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
17 KiB
Warden Module Execution Architecture
Status: Foundation implemented, execution layer TODO Created: 2026-02-12 Version: WoW 3.3.5a (build 12340)
Overview
This document describes the Warden module execution architecture - a system for loading and running native x86 Warden anti-cheat modules sent by WoW servers.
IMPORTANT: This is a foundation implementation. Full module execution requires several months of additional work to implement native code loading, relocation, API binding, and execution.
Architecture Layers
The system is built in three layers:
┌─────────────────────────────────────┐
│ GameHandler (Protocol Layer) │ Handles SMSG_WARDEN_DATA packets
│ - Receives Warden packets │ Routes to module manager
│ - Delegates to WardenModuleManager │
└──────────────┬──────────────────────┘
│
┌──────────────▼──────────────────────┐
│ WardenModuleManager (Lifecycle) │ Manages multiple modules
│ - Module caching (disk) │ Handles downloads
│ - Module lookup by MD5 hash │ Coordinates loading
└──────────────┬──────────────────────┘
│
┌──────────────▼──────────────────────┐
│ WardenModule (Execution) │ Individual module instance
│ ✅ MD5 verification │ Validates module data
│ ✅ RC4 decryption │ Uses WardenCrypto
│ ❌ RSA signature (TODO) │ Public key verification
│ ❌ zlib decompression (TODO) │ Inflate compressed code
│ ❌ Executable parsing (TODO) │ Skip/copy sections
│ ❌ Address relocation (TODO) │ Fix absolute references
│ ❌ API binding (TODO) │ Resolve kernel32.dll imports
│ ❌ Native execution (TODO) │ Run x86 code callbacks
└─────────────────────────────────────┘
File Structure
include/game/warden_module.hpp - Module loader interface
src/game/warden_module.cpp - Implementation (stubs for TODOs)
include/game/game_handler.hpp - Added WardenModuleManager member
src/game/game_handler.cpp - Initializes module manager
include/game/warden_crypto.hpp - RC4 crypto (existing, reused)
src/game/warden_crypto.cpp - RC4 implementation (existing)
Classes
WardenModule
Represents a single loaded Warden module.
Public Interface
class WardenModule {
public:
// Load module from encrypted data
bool load(const std::vector<uint8_t>& moduleData,
const std::vector<uint8_t>& md5Hash,
const std::vector<uint8_t>& rc4Key);
// Check if module is ready for execution
bool isLoaded() const;
// Process check request (calls module's PacketHandler)
bool processCheckRequest(const std::vector<uint8_t>& checkData,
std::vector<uint8_t>& responseOut);
// Periodic tick (calls module's Tick function)
uint32_t tick(uint32_t deltaMs);
// Re-key crypto (called by server opcode 0x05)
void generateRC4Keys(uint8_t* packet);
// Cleanup and unload
void unload();
};
Loading Pipeline
The load() function executes 8 steps:
Step 1: Verify MD5 ✅ Implemented (uses auth::Crypto::md5)
Step 2: RC4 Decrypt ✅ Implemented (uses WardenCrypto)
Step 3: RSA Verify ❌ TODO (requires OpenSSL RSA-2048)
Step 4: zlib Decompress ❌ TODO (requires zlib library)
Step 5: Parse Exe ❌ TODO (custom skip/copy format)
Step 6: Relocations ❌ TODO (delta-encoded offsets)
Step 7: Bind APIs ❌ TODO (kernel32.dll, user32.dll imports)
Step 8: Initialize ❌ TODO (call module entry point)
Current Behavior: Steps 1-2 succeed, steps 3-8 are logged as "NOT IMPLEMENTED" and return without error. Module is marked as NOT loaded (loaded_ = false).
WardenFuncList
Callback functions exported by loaded module.
struct WardenFuncList {
GenerateRC4KeysFunc generateRC4Keys; // Re-key crypto stream
UnloadFunc unload; // Cleanup before unload
PacketHandlerFunc packetHandler; // Process check requests
TickFunc tick; // Periodic execution
};
These are function pointers that would be populated by calling the module's initialization entry point after loading.
Current Status: All callbacks are nullptr (not initialized).
WardenModuleManager
Manages module lifecycle and caching.
Public Interface
class WardenModuleManager {
public:
// Check if module is cached locally
bool hasModule(const std::vector<uint8_t>& md5Hash);
// Get or create module instance
std::shared_ptr<WardenModule> getModule(const std::vector<uint8_t>& md5Hash);
// Receive module data chunk (multi-packet download)
bool receiveModuleChunk(const std::vector<uint8_t>& md5Hash,
const std::vector<uint8_t>& chunkData,
bool isComplete);
// Cache module to disk
bool cacheModule(const std::vector<uint8_t>& md5Hash,
const std::vector<uint8_t>& moduleData);
// Load cached module from disk
bool loadCachedModule(const std::vector<uint8_t>& md5Hash,
std::vector<uint8_t>& moduleDataOut);
};
Module Caching
Modules are cached at:
~/.local/share/wowee/warden_cache/<MD5_HASH>.wdn
Example:
~/.local/share/wowee/warden_cache/
3a7f9b2e1c5d8a4f6e3b2c1d5e7f8a9b.wdn # Module A
8c4b2d1f5e3a7f9b1c2d3e4f5a6b7c8d.wdn # Module B
Cache Benefits:
- Skip re-download on reconnect
- Faster server connections
- Persist across sessions
Cache Invalidation: Servers can send new modules with different MD5 hashes, which will be downloaded and cached separately.
