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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 |
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| .. | ||
| character.hpp | ||
| entity.hpp | ||
| game_handler.hpp | ||
| group_defines.hpp | ||
| inventory.hpp | ||
| opcodes.hpp | ||
| player.hpp | ||
| spell_defines.hpp | ||
| transport_manager.hpp | ||
| warden_crypto.hpp | ||
| warden_emulator.hpp | ||
| warden_module.hpp | ||
| world.hpp | ||
| world_packets.hpp | ||
| zone_manager.hpp | ||