The 0.2.0 release: the workspace version is 0.2.0, `rust-toolchain.toml` pins the stable the release was checked with, `1.98.1`, so the tag builds with that compiler after stable moves on, and the README says each release is a tag on the Releases page. Checked on this tree: the land gates, the live smoke run (its build line reads `benilla build 0.2.0`), the Linux and Windows compile of `benilla-app`, and the client on Vulkan (lavapipe) through its four capture scenes. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
118 lines
6.6 KiB
Markdown
118 lines
6.6 KiB
Markdown
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<h1>benilla</h1>
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<p><b>A complete World of Warcraft 1.12.1 client, written from scratch in Rust and <a href="https://bevy.org">Bevy</a></b></p>
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<p>
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<a href="https://discord.gg/wJSJx467G4"><img src="https://img.shields.io/discord/1529280129518538922?style=for-the-badge&logo=discord&logoColor=white&label=discord&color=5865F2" alt="Discord"></a>
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<a href="https://www.youtube.com/playlist?list=PLdCnpZNKxyb8"><img src="https://img.shields.io/badge/devlog-youtube-FF0000?style=for-the-badge&logo=youtube&logoColor=white" alt="YouTube devlog"></a>
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<a href="LICENSE-MIT"><img src="https://img.shields.io/badge/license-MIT%20%2F%20Apache--2.0-blue?style=for-the-badge" alt="License"></a>
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</p>
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</div>
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benilla plays the whole game: character creation, questing and professions, dungeons and raids,
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battlegrounds and honor, groups, guilds, trade, mail and the auction house, on the stock 1.12
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interface and with your addons. It connects to a 1.12.1 server over the original protocol and
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reads the game's data from your own 1.12.1 install. Every file format, the network protocol and
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the interface engine are written from scratch, with no original client code, no third-party WoW
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crates and no bundled game assets.
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## What's inside
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- **Formats:** readers for the whole asset stack (the MPQ patch chain, BLP, DBC, ADT, WDT, WDL, M2
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and WMO), wired into Bevy as an asset source.
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- **World:** terrain streamed out to the horizon, portal-culled buildings with interior lighting,
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doodads and ground clutter, swimmable water, sky and weather, and the client's own day/night
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lighting, fog and gamma.
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- **Models:** GPU-skinned M2s with the full animation controller, particles, ribbons and the spell
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visuals, and characters end to end: customization, the armor composite, weapons with their
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enchant glows, forms, stealth and mounts.
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- **Movement:** networked movement in both directions, the server-granted modes from slow fall to
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roots, a follow camera with collision, boats, zeppelins and taxi flights.
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- **Networking:** SRP6 auth through world-session crypto and the object mirror into the ECS,
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covering the game from movement and chat through combat, spells, groups and raids, quests,
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trade, mail, the auction house and battlegrounds.
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- **Interface:** a FrameXML and Lua engine that runs the stock 1.12 interface off your install's
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patch chain, and third-party 1.12 addons: Questie, pfUI, Bagnon, Bartender2 and most others
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run. By choice, the options window and the ESC menu follow the Classic Era client's rather than
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1.12's.
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- **Audio:** music, ambience and effects under the client's own selection and crossfade rules,
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with interior and underwater transitions and zone reverb.
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The format readers and the UI engine core are plain Rust with no Bevy in them, and the world
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renderer runs with no game attached. [`docs/MAP.md`](docs/MAP.md) maps every crate and subsystem,
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generated from the code.
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## Status
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Complete and fully playable. What is left:
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- The long tail of small features that separates a working client from a finished one, tracked
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as [issues](https://github.com/samwhosung/benilla/issues).
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- Addons, options and performance, ongoing.
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benilla is a faithful 1.12.1 client and the foundation people build on. There are no prebuilt
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downloads: a packaged build, a particular server's changes or anything 1.12.1 never had belongs
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in a fork, and forks are welcome. GitHub lists
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[every public fork](https://github.com/samwhosung/benilla/forks).
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Not planned: other expansions or client versions, Warden (anticheat).
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## Running it
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benilla builds and runs on macOS, Linux and Windows. You need:
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- **An English 1.12.1 client (build 5875)** for the game data. benilla only reads it.
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- **A 1.12.1 server with Warden off.** [vmangos](https://github.com/vmangos/core) is what
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development runs against, and it ships with Warden off; cMaNGOS and the other 1.12.1 cores speak
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the same protocol.
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- **Stable Rust and a C compiler**, because the client's Lua is built from source: on macOS the
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Xcode command line tools, on Linux the ALSA and udev development packages and pkg-config, on
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Windows the MSVC build tools that the Rust installer sets up.
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```sh
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WOW_DATA=/path/to/WoW/Data cargo run --release -p benilla
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```
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On Windows, in PowerShell:
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```powershell
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$env:WOW_DATA="C:\path\to\WoW\Data"; cargo run --release -p benilla
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```
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Each release is a tag on the [Releases page](https://github.com/samwhosung/benilla/releases):
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`git checkout <tag>` first runs that release, and `main` is the development tip.
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`WOW_DATA` names the install's `Data` folder; a link to the install named `WoW` at the repo root
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does the same (`ln -s /path/to/WoW WoW`, or on Windows a junction, which needs no admin rights:
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`New-Item -ItemType Junction -Path WoW -Target C:\path\to\WoW`). The server defaults to
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`localhost:3724`, the stock auth port. Point `WOW_HOST` at another (`WOW_HOST=play.example.com`, or
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`play.example.com:5000` for a remapped port), or set it from the Realmlist button on the login
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screen, which remembers it. Credentials go in at the login screen, or set `WOW_USER` and `WOW_PASS`
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to skip it.
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Settings, screenshots and addons live in `benilla-config/` at the repo root: a 1.12 addon goes in
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`benilla-config/AddOns/`. [`docs/CONTRIBUTING.md`](docs/CONTRIBUTING.md) has the rest, from the
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player build to the tests.
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## Contributing
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Issues and pull requests are open. [`docs/CONTRIBUTING.md`](docs/CONTRIBUTING.md) says where to
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start, what gets in, how a change is judged and what happens to a pull request once it is open.
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Bugs, questions and ideas are welcome on the [Discord](https://discord.gg/wJSJx467G4) too.
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---
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Early inspiration and file format guidance came from the
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[wowemulation-dev](https://github.com/wowemulation-dev) community, and
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[warcraft-rs](https://github.com/wowemulation-dev/warcraft-rs) in particular.
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benilla is an independent fan project, not affiliated with or endorsed by Blizzard Entertainment.
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It ships **no Blizzard content**: no art, models, sounds, maps, MPQ contents or FrameXML. You
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provide your own legally obtained 1.12.1 client, and the stock interface runs off its FrameXML at
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runtime. The few files under `crates/benilla-app/assets/ui/` are our own, not copies of it:
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adapters over stock files, and the settings windows and script error log benilla draws itself.
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World of Warcraft is a trademark of Blizzard Entertainment, Inc. Our own code is licensed under
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[MIT](LICENSE-MIT) or [Apache 2.0](LICENSE-APACHE), at your option. The two vendored components
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under `third_party/`, the kira audio engine and a Lua 5.1 patched to the 1.12 client's dialect,
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keep their own upstream licenses, alongside each.
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