
both skip and copy sections (skip has no source data). Implement real
relocations using delta-encoded offsets. Strip RSA signature before
zlib decompression. Load module when download completes and cache to
disk. Add empirical hash testing against CR entries and compute
SHA1(moduleImage) response with SHA1Randx key derivation for any seed.
2026-02-14 19:20:32 -08:00
Kelsi
f032ae8455 Integrate Unicorn emulator into WardenModule
Connected cross-platform emulation to module execution pipeline!

Integration Points:
- Added emulator_ member to WardenModule
- Initialize emulator in initializeModule() when HAVE_UNICORN defined
- Setup Windows API hooks automatically
- Ready to call module entry point via emulated execution

Changes:
- WardenModule now has moduleBase_ (0x400000 default)
- Emulator initialized with loaded module code
- Common Windows APIs hooked (VirtualAlloc, GetTickCount, etc.)
- processCheckRequest() prepared for emulated execution

Build Flow:
#ifdef HAVE_UNICORN
  → Use Unicorn emulator (Linux/macOS/ARM)
#elif _WIN32
  → Native Windows execution
#else
  → Platform not supported
#endif

Status:
 Emulator infrastructure integrated
 Module code loaded into emulated environment
 API hooks ready
 Entry point calling (TODO - needs callback struct setup)
 PacketHandler execution (TODO - needs implementation)

Next: Call module entry point with ClientCallbacks structure
2026-02-12 03:04:08 -08:00
Kelsi
4b425f1225 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
2026-02-12 02:43:20 -08:00