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Warden Implementation

Status: Partial - infrastructure complete, execution path still has stubs (src/game/warden_module.cpp:1023,1155,1167). The module is loaded, decrypted, and parsed, but import binding and WardenFuncList extraction return placeholder values; the server falls back to fake responses via GameHandler (warden_module.cpp:234). WoW Version: 3.3.5a (build 12340)


Overview

Warden is WoW’s client integrity checking system. The server sends encrypted modules containing native x86 code; the client is expected to load and execute them, then return check results.

Wowee handles this via Unicorn Engine CPU emulation - the x86 module is executed directly in an emulated environment with Windows API hooks, without Wine or a Windows OS.


Loading Pipeline (8 steps)

1. MD5       - Verify module checksum matches server challenge
2. RC4       - Decrypt module payload
3. RSA-2048  - Verify module signature (currently uses a hardcoded placeholder modulus - see Crypto Layer below)
4. zlib      - Decompress module
5. Parse     - Read PE header (sections, relocations, imports)
6. Relocate  - Apply base relocations to load address
7. Bind      - Resolve imports (Windows API stubs + Warden callbacks)
8. Init      - Call module entry point via Unicorn Engine

Unicorn Engine Execution

The module entry point is called inside an Unicorn x86 emulator with:

Intercepted APIs include VirtualAlloc, GetTickCount, Sleep, ReadProcessMemory, and other common Warden targets. Each hook returns a plausible value without accessing real process memory.


Module Cache

After the first load, modules are written to disk:

~/.local/share/wowee/warden_cache/<MD5>.wdn

The key for lookup is the MD5 of the encrypted module. On subsequent connections the cached decompressed module is loaded directly, skipping steps 1-4.


Crypto Layer

Algorithm Purpose
RC4 Encrypt/decrypt Warden traffic (separate in/out ciphers)
MD5 Module identity hash
SHA1 HMAC and check hashes
RSA-2048 Module signature verification

The RSA public modulus used here is a hardcoded placeholder (include/game/warden_module.hpp). The real 3.3.5a modulus lives in the retail WoW.exe .rdata section and must be extracted from a client install at runtime; until that path is implemented, signature verification will not match a stock Blizzard module.


Opcodes


Check Responses

Check type Opcode Notes
Module info 0x00 Returns module status
Hash check 0x01 File/memory hash validation
Lua check 0x02 Anti-addon detection
Timing check 0x04 Speedhack detection
Memory scan 0x05 Memory scan results

Key Files

include/game/warden_handler.hpp      - Packet handler interface
src/game/warden_handler.cpp          - handleWardenData + module manager init
include/game/warden_module.hpp       - Module loader interface
src/game/warden_module.cpp           - 8-step pipeline
include/game/warden_emulator.hpp     - Emulator interface
src/game/warden_emulator.cpp         - Unicorn Engine executor + API hooks
include/game/warden_crypto.hpp       - Crypto interface
src/game/warden_crypto.cpp           - RC4 / key derivation
include/game/warden_memory.hpp       - PE image + memory patch interface
src/game/warden_memory.cpp           - PE loader, runtime globals patching

Performance


Dependencies

Requires libunicorn-dev (Unicorn Engine). The client compiles without it but falls back to crypto-only mode (check responses are fabricated, not executed).


References


Last Updated: 2026-02-17