Every spell-tooltip invalidation rebuilt every view the feed had ever pushed. The remembered set only grows: the book, every talent rank and trainer service, and every aura ever seen. So in a long session each of these frame-hitched for 1.5 to 4 ms: - a crit or dodge change; - a worn-slot change; - a target swap while auto-attacking; - a spell-modifier packet; - a reagent cast. The reference builds a tooltip at the hover (`0x52e610`) and keeps nothing. benilla pushes views ahead of the hover, so it has to know what each view was built from. Each pushed view now records, as it is built, the inputs it read: the `$z` home area, the form line, the worn slots the equipped-item search reads, and so on. Each record sits at the line that reads the input. The inputs: - the `$z` home area; - the form line (a spell with `Stances`); - the worn slots the equipped-item search reads, each slot's item, template and broken state, and the disarm flag; - the chance line's percentage (`Effect[0]` 20, 22, 23, 78); - the combat reach the range cell reads; - the skill lines the `$`-tokens scale by, the spell's own and those of each spell it cross-references; - the modifier family-flag bits of the spell and of those it cross-references; - the reagents it lists; - the player's level, base mana, max health and max power where the cost or cast cell reads them; - the ranged attack time the cooldown cell pads by. The feed diffs those inputs frame to frame and rebuilds only the views whose recorded reads intersect what moved. A class-family change still rebuilds everything, and the pet's own inputs still rebuild the pet views. The feed moves out of `ui_tooltip/mod.rs` into `spell_feed.rs` (the builder and the system) and `spell_deps.rs` (the records and the diff). `TokenContext::home_area` becomes a closure, so a `$z` read is recorded exactly. Measured in release on the real data with 2,000 remembered ids, per forced change: - crit or dodge: 3.3 ms → 26-38 µs; - one worn slot: 3.5 ms → ~100 µs; - one modifier cell: 3.5 ms → ~60 µs; - all 64 modifier bits: 3.5 ms → ~0.6 ms; - reach: 3.3 ms → 1.3 ms, still high because the range cell also pads ranged rows by reach (#643); - a quiet frame: unchanged. The bench is `ui_tooltip/bench.rs`, `#[ignore]`d. Tests: - `deps_tests.rs`, the safety net, builds all 22,357 real views. For each input it moves the input alone and fails on any view that changed without having recorded it, naming the spell and the input. - It also moves everything each view did not record at once, from both sides. - It pokes every player-store field (and every pet-store field for the pet views) to discover reads mechanically. - It enumerates the equipment slot states the item search distinguishes. - `feed_tests.rs` drives `feed_spell_tooltips` itself. A dodge change re-pushes only the dodge chance-line view, and a modifier cell only its family's views. Fixes #535 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
benilla plays the whole game: character creation, questing and professions, dungeons and raids, battlegrounds and honor, groups, guilds, trade, mail and the auction house, on the stock 1.12 interface and with your addons. It connects to a 1.12.1 server over the original protocol and reads the game's data from your own 1.12.1 install. Every file format, the network protocol and the interface engine are written from scratch, with no original client code, no third-party WoW crates and no bundled game assets.
What's inside
- Formats: readers for the whole asset stack (the MPQ patch chain, BLP, DBC, ADT, WDT, WDL, M2 and WMO), wired into Bevy as an asset source.
- World: terrain streamed out to the horizon, portal-culled buildings with interior lighting, doodads and ground clutter, swimmable water, sky and weather, and the client's own day/night lighting, fog and gamma.
- Models: GPU-skinned M2s with the full animation controller, particles, ribbons and the spell visuals, and characters end to end: customization, the armor composite, weapons with their enchant glows, forms, stealth and mounts.
- Movement: 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 and the object mirror into the ECS, covering the game from movement and chat through combat, spells, groups and raids, quests, trade, mail, the auction house and battlegrounds.
- Interface: a FrameXML and Lua engine that runs the stock 1.12 interface off your install's patch chain, and third-party 1.12 addons: Questie, pfUI, Bagnon, Bartender2 and most others run. By choice, the options window and the ESC menu follow the Classic Era client's rather than 1.12's.
- Audio: music, ambience and effects under the client's own selection and crossfade rules, with interior and underwater transitions and zone reverb.
The format readers and the UI engine core are plain Rust with no Bevy in them, and the world
renderer runs with no game attached. docs/MAP.md maps every crate and subsystem,
generated from the code.
Status
Complete and fully playable. What is left:
- The long tail of small features that separates a working client from a finished one, tracked as issues.
- Addons, options and performance, ongoing.
benilla is a faithful 1.12.1 client and the foundation people build on. There are no prebuilt downloads: a packaged build, a particular server's changes or anything 1.12.1 never had belongs in a fork, and forks are welcome. GitHub lists every public fork.
Not planned: other expansions or client versions, Warden (anticheat).
Running it
benilla builds and runs on macOS, Linux and Windows. You need:
- An English 1.12.1 client (build 5875) for the game data. benilla only reads it.
- A 1.12.1 server with Warden off. vmangos is what development runs against, and it ships with Warden off; cMaNGOS and the other 1.12.1 cores speak the same protocol.
- Stable Rust and a C compiler, because the client's Lua is built from source: on macOS the Xcode command line tools, on Linux the ALSA and udev development packages and pkg-config, on Windows the MSVC build tools that the Rust installer sets up.
WOW_DATA=/path/to/WoW/Data cargo run --release -p benilla
On Windows, in PowerShell:
$env:WOW_DATA="C:\path\to\WoW\Data"; cargo run --release -p benilla
Each release is a tag on the Releases page:
git checkout <tag> first runs that release, and main is the development tip.
WOW_DATA names the install's Data folder; a link to the install named WoW at the repo root
does the same (ln -s /path/to/WoW WoW, or on Windows a junction, which needs no admin rights:
New-Item -ItemType Junction -Path WoW -Target C:\path\to\WoW). The server defaults to
localhost:3724, the stock auth port. Point WOW_HOST at another (WOW_HOST=play.example.com, or
play.example.com:5000 for a remapped port), or set it from the Realmlist button on the login
screen, which remembers it. Credentials go in at the login screen, or set WOW_USER and WOW_PASS
to skip it.
Settings, screenshots and addons live in benilla-config/ at the repo root: a 1.12 addon goes in
benilla-config/AddOns/. docs/CONTRIBUTING.md has the rest, from the
player build to the tests.
Contributing
Issues and pull requests are open. docs/CONTRIBUTING.md says where to
start, what gets in, how a change is judged and what happens to a pull request once it is open.
Bugs, questions and ideas are welcome on the Discord too.
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, and the stock interface runs off its FrameXML at
runtime. The few files under crates/benilla-app/assets/ui/ are our own, not copies of it:
adapters over stock files, and the settings windows and script error log benilla draws itself.
World of Warcraft is a trademark of Blizzard Entertainment, Inc. Our own code is licensed under
MIT or Apache 2.0, at your option. The two vendored components
under third_party/, the kira audio engine and a Lua 5.1 patched to the 1.12 client's dialect,
keep their own upstream licenses, alongside each.