Integration with GameHandler
Initialization
GameHandler::GameHandler() {
// ... other initialization ...
// Initialize Warden module manager
wardenModuleManager_ = std::make_unique<WardenModuleManager>();
}
Future Integration (Not Yet Implemented)
When module execution is fully implemented, the flow would be:
void GameHandler::handleWardenData(network::Packet& packet) {
// First packet: module download request
if (is_module_packet) {
auto module = wardenModuleManager_->getModule(md5Hash);
module->load(moduleData, md5Hash, rc4Key);
return;
}
// Subsequent packets: check requests
auto decrypted = wardenCrypto_->decrypt(packet.getData());
// Try module execution first
std::vector<uint8_t> response;
if (module->processCheckRequest(decrypted, response)) {
// Module generated authentic response
auto encrypted = wardenCrypto_->encrypt(response);
sendResponse(encrypted);
} else {
// Fall back to fake responses (current behavior)
generateFakeResponse(decrypted, response);
auto encrypted = wardenCrypto_->encrypt(response);
sendResponse(encrypted);
}
}
Module Packet Protocol
Opcode 0x00 - Module Check Request
Server asks if client has module cached.
Server → Client:
[1 byte] Opcode (0x00)
[16 bytes] Module MD5 hash (identifier)
[16 bytes] RC4 decryption key seed
[4 bytes] Module compressed size
Client → Server Response:
[1 byte] 0x00 = need download
[1 byte] 0x01 = have cached, ready to use
Opcode 0x01 - Module Data Transfer
Server sends encrypted module data in chunks.
Server → Client:
[1 byte] Opcode (0x01)
[2 bytes] Chunk length
[N bytes] Encrypted module data
Multiple 0x01 packets sent until total bytes received equals size from opcode 0x00.
Client → Server Response:
[1 byte] 0x01 = success
[1 byte] 0x00 = failure (request retransmit)
Module File Format
Encrypted Module Structure
┌────────────────────────────────────┐
│ RC4-Encrypted Module Data │
│ (Key from server's 16-byte seed) │
└────────────┬───────────────────────┘
│ RC4 Decrypt
┌────────────▼───────────────────────┐
│ Decrypted Module │
│ ┌────────────────────────────────┐ │
│ │ [4 bytes] Uncompressed size │ │
│ │ [variable] zlib compressed data│ │
│ │ [4 bytes] "SIGN" or "NGIS" │ │
│ │ [256 bytes] RSA-2048 signature │ │
│ └────────────────────────────────┘ │
└────────────┬───────────────────────┘
│ zlib inflate
┌────────────▼───────────────────────┐
│ Decompressed Executable │
│ ┌────────────────────────────────┐ │
│ │ [4 bytes] Final code size │ │
│ │ [2 bytes] Skip section length │ │
│ │ [N bytes] Code to skip │ │
│ │ [2 bytes] Copy section length │ │
│ │ [M bytes] Code to copy (x86) │ │
│ │ ... (alternating skip/copy) │ │
│ └────────────────────────────────┘ │
└────────────────────────────────────┘
RSA Signature Verification
Public Key (hardcoded in WoW client):
Exponent: {0x01, 0x00, 0x01, 0x00} (Little-endian 65537)
Modulus: 256-byte value (in client binary)
Expected Signature:
SHA1(module_data + "MAIEV.MOD") padded with 0xBB bytes
Implementation Roadmap
Phase 1: Crypto Layer (COMPLETED ✅)
- RC4 encryption/decryption (WardenCrypto)
- MD5 hash verification
- SHA1 hashing
- Module seed extraction
Phase 2: Foundation (CURRENT - JUST COMPLETED ✅)
- WardenModule class skeleton
- WardenModuleManager class
- Module caching system
- Integration with GameHandler
- Build system integration
- Comprehensive documentation
Phase 3: Validation Layer (TODO - 1-2 weeks)
- Implement RSA-2048 signature verification
- OpenSSL RSA_public_decrypt
- Hardcode public key modulus
- Verify SHA1(data + "MAIEV.MOD") signature
- Implement zlib decompression
- Link against zlib library
- Read 4-byte uncompressed size
- Inflate compressed stream
- Add detailed error reporting for failures
Phase 4: Executable Loader (TODO - 2-3 weeks)
- Parse custom skip/copy executable format
- Read alternating skip/copy sections (2-byte length + data)
- Allocate executable memory region
- Copy code sections to memory
- Implement address relocation
- Parse delta-encoded offsets (multi-byte with high-bit continuation)
- Fix absolute references relative to module base address
- Update pointer tables
- Set memory permissions (VirtualProtect equivalent)
Phase 5: API Binding (TODO - 1 week)
- Resolve Windows API imports
- kernel32.dll: VirtualAlloc, VirtualProtect, GetTickCount, etc.
