SamandClaude Fable 5.1 4040166138 the model pane takes the file's camera, and the who list sorts
- the `<Model>` widget's perspective leg: a pane whose file supplies the camera it selected renders through a camera of its own whose viewport is its own cell of the same tile atlas — the reference's structure, one target, a viewport per widget, depth cleared per widget — with the composite, packer and reaper untouched; the selection is RAW (`0x76cec0` reads the count off `MD20+0x124` and the record at `[model+0x3c4] + idx·0x84 + 0x80`, `cameraLookup` never consulted), so `M2Model::cameras` is the whole table in file order and `benilla-extract m2cam` prints it, reproducing wow-re's numbers to the digit; the camera is two fields because the reference has two — `+0x320` a PENDING index and `+0x31c` the installed one — and while a request is pending the pane paints nothing (`76d5f0`'s draw gate, now the paint list's own filter); an index past the count installs the NULL camera, which IS the orthographic leg every shipped in-game pane takes; the projection is the booths' byte-derived diagonal-FOV matrix at the pane's aspect, and the eye and target ride the model's root transform as `0x718960`'s publish does — so `SetFacing` cancels along with `SetPosition` and `SetModelScale`, a contradiction with a wow-re note that went out as a §5 round and came back agreeing: the up vector `0x7ac640` builds is model-space +Z at roll 0, the very axis the facing turns about, and the note's sentence is scoped to `<PlayerModel>`'s frozen camera; each perspective camera takes a render layer of its own from a pool of eight, the orthographic camera clears the atlas and every perspective one clears only depth; `SetLight` is a typed `CGLight` that folds each intensity into its colour, normalises a direction on write, quantizes to 8 bits, returns before the copy on `SetLight(0, …)` and reads the second intensity at index 8 on a short ambient block; the five fog verbs are built (`ClearFog` is `76f5c5 and [edi+0x3a4],-2`, bit 0 alone), so the `Model` UNBUILT list is empty for the first time since 1134; a pane that arms a light or fog takes a rig from a lazily-grown pool, and the tiles' material twins — never reaped since the cache was written — are; `WOW_PROBE_MODEL_CAMERA=1` reads the renderer's own camera back for the three cancellations, `pass=5 fail=0` (2027)
- the layout cache writes in the shutdown tail: an unlocked chat window's size and position did not survive `/logout` or `/reload` and `benilla-config/layout/` was never created (B353) — the lane was right (1.12.1 persists a chat window through `StartMoving`/`StartSizing` and the engine's userPlaced bit; no `SetChatWindowSaved*` verb exists in the 5875 FrameXML), but `UiLayoutPlugin` hung its flush on `OnExit(InWorld)`, which a `/reload` never leaves, its debounced writer was never registered in `Update` at all, and on the roots where the edge did fire the VM-reading saver raced `end_ui_session`'s VM replacement on the same unordered edge (measured: the placement moves with nothing but registration positions); the reference's UI shutdown `0x490bd0` has an ordered tail — `PLAYER_LOGOUT` (`0x490c2a`) → `layout-cache.txt` (`0x490c79`) → the flat saved file (`0x490c7e`) → the per-addon files → `AddOns.txt` — on the same five roots as SavedVariables, `/reload` included, so `save_now` joins `shutdown_ui_state` in that slot, one call site reached from every root, and its own edges are deleted; the debounce stays as the crash writer and only that, a deliberate divergence, and the chat-look flush next door is pinned `.before(end_ui_session)` (2029); the VM gets its font engine at the LOAD edge: the measurer was seated only from an `Update` system on the first frame the glyph atlas exists, but `ReloadUI()` mints a fresh VM and runs the in-game load in the same exclusive slot, so every `<OnLoad>` and every addon's file scope measured 0 through the whole reload (`LOAD MEASURE ZERO` live, 33.185 after) — `seat_text_measurer` is one construction site called from both edges; the options tabs fit once from `<OnShow>`, the `OptionsTab_FitWidth` OnUpdate poll and its `fitted` latch gone, because `GetStringWidth` answers in the region's own units and this window's 0.78 scale is applied in the window's own `<OnShow>` after every `<OnLoad>` — an OnLoad fit read 73.19 where the settled value is 76.47; the settled widths are unchanged to the last digit (76.467232 / 91.661896) and the one-frame 72/87 flash at every open goes; four comments that still called the text measure a frame late, and seven gossip-suite comments that put `UIPanelScrollFrameTemplate` in our `ScrollTemplates.xml` when it lives in the reference's `UIPanelTemplates.xml`, are corrected (2028)
