# acdream — Comprehensive Architecture Plan ## Vision A modern C# .NET 10 Asheron's Call client that: - **Behaves identically to the retail client** — same physics, same animations, same terrain, same collision, same network protocol - **Looks identical to the retail client** — same meshes, same textures, same lighting, same blending, rendered via modern Silk.NET OpenGL - **Adds a plugin API** the retail client never had — native C# plugins + Lua macro scripting for player automation - **Is NOT a 1:1 C++ port** — uses modern C# patterns (composition over inheritance, interfaces, dependency injection) while matching retail behavior exactly ## Guiding Principle **The code is modern. The behavior is retail.** Every AC-specific algorithm is ported faithfully from the **named retail decomp** at `docs/research/named-retail/` — Sept 2013 EoR build PDB (18,366 named functions, 5,371 named struct types) + Binary Ninja pseudo-C with 99.6% function-name recovery + verbatim retail header struct definitions. The older Ghidra `FUN_xxx` chunks at `docs/research/decompiled/` (688K lines) remain a fallback for the obfuscated/packed minority. The code AROUND those algorithms is modern C# with clean architecture. The plugin API exposes game state through well-defined interfaces that the retail client never had. --- ## Layer Architecture ``` ┌──────────────────────────────────────────────────────────────┐ │ LAYER 5: Plugin API │ │ IGameState, IEvents, IActions, IPacketPipeline, IOverlay │ │ Plugin host (ALC), Lua macro engine (MoonSharp) │ │ ► acdream-unique — not in retail client │ ├──────────────────────────────────────────────────────────────┤ │ LAYER 4: Game Objects │ │ GameEntity (one per world object) │ │ ├── PhysicsBody (ported from decompiled) │ │ ├── AnimSequencer (ported from decompiled) │ │ ├── CellTracker (ported from decompiled) │ │ ├── AppearanceState (ObjDesc: palettes, textures, parts)│ │ └── MotionState (ported from decompiled) │ │ ► behavior matches retail, code is modern C# composition │ ├──────────────────────────────────────────────────────────────┤ │ LAYER 3: World Systems │ │ TerrainSystem (heightmap, blending, scenery) │ │ CellSystem (LandCells, EnvCells, portals, BSP) │ │ StreamingSystem (background loading, LOD, frustum cull) │ │ ► behavior matches retail, streaming is acdream-unique │ ├──────────────────────────────────────────────────────────────┤ │ LAYER 2: Network │ │ WorldSession (ISAAC, fragments, game messages) │ │ MessageRouter (opcode dispatch, sequence tracking) │ │ ► wire-format identical to retail │ ├──────────────────────────────────────────────────────────────┤ │ LAYER 1: Renderer │ │ Silk.NET OpenGL 4.3 core profile │ │ TerrainRenderer, StaticMeshRenderer, TextureCache │ │ Shaders (terrain blending, mesh lighting, translucency) │ │ ► completely different from retail (D3D7), same visual │ │ output │ ├──────────────────────────────────────────────────────────────┤ │ LAYER 0: Platform │ │ .NET 10, Silk.NET window/input, DatReaderWriter │ │ ► acdream-unique infrastructure │ └──────────────────────────────────────────────────────────────┘ ``` ### UI Architecture (companion stack, spans Layers 1 & 5) The UI is split into its own three-layer stack with a swappable backend, designed 2026-04-24. Full design: `docs/plans/2026-04-24-ui-framework.md`. ``` ┌─────────────────────────────────────────────────────────────┐ │ UI BACKEND (swappable) │ │ ImGui.NET + Silk.NET.OpenGL.Extensions.ImGui │ │ (Phase D.2a, short-term) │ │ or custom retail-look toolkit (Phase D.2b, later) │ ├─────────────────────────────────────────────────────────────┤ │ AcDream.UI.Abstractions (stable contract) │ │ ViewModels, Commands, IPanel, IPanelHost, IPanelRenderer │ │ ► plugin-facing UI API lives HERE, not in the backend │ ├─────────────────────────────────────────────────────────────┤ │ Game state + events (unchanged) │ │ IGameState / IEvents / WorldSession — UI only reads │ └─────────────────────────────────────────────────────────────┘ ``` The backend is pluggable; ViewModels / Commands / `IPanelRenderer` are stable across the swap. ImGui persists forever as the `ACDREAM_DEVTOOLS=1` devtools overlay regardless of which backend owns the game UI. See `memory/project_ui_architecture.md` for the session crib-sheet version. --- ## Project Structure (target) ``` src/ AcDream.Core/ Layer 2-4: no GL, no Silk.NET, pure logic Physics/ PhysicsBody.cs ← ported from decompiled (done) CollisionPrimitives.cs ← ported from decompiled (done) MotionInterpreter.cs ← ported from decompiled (done) AnimationSequencer.cs ← ported from decompiled (done) CellBsp.cs ← TODO: port from decompiled Transition.cs ← TODO: port from decompiled TerrainSurface.cs ← verified against ACME (done) World/ GameEntity.cs ← TODO: unified entity (replaces scattered state) WorldState.cs ← TODO: owns all entities CellTracker.cs ← TODO: per-entity cell management SceneryGenerator.cs ← verified against decompiled (done) LandblockLoader.cs ← done Terrain/ LandblockMesh.cs ← verified against ACME (done) TerrainBlending.cs ← verified against ACME (done) Meshing/ GfxObjMesh.cs ← cross-checked against ACME (done) SetupMesh.cs ← cross-checked (done) Textures/ SurfaceDecoder.cs ← done Dat/ MotionResolver.cs ← done (move here from Meshing/) AcDream.Core.Net/ Layer 2: networking WorldSession.cs ← done (wire-compatible with ACE) NetClient.cs ← done Messages/ ← done (CreateObject, MoveToState, etc.) AcDream.Plugin.Abstractions/ Layer 5: plugin interfaces IAcDreamPlugin.cs ← done IPluginHost.cs ← done IGameState.cs ← done IEvents.cs ← done AcDream.App/ Layer 1 + Layer 4 wiring Rendering/ GameWindow.cs ← TODO: thin down to GL calls only TerrainRenderer.cs ← done StaticMeshRenderer.cs ← done TextureCache.cs ← done ChaseCamera.cs ← done FlyCamera.cs ← done Streaming/ StreamingController.cs ← done GpuWorldState.cs ← done Input/ PlayerMovementController.cs ← done (uses ported physics) Plugins/ AppPluginHost.cs ← done ``` --- ## GameEntity: The Unified Entity (TODO — the big refactor) Currently, entity state is scattered across: - `WorldEntity` (position, rotation, mesh refs) - `AnimatedEntity` (animation frame, setup, sequencer) - `_entitiesByServerGuid` dict (server GUID lookup) - `GpuWorldState._loaded[lb].Entities` (per-landblock lists) - `_playerController` (player-specific movement) This should become ONE class: ```csharp public sealed class GameEntity { // Identity public uint ServerGuid { get; } public uint SetupId { get; } public string? Name { get; } // Spatial (ported from CPhysicsObj) public PhysicsBody Physics { get; } // position, velocity, gravity public CellTracker Cell { get; } // which cell we're in // Appearance (ported from CPartArray) public AnimationSequencer Animation { get; } // frame playback public AppearanceState Appearance { get; } // ObjDesc overrides // Motion (ported from CMotionInterp) public MotionInterpreter Motion { get; } // walk/run/turn state // Render output (consumed by StaticMeshRenderer) public IReadOnlyList MeshRefs { get; } // Per-frame update (matches retail update_object) public void Update(float dt) { Motion.ApplyCurrentMovement(); // set velocity from motion state Physics.UpdateObject(dt); // integrate position // TODO: Transition.FindValidPosition // collision resolve Cell.UpdateCell(Physics.Position); // check cell transitions Animation.Advance(dt); // advance animation frames RebuildMeshRefs(); // compute per-part transforms } } ``` Every entity in the world — player, NPC, monster, lifestone, door, chest — is a `GameEntity`. The renderer iterates them and draws. The plugin API exposes them as `WorldEntitySnapshot`. GameWindow becomes thin. --- ## Per-Frame Update Order (matches retail) ``` 1. Network tick └── Drain inbound queue → process CreateObject, UpdateMotion, UpdatePosition, PlayerTeleport → create/update GameEntities 2. Streaming tick └── Compute observer position → load/unload landblocks → create terrain + scenery GameEntities 3. Input tick (player mode only) └── Read WASD/mouse → MotionInterpreter.DoMotion → send MoveToState/AutonomousPosition to server 4. Entity tick (ALL entities, 30Hz fixed step) └── For each GameEntity: entity.Update(dt) This runs: motion → physics → collision → cell → animation 5. Render tick └── For each GameEntity: read MeshRefs, draw TerrainRenderer.Draw, StaticMeshRenderer.Draw (frustum cull, translucency pass, etc.) 6. Plugin tick └── Fire IEvents, drain IActions queue 6a. UI tick IPanelHost.Draw → iterate registered IPanel instances, build ViewModels from IGameState, dispatch user Commands via ICommandBus. Backend-agnostic — ImGui or custom retail-look draws here depending on which is compiled in. See docs/plans/2026-04-24-ui-framework.md. ``` --- ## Execution Plan: How to Get There ### Phase R1: GameEntity Refactor (the foundation) **Goal:** Replace the scattered entity state with unified GameEntity. 