- user32.dll: GetForegroundWindow, etc.
- Patch import address table (IAT)
- Provide callback structure to module
- Packet transmission functions
- Memory allocation (malloc/free)
- RC4 key management
Phase 6: Execution Engine (TODO - 2-3 weeks)
- Call module initialization entry point
- Receive WardenFuncList callbacks
- Implement PacketHandler dispatcher
- Route check opcodes (0xF3, 0xB2, 0x98, etc.)
- Let module perform REAL memory scans
- Return authentic responses
- Implement Tick() periodic calls
- Implement GenerateRC4Keys() re-keying
- Implement Unload() cleanup
Phase 7: Testing & Refinement (TODO - 1-2 weeks)
- Test against Warmane (strict enforcement)
- Test against local AzerothCore (permissive)
- Debug module execution issues
- Add comprehensive logging
- Performance optimization
- Memory safety validation
Estimated Timeline
| Phase | Duration | Difficulty |
|---|---|---|
| Phase 1: Crypto | ✅ DONE | ⭐⭐ |
| Phase 2: Foundation | ✅ DONE | ⭐ |
| Phase 3: Validation | 1-2 weeks | ⭐⭐⭐ |
| Phase 4: Executable Loader | 2-3 weeks | ⭐⭐⭐⭐⭐ |
| Phase 5: API Binding | 1 week | ⭐⭐⭐ |
| Phase 6: Execution Engine | 2-3 weeks | ⭐⭐⭐⭐⭐ |
| Phase 7: Testing | 1-2 weeks | ⭐⭐⭐⭐ |
| TOTAL | 2-3 months | Very High |
Alternative: Packet Capture Approach
Instead of full module execution, capture responses from real WoW client:
Process
- Run real WoW 3.3.5a client
- Connect to Warmane with Wireshark running
- Capture CMSG_WARDEN_DATA response packets
- Analyze response format
- Implement matching response generator in wowee
Benefits
- Much faster (1-2 weeks vs 2-3 months)
- Lower complexity
- May work if servers don't require full execution
Drawbacks
- Only works if response format is static
- May not work if modules change per session
- Server might detect pattern-based responses
- Doesn't scale to different servers
Current Behavior
With the foundation implemented, the system:
- ✅ Initializes WardenModuleManager on startup
- ✅ Receives SMSG_WARDEN_DATA packets
- ✅ Logs module structure (opcode, seed, trailing data)
- ✅ Verifies MD5 hash (step 1)
- ✅ RC4 decrypts module data (step 2)
- ⚠️ Logs "NOT IMPLEMENTED" for steps 3-8
- ❌ Falls back to fake responses (current GameHandler behavior)
- ❌ Warmane rejects fake responses (server goes silent)
For strict servers like Warmane: Module execution (Phases 3-7) is REQUIRED.
For permissive servers: Current fake responses work without module execution.
Code Examples
Creating a Module Instance
auto moduleManager = std::make_unique<WardenModuleManager>();
// Check if module cached
std::vector<uint8_t> md5Hash = { /* 16 bytes */ };
if (moduleManager->hasModule(md5Hash)) {
std::cout << "Module cached, loading..." << std::endl;
std::vector<uint8_t> moduleData;
moduleManager->loadCachedModule(md5Hash, moduleData);
}
// Get module instance
auto module = moduleManager->getModule(md5Hash);
// Load module
std::vector<uint8_t> rc4Key = { /* 16 bytes */ };
if (module->load(moduleData, md5Hash, rc4Key)) {
std::cout << "Module loaded successfully" << std::endl;
} else {
std::cout << "Module load failed" << std::endl;
}
Processing Check Requests (Future)
// Decrypt incoming check request
std::vector<uint8_t> decrypted = wardenCrypto_->decrypt(packet.getData());
// Try module execution
std::vector<uint8_t> response;
if (module->isLoaded() && module->processCheckRequest(decrypted, response)) {
// Module generated authentic response
std::cout << "Module executed checks, got real response" << std::endl;
} else {
// Fall back to fake responses
std::cout << "Module not loaded or failed, using fake response" << std::endl;
response = generateFakeResponse(decrypted);
}
// Encrypt and send
auto encrypted = wardenCrypto_->encrypt(response);
sendWardenResponse(encrypted);
References
Documentation
- WARDEN_IMPLEMENTATION.md - Testing and findings
- WARDEN_QUICK_REFERENCE.md - Quick troubleshooting guide
- WoWDev Wiki - Warden
- Exploiting Warden Behaviour
Source Code References
Implementation Files
include/game/warden_module.hpp- Module loader interfacesrc/game/warden_module.cpp- Implementation (phase 2 complete)include/game/warden_crypto.hpp- RC4 crypto (existing, reused)src/game/warden_crypto.cpp- RC4 implementation (existing)
Last Updated: 2026-02-12 Status: Phase 2 (Foundation) COMPLETE Next Step: Phase 3 (Validation Layer) or Alternative (Packet Capture)