- the `/who` sort is a seven-key chain, not "order by the clicked column" (B365): the reference keeps seven `{key, dir}` slots at `0xc2817c`, seeded zone → level → class → group → name → race → guild; `SortWho` (`0x5ad890`) promotes the clicked key to the front and flips its direction ONLY when it was already there — Name, Name reverses, Name, Level, Name restores what the first click left — and the comparator `0x5ada00` walks the chain as tie-breakers, most-recently-used first, through an ASCII fold (`A`–`Z` by `+0x20`, not a Unicode one), the three DBC arms comparing the localized name out of `ChrClasses`/`ChrRaces`/`AreaTable` where ours had sorted by raw id, and an unresolved row TIES (its miss jumps to `0x5adbb2`, the chain loop's own `inc esi`); the click fires `WHO_LIST_UPDATE` synchronously through `SignalEvent` at `0x5ad9ed`, so the binding promotes and sorts the snapshot and the handler repaints before the OnClick returns, where ours redrew a tick later — a redraw one click stale reads exactly like a header that does nothing; the chain is process state (initialised once from `0x401666`), so it survives a logout; the rider from the same carve: `SMSG_WHO` has two exits, and with `SetWhoToUI` clear more than three rows go to the frame with nothing printed and three or fewer to chat (`0x5adfcc jl`, `eax = 3`) where we printed every unclaimed answer; and wow-re's §11 round corrected the first build before it landed — the chat lines come out in WIRE order with the total line LAST, because `0x5ae0a1` composes each line inside the parse loop and the `qsort` at `0x5ae0e2` sits past its back-edge (2030)
- two lighting reports, one frame and one bit each: the surfacing hitch (B354) is a one-frame stale atmosphere — `update_time_lighting` is late by construction, waiting on the wire drain, the weather tick and the submersion verdict, and five `Update` systems that read the `WowLighting` it resolves declared no ordering, so the executor handed each of them last frame's value, deterministically and invisibly while the atmosphere drifts a minute at a time; at a submersion crossing it jumps, on the very frame the sky and cloud domes un-hide, so the first dry frame painted `LightParams` 27's underwater sky over a dry world (the clip's blue frame, (58, 137, 173) against the settled (53, 58, 34)) and `tick_clouds`' surfacing full-rebuild ran at the underwater cloud density, 0.0, rebuilding an empty field that crept back over 0.4 s — the fix for the pop-in handing the symptom straight back; `LightingConsumeSet` names the read side of `LightingResolveSet`, tied in one place, and four consumers join it, the FFX haze and warp are ordered after the verdict they had the same hole against, and two tests enforce it — zero ambiguities between the two sets, and a source scan over `benilla-world` that fails any `WowLighting` reader not in the set; `emit_minimap` is left stale knowingly because joining cost a 178th item through the world API wall; `WOW_FORCE_SUB=<frames>` holds the eye verdict submerged and releases it, so the crossing reproduces server-less (2032); the black furniture below a boat's deck (B373): `MeshTag` bits 6..=13 are the exterior payload's ground-shade byte and bits 6..=18 the interior payload's SH-probe slot, and `entity_shade` guarded the overlap by asking whether a part was on the interior classifier's Bake law — one of the TWO populations holding a probe slot; the other is a lit interior MODD prop, which a WMO-display GameObject parents under the net entity so it sails with the deck, putting it inside the light node's descendant walk — so every frame the boat's shade byte was written over each prop's slot, `(slot & 0x1f00) | byte`: a neighbouring prop's light where that row was live, a zeroed row — solid black — where it was not; the guard now asks the payload question (`probe_payload`) at both write sites, the tag's bits and the marker derived from one binding; measured live at Ratchet, 749 of 749 resident interior prop parts renamed before, 0 of 640 after, and both ledger leads refuted at the bytes — the MODD colours are healthy (`floor112` raises even `#010101` to diffuse 112) and the fold is rigid-motion invariant since every 1.12 transport authors zero MOLR lights; a prop's mouseover identity now names its lane, words and probe slot, and `WOW_PICK` prints `model_flags.z` (2031); the sea-crossing probe can now measure the seam a report names — an explicit `WOW_PROBE_DOCK` goes first, boards only once the body stands at the dock, carries a map id, takes only a candidate within boarding distance, and drops onto the deck rather than into the hull, because a taxi node's `z` is the WATERLINE for the sea ferries while their decks stand ~16 yd above it — and the seam re-anchor returns the cycle it moved to or `None`, so a healthy crossing no longer logs the server's 9.7 h uptime as a skew inside a 350 s cycle