1. Create `GameEntity` class in `AcDream.Core/World/` 2. Move `AnimatedEntity` fields into `GameEntity.Animation` 3. Move `WorldEntity` fields into `GameEntity.Physics` + position 4. Move `_entitiesByServerGuid` into `WorldState` 5. Move animation tick from `GameWindow.TickAnimations` into `GameEntity.Update` 6. GameWindow.OnRender reads `GameEntity.MeshRefs` instead of `WorldEntity.MeshRefs` **Test:** Everything looks the same as before. No visual change. ### Phase R2: Thin GameWindow **Goal:** GameWindow does only GL calls + input dispatch. 1. Extract entity creation from `OnLiveEntitySpawned` into `WorldState.SpawnEntity` 2. Extract motion updates from `OnLiveMotionUpdated` into `WorldState.UpdateMotion` 3. Extract player movement from the giant OnUpdate block into `PlayerController` 4. GameWindow.OnUpdate calls: network.Tick → streaming.Tick → input.Tick → worldState.Tick → render **Test:** Everything works the same. GameWindow.cs drops from 2000+ to ~500 lines. ### Phase R3: CellBSP + Wall Collision **Goal:** Entities can't walk through walls. 1. Port CellBSP from decompiled code (sphere_intersects_cell) 2. Port Transition.FindValidPosition (swept sphere collision) 3. Wire into GameEntity.Update between physics and cell tracking 4. Indoor transitions become correct (wall stops you, doorway lets you through) **Test:** Walk into building wall → stopped. Walk through doorway → enter. ### Phase R4: Complete Animation State Machine **Goal:** Every animation works for every entity type. 1. Port full MotionInterp.PerformMovement from decompiled (all 5 movement types) 2. Port Links table resolution for smooth transitions 3. Port idle modifiers (fidgets) 4. Jump animation (wire jump motion command through the pipeline) **Test:** All entity types animate correctly. Transitions are smooth. ### Phase R5: Lighting from Retail **Goal:** Sun, ambient, per-vertex lighting match retail. 1. Port AdjustPlanes (FUN_00532440) — face normals + per-vertex lighting 2. Extract global lighting constants from decompiled DAT addresses 3. Replace hardcoded shader constants with ported values **Test:** Side-by-side with retail client shows matching lighting. ### Phase R6: Server Compliance **Goal:** ACE accepts all movement, no rubber-banding. 1. Server-authoritative Z (trust server position, local is cosmetic) 2. Proper MoveToState with full RawMotionState packing 3. Keepalive ping (5s idle) 4. Graceful session management **Test:** Walk around, other clients see smooth movement. No ACE errors. ### Phase R7: Interaction **Goal:** Click NPCs, open doors, pick up items, chat. 1. Use/UseWithTarget game actions 2. Door open animation (server sends UpdateMotion → animate) 3. Chat send/receive 4. Basic inventory (pickup/drop) **Test:** Open a door, talk to an NPC, send a chat message. ### Phase R8: Plugin API Completion **Goal:** Plugins can observe and control everything. 1. IGameState exposes all GameEntity fields 2. IEvents fires for all world changes 3. IActions covers: Move, Cast, Use, Say, Pickup, Drop 4. IPacketPipeline hooks all 4 stages 5. Lua macro engine (MoonSharp) ships as a built-in plugin **Test:** A Lua script auto-loots gems. A C# plugin displays an overlay. --- ## Development Workflow (mandatory for ALL work) ``` For every AC-specific behavior: 1. DECOMPILE → Find the function in docs/research/decompiled/ 2. CROSS-CHECK → Verify against ACE + ACME + holtburger 3. PSEUDOCODE → Translate to readable pseudocode 4. PORT → Faithful C# translation 5. TEST → Conformance test against decompiled golden values 6. INTEGRATE → Surgical wiring into the existing system 7. VERIFY → Visual + functional test ``` For acdream-specific code (renderer, plugin API, streaming): - Design for clean interfaces - Test independently - No AC-specific magic — those live in the ported layer --- ## Reference Hierarchy | Domain | Primary Oracle | Secondary | |--------|---------------|-----------| | Physics/collision | Decompiled acclient.exe | ACE Physics/ | | Animation | Decompiled + ACE Animation/ | — | | Terrain | ACME ClientReference.cs | Decompiled | | Rendering | WorldBuilder (Silk.NET) | ACViewer | | Protocol | holtburger | AC2D | | Server behavior | ACE | — | --- ## Success Criteria The client is "done" when: 1. You can log in to an ACE server 2. Walk around the entire world (streaming loads new areas) 3. Enter and exit buildings through doorways 4. See all NPCs, monsters, and players animated correctly 5. Open doors, talk to NPCs, pick up items 6. Send and receive chat 7. A Lua macro can automate gameplay 8. Side-by-side with the retail client, the world looks the same