gromandClaude Opus 5 e269e4dbb4 ui: name the event, not the library frame that dispatched it
`WOW_UI_EVENTS=<secs>` (`script/event_prof.rs`): per event, what one fire
costs across every handler it reaches, and which frame took the most of the
worst fire.

The gap it fills is a dispatcher. `WOW_UI_HANDLERS` keys on `(frame, script)`,
which is the right key for an `OnUpdate` and the wrong one for an `OnEvent`,
because every addon library registers *one* frame for *every* event it wants and
fans out in Lua. So the largest identifiable cost in grom's 2026-10-21 session,
eleven separate times, read as

    [ui-handlers]  312.5  312.5  0.00  72522.3  AceEvent30Frame:OnEvent

— a true row that names a library's shared frame and no addon, no event and no
cause. `[sys-timing]` saw the same cost as `ui_quest::feed_quest` at 85.7 ms for
one run in 76, because every handler runs synchronously inside whichever system
fired, so the system holding the stack gets the bill.

Two conventions the report sticks to:

- `self` is nest-adjusted, in both columns. A handler's own time has any event it
  fired taken back out (`event::fire` differences `event_prof::nested_ns` across
  the call), or every event in a cascade reports the cascade and the row naming
  the real cost is the one that looks innocent. `total` keeps it, which is what a
  `[sys-timing]` span sees.
- A fire is one `fire_event`, however wide it fans out, because that is the unit
  a dropped frame is measured in. `calls` is beside it for the width.

Measured on the player's own 92-addon interface (`tick_bench`'s new `[events]`
row, three fires per event from a settled start):

      us/fire    worst  event
         5068    14759  QUEST_DETAIL      <- HCQuest.lua:139 took 14,097 us
          764     1324  QUEST_LOG_UPDATE
          662     1564  QUEST_FINISHED

Read `us/fire` against `worst` and that 14.8 ms is **one** fire of three: the
other two cost ~0.1 ms, so it is HCQuest building something once and keeping it,
not a cost paid per quest. With that read correctly, no quest event costs more
than ~1.5 ms recurring offline — so the bench does not reproduce the live 57-73
ms and says so, rather than offering a number that looks like an answer. Hence
the instrument, armed in `./measure.sh`.

Also adds `./measure.sh --frames`, which arms two meters that already existed and
have never been armed: `WOW_FRAME_PHASES=50` and `WOW_RENDER_MS=1`. A frame's
wall time is `max(main app, render app)` since bevy pipelines the render app onto
its own thread, so when the render app is the longer, `wall` climbs while `cpu`,
`main`, `gpu` and every per-system `worst` all read healthy — exactly what that
session's **161 ms frame in a second whose costliest system worst was 2.9 ms over
105 runs** looks like, and what 43 of its 64 spike-seconds look like. Its own
mode because both perturb what they measure.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01SgstFWtn1RxEJ5kVrpgYwn
2026-10-21 06:43:01 -06:00
2026-07-24 14:27:01 +07:00
2026-07-24 14:27:01 +07:00
2026-10-16 14:26:06 +00:00
2026-09-27 15:10:12 +07:00

benilla — Everwood graphics

A graphics fork of benilla, the from-scratch World of Warcraft 1.12.1 client in Rust and Bevy by samwhosung. This repository adds an optional modern look on top of it. Every feature has its own switch under Options → Advanced Graphics, and the Classic preset keeps the original 1.12 image.

The goal of this particular fork is baking in certain dlls like Superwow and nampower into Rust to allow the use of common addons on Octowow.

This repository is maintained and will stay open source. Contributions are welcome: open an issue or a pull request.

Graphics features

Lighting and shadows

  • Realtime sun shadows for characters and the world, including foliage; moon shadows at night
  • Moonlight: at night the moon lights the world (cool, dim, from the moon's place in the sky) on top of the original night colours
  • Dynamic building interiors lit by their own fixtures
  • Torches, braziers and lamps emit flickering light and cast cube-map shadows; terrain blocks torch light
  • Daylight through doors and windows (including Stormwind's rooms and cathedral windows)
  • Spell and ground-effect lights, lava glow
  • Screen-space ambient occlusion (soft contact shadows)

Sky

  • Smooth sky gradient with dithering, soft sun glow
  • Procedural star field with a Milky Way
  • Sun-lit, detailed clouds
  • Zone skyboxes (Burning Steppes, Blasted Lands, Mount Hyjal) and the 1.12 LightSkybox clear-weather slot

Fog and atmosphere

  • Modern fog model: the world fades into the horizon, sun-coloured toward the sun
  • Volumetric fog (distance haze)
  • Volumetric light: sun and moon shafts marched through the shadow map (god rays through canopies and between buildings, faint moon shafts at night)
  • Lamps glowing through fog at night
  • Screen-space sun shafts
  • Render distance up to 1497 yards

Post-processing

  • HDR bloom for fire, lava, spells and lit windows
  • Per-zone colour grading (day/night LUTs)

Water

  • Enhanced water: refraction, caustics, depth colour, screen-space reflections
  • Enhanced city and building water (Stormwind canals)
  • Gerstner waves with whitecaps, finer mesh up close

Weather and nature

  • Rain: wet ground, puddles, glossy stone, rings on water, shelter under roofs and bridges
  • Wind: grass and tree sway with gusts, grass parts around characters

Settings

  • One Graphics Preset: Classic / Low / Medium / High / Ultra / Custom (default High)
  • Every feature individually switchable on the Advanced Graphics page

Details: LIGHTING.md, WATER.md. Third-party credits, including code ported from WarcraftXL by iThorgrim: THIRD-PARTY.md. Licence: same as upstream benilla, MIT OR Apache-2.0.


The upstream benilla README follows.

benilla

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

Discord YouTube devlog License

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.

Optional, locally built skybox and colour-grading data: Optional/sky-and-grading/.

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 three vendored components under third_party/, the kira audio engine, a Lua 5.1 patched to the 1.12 client's dialect and the mlua FFI layer with its traceback's global-table search removed, keep their own upstream licenses, alongside each. Code and techniques ported from other projects (WarcraftXL, by iThorgrim) are credited file by file in THIRD-PARTY.md.

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