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-06 19:37:40 +07:00
2026-07-24 14:27:01 +07:00
2026-07-24 14:27:01 +07:00
2026-07-24 14:27:01 +07:00

benilla

A from-scratch World of Warcraft 1.12.1 client in Rust and Bevy

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Important

Issues and pull requests are closed here. benilla is a solo project developed in a private tree; this repo is its export, published as squashed snapshots, so a PR here has nothing to land on. The best way to contribute is to join the Discord and report the bugs you find. Questions and ideas are welcome in the same place.

benilla speaks the original 1.12.1 protocol, so it connects to any server the real client could, and reads its game data at runtime from your own 1.12.1 install. Every file format and the network protocol are implemented from scratch, with no original client code, no third-party WoW crates, and no bundled game assets.

What works

  • Formats: readers for the full asset stack (MPQ patch chain, BLP, DBC, ADT/WDT/WDL, M2, WMO), wired into Bevy as an asset source.
  • World: streamed terrain out to the horizon, portal-culled WMOs with interior lighting, doodads and ground clutter, swimmable liquids, sky and weather, and the client's own day/night lighting, fog and gamma passes.
  • Models: GPU-skinned M2s with the full animation controller, a near feature-complete particle system, ribbons, and animated gameobjects from doors to lifts.
  • Characters: customization end to end, the armor texture composite, weapons with sheathing and enchant glows, shapeshift forms, stealth and mounts.
  • Movement: a WoW-feel controller, networked movement in both directions, the server-granted modes from slow fall to roots, a follow camera with collision, boats, zeppelins and taxi flights.
  • Networking: SRP6 auth through world-session crypto, the object mirror into the ECS, and live wire coverage from movement and chat through spells, party, quests, mail, trade, vendors, bank, loot, the auction house and PvP honor.
  • UI: a from-scratch FrameXML + Lua engine driving the built-in interface, from the login and character screens through the full HUD, the classic windows (guild, macros and key bindings included), chat, nameplates, floating combat text and tooltips; third-party addons load from a benilla-config/AddOns/ folder beside the executable (partial: AtlasLoot and Bagnon run, see below).
  • Combat: melee on the faithful swing law, ranged and Auto Shot, casting with GCD and cooldowns, combo points, crowd control that really holds you, and the spell visual pipeline.
  • Audio: music, ambience and SFX under the client's own selection and crossfade rules, with interior and underwater transitions and zone reverb.

Where it's going

benilla is done when a 1.12.1 player can do everything here that they could in the original client, it looks and feels the same, and it runs from a download on Windows, Linux and macOS. No dates; the order is what is likely, not a promise.

  • Battlegrounds and meeting stones, then the long tail of small features that separates a working client from a finished one.
  • Addons, options and performance, ongoing.
  • The no-brainer fixes from VanillaFixes, SuperWoW and the like.
  • Playable downloads for Windows, Linux and macOS. Linux first.

Not planned: other expansions or client versions, Warden (anticheat).

Running it

You need a 1.12.1 (build 5875) client install for game data, a vanilla server to connect to, and stable Rust. Any 1.12.1 core works; vmangos is what development runs against, and cMaNGOS and the rest speak the same protocol.

WOW_DATA=/path/to/WoW/Data cargo run --release -p benilla

The server defaults to localhost:3724, the stock realmd auth port. Point WOW_HOST at any IP or hostname, appending the auth port if yours is remapped (WOW_HOST=play.example.com:5000). Credentials go in at the login screen, or set WOW_USER / WOW_PASS to skip it.


Early inspiration and file format guidance came from the wowemulation-dev community, and warcraft-rs in particular.

benilla is an independent fan project, not affiliated with or endorsed by Blizzard Entertainment. It ships no Blizzard content — no art, models, sounds, maps, MPQ contents or FrameXML; you provide your own legally obtained 1.12.1 client. The interface code under crates/benilla-app/assets/ui/ is ours, written to the client's own layout and API names so that the windows look right and 1.12.1 addons find the names they expect.

World of Warcraft is a trademark of Blizzard Entertainment, Inc. Our own code is licensed under MIT or Apache 2.0, at your option.

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