feat: add debug-cli skill for live memory inspection
Browse filesDocuments all commands, address syntax, pointer chain semantics,
key address chains (DDGame via g_GameSession->0xA0->0x488), and
common patterns for struct inspection and data dumping.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
.claude/skills/debug-cli/SKILL.md
ADDED
|
@@ -0,0 +1,188 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
---
|
| 2 |
+
name: debug-cli
|
| 3 |
+
description: Read memory from a live WA.exe process via the debug CLI. Inspect structs, vtables, pointer chains, and raw data at Ghidra or absolute addresses. Requires the game to be running in debug mode (start-debug.ps1).
|
| 4 |
+
---
|
| 5 |
+
|
| 6 |
+
# Debug CLI
|
| 7 |
+
|
| 8 |
+
Read memory from a live WA.exe process. Useful for validating struct layouts, investigating unknown fields, following pointer chains, and comparing runtime state against Ghidra analysis.
|
| 9 |
+
|
| 10 |
+
## Prerequisites
|
| 11 |
+
|
| 12 |
+
The game must be running in debug mode. If the CLI fails to connect, ask the user to:
|
| 13 |
+
|
| 14 |
+
1. Run `powershell -ExecutionPolicy Bypass -File start-debug.ps1` (builds everything and launches WA.exe with debug server + debug UI enabled)
|
| 15 |
+
2. Set up a game scenario as needed (e.g. "start a match with 2 teams of 4 worms each, CPU vs CPU")
|
| 16 |
+
|
| 17 |
+
The debug server listens on `127.0.0.1:19840` (TCP). It runs inside the injected DLL as a background thread.
|
| 18 |
+
|
| 19 |
+
**Important:** The server runs inside the DLL. If you change protocol types (Request/Response enums in `openwa-debug-proto`), the game must be restarted to load the new DLL. CLI-only changes (parsing, display) don't require a restart.
|
| 20 |
+
|
| 21 |
+
## Commands
|
| 22 |
+
|
| 23 |
+
### ping
|
| 24 |
+
|
| 25 |
+
Check if the debug server is running.
|
| 26 |
+
|
| 27 |
+
```bash
|
| 28 |
+
target/i686-pc-windows-msvc/release/openwa-debug ping
|
| 29 |
+
```
|
| 30 |
+
|
| 31 |
+
Returns `pong` if connected. Use this to verify the server is up before issuing read commands.
|
| 32 |
+
|
| 33 |
+
### help
|
| 34 |
+
|
| 35 |
+
List available server-side commands with usage info.
|
| 36 |
+
|
| 37 |
+
```bash
|
| 38 |
+
target/i686-pc-windows-msvc/release/openwa-debug help
|
| 39 |
+
```
|
| 40 |
+
|
| 41 |
+
### read
|
| 42 |
+
|
| 43 |
+
Read memory at an address. ASLR rebasing is handled automatically for Ghidra addresses.
|
| 44 |
+
|
| 45 |
+
```bash
|
| 46 |
+
target/i686-pc-windows-msvc/release/openwa-debug read <addr> [len] [--format hex|raw]
|
| 47 |
+
```
|
| 48 |
+
|
| 49 |
+
**Arguments:**
|
| 50 |
+
- `<addr>` (required): Address expression (see syntax below). Accepts hex (`0x56E220`) or decimal.
|
| 51 |
+
- `[len]` (optional): Bytes to read. Default: 256. Max: 1 MB.
|
| 52 |
+
- `--format hex` (default): Hex dump with ASCII sidebar + pointer annotations.
|
| 53 |
+
- `--format raw`: Binary output, suitable for piping to a file.
|
| 54 |
+
- `--port N`: Override default port 19840.
|
| 55 |
+
|
| 56 |
+
## Address Syntax
|
| 57 |
+
|
| 58 |
+
All address forms can be used with the `read` command. **Always quote the address argument** to prevent shell interpretation.
