- the logon address is the reference's own `realmList` CVar — name, `host[:port]` form and the "Address of realm list server" prompt read straight out of `WoW.exe`'s string table — persisted in `benilla-config/config.toml` and edited on the login screen: a Realmlist button in the slot `AccountLogin.xml` already reserves under the Quit stack, the current address in grey beneath it, opening the reference's own `hasEditBox` glue dialog; before this the address was `$WOW_HOST` read once at process start with no way to change it; one text field and no saved list (every client at this scale ships one field), a pasted `SET realmlist "…"` line is accepted, and the default is `localhost` because the retail host has not resolved since 2019 - the README's "Not built yet" becomes "Where it's going": what done means, no dates, and one list in probable order — the remaining basics (battlegrounds, guild charters, the stable master, meeting stones, GM tickets, master loot, cinematics), addons / options / performance as ongoing, the no-brainer VanillaFixes- and SuperWoW-class fixes, playable downloads with Linux first; not planned: other expansions, Warden - a UI region's span comes from its content and the owner-edge fallback is deleted: the reference's resolver core has no parent pointer at all, a FontString floors at one unit on both axes, a texture takes its texel span, and a region resolves from its own anchors and span or not at all — a live census over 8772 rects: 0 stopped resolving, 923 FontStrings shrank (842 to exactly 1×1 — empty labels that had been the whole screen, or an inverted rect), 0 textures moved; and `Region:GetWidth`/`GetHeight` are the same virtual getters the resolver calls (authored value wins per axis, natural width, wrapped height, texel span for art), so a script reads the number its rect was built from Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
91 lines
5.3 KiB
Markdown
91 lines
5.3 KiB
Markdown
<div align="center">
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<h1>benilla</h1>
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<p><b>A from-scratch World of Warcraft 1.12.1 client 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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> [!IMPORTANT]
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> **Issues and pull requests are closed here.** benilla is a solo project developed in a private
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> tree; this repo is its export, published as squashed snapshots, so a PR here has nothing to land
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> on. The best way to contribute is to join the [Discord](https://discord.gg/wJSJx467G4) and report
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> the bugs you find. Questions and ideas are welcome in the same place.
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benilla speaks the original 1.12.1 protocol, so it connects to any server the real client could,
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and reads its game data at runtime from your own 1.12.1 install. Every file format and the network
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protocol are implemented from scratch, with no original client code, no third-party WoW crates,
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and no bundled game assets.
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## What works
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- **Formats:** readers for the full asset stack (MPQ patch chain, BLP, DBC, ADT/WDT/WDL, M2, WMO),
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wired into Bevy as an asset source.
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- **World:** streamed terrain out to the horizon, portal-culled WMOs with interior lighting,
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doodads and ground clutter, swimmable liquids, sky and weather, and the client's own day/night
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lighting, fog and gamma passes.
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- **Models:** GPU-skinned M2s with the full animation controller, a near feature-complete particle
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system, ribbons, and animated gameobjects from doors to lifts.
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- **Characters:** customization end to end, the armor texture composite, weapons with sheathing and
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enchant glows, shapeshift forms, stealth and mounts.
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- **Movement:** a WoW-feel controller, networked movement in both directions, the server-granted
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modes from slow fall to roots, a follow camera with collision, boats, zeppelins and taxi flights.
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- **Networking:** SRP6 auth through world-session crypto, the object mirror into the ECS, and live
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wire coverage from movement and chat through spells, party, quests, mail, trade, vendors, bank,
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loot, the auction house and PvP honor.
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- **UI:** a from-scratch FrameXML + Lua engine driving the built-in interface, from the login and
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character screens through the full HUD, the classic windows (guild, macros and key bindings
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included), chat, nameplates, floating combat text and tooltips; third-party addons load from
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a `benilla-config/AddOns/` folder beside the executable (partial: AtlasLoot and Bagnon run,
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see below).
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- **Combat:** melee on the faithful swing law, ranged and Auto Shot, casting with GCD and
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cooldowns, combo points, crowd control that really holds you, and the spell visual pipeline.
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- **Audio:** music, ambience and SFX under the client's own selection and crossfade rules, with
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interior and underwater transitions and zone reverb.
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## Where it's going
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benilla is done when a 1.12.1 player can do everything here that they could in the original
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client, it looks and feels the same, and it runs from a download on Windows, Linux and macOS.
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No dates; the order is what is likely, not a promise.
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- The rest of the basics: battlegrounds, guild charters, the stable master, meeting stones,
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GM tickets, master loot, cinematics and whatever else turns up.
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- Addons, options and performance, ongoing.
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- The no-brainer fixes from VanillaFixes, SuperWoW and the like.
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- Playable downloads for Windows, Linux and macOS. Linux first.
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Not planned: other expansions or client versions, Warden (anticheat).
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## Running it
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You need a **1.12.1 (build 5875) client install** for game data, a vanilla server to connect to,
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and stable Rust. Any 1.12.1 core works; [vmangos](https://github.com/vmangos/core) is what
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development runs against, and cMaNGOS and the rest speak the same protocol.
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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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The server defaults to `localhost:3724`, the stock `realmd` auth port. Point `WOW_HOST`
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at any IP or hostname, appending the auth port if yours is remapped
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(`WOW_HOST=play.example.com:5000`). Credentials go in at the login screen, or set `WOW_USER` /
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`WOW_PASS` to skip it.
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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. The interface code under
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`crates/benilla-app/assets/ui/` is ours, written to the client's own layout and API names so that
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the windows look right and 1.12.1 addons find the names they expect.
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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.
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