Sam SungandClaude Opus 5.5 9d4b3420f3 pet bar: a spell press with no Spell.dbc record, no active player object or no pet object sends nothing and arms nothing, as the spell arm's exits do (0x4bd2e7-0x4bd34f) (#660)
A pet-bar spell press sent `CMSG_PET_ACTION` even when the spell's `Spell.dbc` record or the pet object did not resolve. So with the pet out of the client's view, which leaves the bar standing on its guid from `SMSG_PET_SPELLS`, a press still made the server cast. In the reference the press does nothing there.

**The reference.** The pet bar's spell arm (types 1-5 through the jump table at `0x4bd4d0`, the arm at `0x4bd240`) first handles the aura cancel (`0x4bd242`-`0x4bd2ad`). It then leaves for the epilogue `0x4bd4c6`, with no GCD and no send, in any of these cases:
- the id is past `[0xc0d78c]` (`0x4bd2e7`-`0x4bd2ed`);
- the id has no record (`0x4bd2f3`-`0x4bd2fe`);
- the active player does not resolve (`0x4bd304`-`0x4bd324`);
- the pet guid `[0xb714a0]` does not resolve to a unit (`0x4bd346`-`0x4bd34f`).

The reaction arm (`0x4bd391`) and the command arm (`0x4bd3a3`) take none of these exits.

**Changes.**
- `PetPress::press` returns, with no send, no latch and no GCD, from a spell-slot press whose record, player object or pet object is unresolved. The exit comes after the aura cancel, as in the reference.
- `arm_pet_gcd` is now called only for a resolved press, so the two guards are one.

**Tests** (`ui_pet/press_tests.rs`):
- a press with no pet object, no catalog row or no player object sends nothing;
- the aura cancel needs no player object;
- Follow, Stay and a reaction still send with the pet unheld;
- Attack still sends at the selection with the pet unheld.

Fixes #638

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-30 05:49:04 +07:00
2026-09-27 15:10:12 +07:00
2026-09-27 15:10:12 +07:00
2026-07-24 14:27:01 +07:00
2026-07-24 14:27:01 +07:00
2026-09-27 15:10:12 +07:00
2026-09-27 15:10:12 +07:00

benilla

A complete World of Warcraft 1.12.1 client, written from scratch in Rust and Bevy

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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.

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