|
| 59 |
+
|
| 60 |
+
| Syntax | Meaning |
|
| 61 |
+
|--------|---------|
|
| 62 |
+
| `0x669F8C` | Ghidra VA (ASLR-rebased automatically) |
|
| 63 |
+
| `abs:0x7FFF0000` | Absolute runtime address (no rebase) |
|
| 64 |
+
| `0x669F8C+0x10` | Address + hex offset |
|
| 65 |
+
| `0x669F8C+16` | Address + decimal offset |
|
| 66 |
+
| `0x669F8C[0x10]` | Bracket notation (same as +0x10) |
|
| 67 |
+
| `"0x7A0884->0xA0->0x2C"` | Pointer chain (quote required!) |
|
| 68 |
+
| `"0x7A0884->0xA0+0x10->0x0"` | Chain with compound offset in segment |
|
| 69 |
+
|
| 70 |
+
### Pointer Chains
|
| 71 |
+
|
| 72 |
+
**You MUST quote chain addresses** β `>` is a shell redirect character:
|
| 73 |
+
```bash
|
| 74 |
+
openwa-debug read "0x7A0884->0xA0->0x488" 64 # correct
|
| 75 |
+
openwa-debug read 0x7A0884->0xA0->0x488 64 # WRONG β shell eats >
|
| 76 |
+
```
|
| 77 |
+
The CLI detects truncated addresses (ending with `-`) and warns about missing quotes.
|
| 78 |
+
|
| 79 |
+
Chain syntax `addr->offset1->offset2->...` walks a pointer chain server-side:
|
| 80 |
+
|
| 81 |
+
1. Read DWORD at `addr` to get pointer P1
|
| 82 |
+
2. Compute P1 + offset1, read DWORD to get pointer P2
|
| 83 |
+
3. Compute P2 + offset2 β this is the final address
|
| 84 |
+
4. Display memory at the final address
|
| 85 |
+
|
| 86 |
+
Each `->N` means "dereference current address, then add N." The last step produces the final address (no deref).
|
| 87 |
+
|
| 88 |
+
**Compound offsets work in every segment** β both the start address and chain segments support `+offset` and `[offset]`:
|
| 89 |
+
```bash
|
| 90 |
+
openwa-debug read "0x7A0884->0xA0->0x488+0x10" # deref, add 0x498
|
| 91 |
+
openwa-debug read "0x7A0884->0xA0->0x488->0x10" # deref, add 0x488, deref again, add 0x10
|
| 92 |
+
```
|
| 93 |
+
Note: `->0x488+0x10` is ONE step (deref then add 0x498), while `->0x488->0x10` is TWO steps (deref+0x488, deref+0x10). Choose based on whether you need an extra dereference.
|
| 94 |
+
|
| 95 |
+
The output shows each step of the chain walk before the hex dump, so you can verify intermediate pointers.
|
| 96 |
+
|
| 97 |
+
## Key Address Chains
|
| 98 |
+
|
| 99 |
+
These chains are useful starting points for inspecting game state:
|
| 100 |
+
|
| 101 |
+
```bash
|
| 102 |
+
# DDGame (the main game object):
|
| 103 |
+
# g_GameSession(0x7A0884) -> DDGameWrapper at +0xA0 -> DDGame at +0x488
|
| 104 |
+
openwa-debug read "0x7A0884->0xA0->0x488" 0x100
|
| 105 |
+
|
| 106 |
+
# DDGame sub-field (e.g. weapon_table pointer at DDGame+0x510):
|
| 107 |
+
openwa-debug read "0x7A0884->0xA0->0x488->0x510" 4
|
| 108 |
+
|
| 109 |
+
# Weapon table contents (deref the pointer, read raw entries):
|
| 110 |
+
# Get pointer first, then use abs: with the result
|
| 111 |
+
openwa-debug read "0x7A0884->0xA0->0x488->0x510" 4
|
| 112 |
+
openwa-debug read "abs:<ptr_from_above>" 0x80B0 --format raw > /tmp/weapon_table.bin
|
| 113 |
+
```
|
| 114 |
+
|
| 115 |
+
**Common mistake:** `0x7A0884->0xA0->0x0` does NOT reach DDGame. It reads DDGameWrapper+0x0 (the vtable). DDGame is at DDGameWrapper+0x488.
