init REA
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AGENTS.md
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# AGENTS.md
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## Project overview
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Reverse-engineering project for the Rusty Hearts game server/client binaries
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(Windows PE32+ x86-64). Analysis is performed with **Ghidra** (headless or GUI)
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driven through **REA** (`reverse-engineer-anything` skill + `rea-agents` MCP
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server). There is no application source code here — the binaries are the
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primary evidence.
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## Directory layout
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| Path | Contents | Mutability |
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|------|----------|------------|
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| `binaries/` | Original shipped binaries: server EXEs (`GameServer_Release_USA_x64.exe`, `DungeonServer_...`, etc.), DLLs, and game data (maps, Lua scripts, tables, item/character assets) | **Read-only.** Never modify, move, or delete. Gitignored. |
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| `schema/` | SQL Server database schema/log files (`.mdf` / `.ldf`) for `RustyHearts`, `RustyHearts_Account`, `RustyHearts_Auth`, `RustyHearts_Log`, `GMRustyHearts` | **Read-only.** Never modify. Gitignored. |
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| `decomp/` | Raw decompilation objects exported from Ghidra/REA (pseudocode, listings, function metadata) | Derived output. Regenerable; created on demand. |
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| `.agents/skills/` | Installed agent skills, notably `reverse-engineer-anything` (REA) | Agent configuration. |
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## Tooling
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- **Ghidra**: installed at `/opt/ghidra`; headless entrypoint
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`/opt/ghidra/support/analyzeHeadless`. `GHIDRA_INSTALL_DIR=/opt/ghidra`.
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- **REA MCP**: registered in `opencode.json` via `npx -y rea-agents@6.5.0 mcp`
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with `GHIDRA_INSTALL_DIR` and `JAVA_HOME` set in its environment.
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- **Runtime versions**: managed by `mise.toml` — Java 21, Node 26.
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- **REA skill**: `.agents/skills/reverse-engineer-anything/SKILL.md`. Read the
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relevant reference under `.agents/skills/reverse-engineer-anything/references/`
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before non-trivial workflows (native binaries → `native-and-artifacts.md`).
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## Analysis workflow
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1. Route the target first: native executables/libraries go through REA
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`open_binary` (never pass a Ghidra project file as the target — pass the
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original binary path under `binaries/`).
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2. Work summary-first: `binary_overview` / summary detail before drilling into
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`analyze_function` or pseudocode. Reuse retained Evidence IDs instead of
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re-running identical analysis.
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3. Export raw decompilation artifacts (pseudocode, listings) into `decomp/`
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using per-binary subdirectories, e.g. `decomp/GameServer_Release_USA_x64/`.
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Keep filenames stable and function-address-based so results are reproducible.
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4. Close the REA session (`close_binary`) when the investigation is complete.
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## Evidence and claims
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- Every conclusion must distinguish **observation** (from evidence),
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**inference**, and **unknown**. Cite Evidence IDs or `file:line`-style
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references to decomp output.
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- Static analysis never establishes runtime behavior — say so explicitly.
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- Do not infer behavior from filenames, strings, or binary layout alone;
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corroborate with decompilation or data from `schema/`.
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- Keep a finding ledger for multi-step investigations (conclusion → evidence →
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remaining gaps).
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## Ground rules
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- Treat `binaries/` and `schema/` as immutable inputs; all outputs go to
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`decomp/` or a new file, never beside the originals.
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- Do not install Ghidra, Java, Node, or REA prerequisites ad hoc — they are
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provisioned via `mise.toml` and `/opt/ghidra`; repair configuration instead.
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- Version-pin REA at `rea-agents@6.5.0` as declared in `opencode.json`.
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- When tooling is missing or an MCP call is blocked, diagnose the specific
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blocker (registration vs. restart vs. provider) rather than re-running setup
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wholesale — see the REA skill's connection-and-recovery reference.
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