|
| 116 |
+
|
| 117 |
+
## Output
|
| 118 |
+
|
| 119 |
+
**Hex format (default):**
|
| 120 |
+
1. Header line showing Ghidra address and runtime (ASLR-rebased) address
|
| 121 |
+
2. Hex dump with 16 bytes per line and ASCII sidebar
|
| 122 |
+
3. Pointer annotations: for each DWORD that looks like a pointer, shows offset, raw value, Ghidra value, classification, and detail
|
| 123 |
+
|
| 124 |
+
**Chain output** additionally shows a trace of each deref step before the hex dump.
|
| 125 |
+
|
| 126 |
+
**Pointer classifications:**
|
| 127 |
+
- `VTABLE` β points to .rdata section (likely a vtable). Detail shows `vt[0]` (first virtual method address)
|
| 128 |
+
- `CODE` β points to .text section (function pointer or return address)
|
| 129 |
+
- `DATA` β points to .data/.bss section (global variable)
|
| 130 |
+
- `OBJECT` β heap pointer whose first DWORD is a vtable. Detail shows vtable + vt[0] addresses
|
| 131 |
+
- `HEAP` β readable heap pointer without a vtable. Detail shows dereferenced value
|
| 132 |
+
|
| 133 |
+
## Common Patterns
|
| 134 |
+
|
| 135 |
+
### Inspect a struct via pointer chain
|
| 136 |
+
|
| 137 |
+
```bash
|
| 138 |
+
# Follow g_GameSession -> DDGameWrapper -> DDGame, read 0x100 bytes
|
| 139 |
+
openwa-debug read "0x7A0884->0xA0->0x488" 0x100
|
| 140 |
+
|
| 141 |
+
# Read team arena state (DDGame+0x4628)
|
| 142 |
+
openwa-debug read "0x7A0884->0xA0->0x488->0x4628" 0x200
|
| 143 |
+
```
|
| 144 |
+
|
| 145 |
+
### Dump a large region for offline analysis
|
| 146 |
+
|
| 147 |
+
```bash
|
| 148 |
+
# Dump weapon table (71 x 0x1D0 = 0x80B0 bytes) to file
|
| 149 |
+
openwa-debug read "abs:<weapon_table_ptr>" 0x80B0 --format raw > /tmp/weapon_table.bin
|
| 150 |
+
|
| 151 |
+
# Analyze with Python script
|
| 152 |
+
python tools/analyze_weapon_table.py /tmp/weapon_table.bin
|
| 153 |
+
```
|
| 154 |
+
|
| 155 |
+
### Read at an absolute heap address
|
| 156 |
+
|
| 157 |
+
```bash
|
| 158 |
+
# If you know a runtime address from the debug UI or a log
|
| 159 |
+
openwa-debug read "abs:0x09AB1234" 64
|
| 160 |
+
```
|
| 161 |
+
|
| 162 |
+
### Inspect a vtable
|
| 163 |
+
|
| 164 |
+
```bash
|
| 165 |
+
# CTask vtable (8 method pointers = 32 bytes)
|
| 166 |
+
openwa-debug read 0x669F8C 32
|
| 167 |
+
```
|
| 168 |
+
|
| 169 |
+
### Validate a struct field
|
| 170 |
+
|
| 171 |
+
Read the struct base, check that the DWORD at the expected offset matches what you expect (vtable address, known constant, pointer kind).
|
| 172 |
+
|
| 173 |
+
## Limitations
|
| 174 |
+
|
| 175 |
+
- Cannot write memory, only read.
|
| 176 |
+
- Single-client: one connection at a time.
|
| 177 |
+
- 10-second read timeout per connection.
|
| 178 |
+
- Chain walks stop on NULL pointers with an error message.
|
| 179 |
+
- Some game data (e.g. WeaponTable) is only initialized after a match starts. If you get NULL pointers, ensure you're in-game, not at the main menu.
|
| 180 |
+
|
| 181 |
+
## Notes
|
| 182 |
+
|
| 183 |
+
- The debug server is enabled by `OPENWA_DEBUG_SERVER=1` env var (set automatically by `start-debug.ps1`)
|
| 184 |
+
- The debug UI (egui overlay with entity census, struct inspector, cheats) is enabled by `OPENWA_DEBUG_UI=1` + the `debug-ui` cargo feature
|
| 185 |
+
- Both are independent β you can use the CLI without the UI and vice versa
|
| 186 |
+
- Protocol: MessagePack over TCP with 4-byte LE length-prefix framing
|
| 187 |
+
- The `openwa-debug` binary is built to `target/i686-pc-windows-msvc/release/openwa-debug.exe`
|
| 188 |
+
- Source: `crates/openwa-debug-cli/` (CLI), `crates/openwa-debug-proto/` (protocol), `crates/openwa-wormkit/src/debug_server.rs` (server)
|