# acdream A modern open-source C# / .NET 10 Asheron's Call client. acdream ports the observable behaviour of the September 2013 retail client to Silk.NET and a modern, plugin-friendly architecture. The code is modern; the behaviour is retail. **Status:** playable pre-alpha. M3, “Cast a spell,” landed on 2026-07-21 and M4, “Live in the world,” is active. The graphical client supports the connected combat, magic, movement, portal, inventory, loot, and retained-UI loops used by the current test characters. The presentation-independent `GameRuntime` and the Linux/Windows multi-session headless host are complete. Native Linux graphics are intentionally parked at the L1 capability checkpoint; Windows is the currently validated graphical platform. The [documentation map](docs/README.md) is the entry point for current milestones, roadmap state, architecture, issues, retail divergences, research, and durable project memory. ## Technology - **Runtime:** C# and .NET 10 - **Graphics:** [Silk.NET](https://github.com/dotnet/Silk.NET), OpenGL 4.3 core, bindless textures, shader draw parameters, SSBOs, and multi-draw indirect - **Audio:** OpenAL through Silk.NET - **Content:** retail DAT files plus a machine-local, memory-mapped `acdream.pak` produced by `AcDream.Bake` - **Networking:** custom UDP, ISAAC cipher, and game-message layers compatible with ACEmulator - **UI:** retained retail gameplay UI plus opt-in ImGui developer tools - **Automation:** the same presentation-independent `GameRuntime` is hosted by both the graphical client and `AcDream.Headless` The modern renderer is mandatory. There is no legacy renderer fallback. Startup reports an actionable error if the required OpenGL capabilities are missing. ## What works - ACE login, character selection, world entry, chat, client commands, reconnect, and graceful logout. - Outdoor, building, cellar, and dungeon streaming with prepared terrain, scenery, buildings, EnvCells, collision, portal visibility, sky, fog, lighting, audio, and day/night presentation. - Local and observed movement, animation, jumping, selection, radar, combat stances, melee, bows, crossbows, spell projectiles, death, corpses, chests, and looting. - Inventory bags, stable server ordering, stack splitting, ground drops, paperdoll equipment, weapon switching, quick bars, item use, cooldowns, and giving items to NPCs. - Retail-style retained UI for vitals, chat, toolbar, inventory, character, attributes, skills, spellbook, components, effects, combat/spell/jump bars, radar/compass, dialogs, external containers, and assessment. - Complete end-of-retail spell catalog, learned and favorite spells, component preflight, connected casts, enchantments, DAT-driven projectiles and effects, recall, portal-space travel, Hidden/UnHide, and remote materialization. - One presentation-independent runtime owner for session, entities, objects, inventory, character state, selection, interactions, combat, magic, movement, physics, projectiles, world environment, and portal transit. - A no-window Windows/Linux host with deterministic bot commands/events, shared immutable content, multi-session scheduling, isolation, reconnect, resource telemetry, and tested 1/5/10/30-session ownership. - Plugin loading, shared command/input abstractions, retained markup panels, and permanent ImGui developer tools behind `ACDREAM_DEVTOOLS=1`. ## Current boundaries - The active M4 prelude is [world interaction completion](docs/plans/2026-07-23-world-interaction-completion.md). Slices 1–3, including assessment and its final formula/icon/layout correction, are user-accepted. Equipped-child picking and vendor browse/buy/sell are the next uncompleted slices. - Issue `#225` retains the lifestone/particle shared-alpha visual comparison. Its connected lifetime and performance routes already pass. - Narrow carried behaviour debt includes issue `#153` (an unstreamed far-teleport edge), issue `#116` (slide feel), issue `#235` (30 Hz capped/RDP jump presentation), and the live temporary-stopgap rows in the [retail divergence register](docs/architecture/retail-divergence-register.md). - Native Linux graphics are deferred. L0 portability and L1 backend/capability reporting are implemented; WSLg reaches the GPU through Mesa D3D12 but does not expose mandatory `GL_ARB_bindless_texture`. Resume with a supported physical Linux AMD/NVIDIA driver before beginning later Slice L work. - Advanced vendor/trade/crafting/social surfaces and larger M4 quest, character-creation, and emote bodies remain roadmap work. ## Prerequisites - .NET 10 SDK - Your own retail Asheron's Call DAT directory containing: - `client_portal.dat` - `client_cell_1.dat` - `client_highres.dat` - `client_local_English.dat` - A machine-local `acdream.pak` built from those DATs - A running ACE server for connected play; the examples use `127.0.0.1:9000` - For the graphical client, a driver exposing the mandatory modern OpenGL capabilities The project does not distribute Microsoft/Turbine DAT files or derived prepared packages. ## Build and test ```powershell dotnet restore AcDream.slnx dotnet build AcDream.slnx -c Release dotnet test AcDream.slnx -c Release --no-build ``` The current baseline is a successful Release build with **8,826 passing tests and 5 intentional skips**. The build currently reports 17 test-project warnings tracked by [`#228`](docs/ISSUES.md#228--clean-release-build-emits-17-test-project-warnings); production compilation has zero errors. ## Prepare content Production rendering and collision use the validated prepared package rather than decoding world meshes on the frame path: ```powershell dotnet run --project src\AcDream.Bake\AcDream.Bake.csproj -c Release -- ` --dat-dir "C:\Games\Asheron's Call" ` --out "C:\Games\Asheron's Call\acdream.pak" ``` A complete package is approximately 30 GB. It is machine-local and must not be committed. `ACDREAM_PAK_PATH` overrides the default `\acdream.pak`. ## Run the graphical client ```powershell $env:ACDREAM_DAT_DIR = "C:\Games\Asheron's Call" $env:ACDREAM_PAK_PATH = "C:\Games\Asheron's Call\acdream.pak" $env:ACDREAM_LIVE = "1" $env:ACDREAM_TEST_HOST = "127.0.0.1" $env:ACDREAM_TEST_PORT = "9000" $env:ACDREAM_TEST_USER = "testaccount" $env:ACDREAM_TEST_PASS = "testpassword" $env:ACDREAM_RETAIL_UI = "1" dotnet run --project src\AcDream.App\AcDream.App.csproj -c Release ``` The DAT directory can instead be supplied as the first positional argument: ```powershell dotnet run --project src\AcDream.App\AcDream.App.csproj -c Release -- ` "C:\Games\Asheron's Call" ``` ## Run a headless session `AcDream.Headless` loads no App, UI, OpenGL, native-window, or audio assembly. Create a version-1 configuration such as `bot.json`: ```json { "version": 1, "process": { "content": { "datDirectory": "/opt/ac", "preparedAssetPath": "/opt/ac/acdream.pak" } }, "sessions": [ { "id": "bot-1", "endpoint": { "host": "127.0.0.1", "port": 9000 }, "account": "testaccount", "character": { "index": 0 }, "policy": { "id": "idle" }, "credential": { "provider": "environment", "reference": "ACDREAM_BOT_PASSWORD" } } ] } ``` Then validate and run it: ```bash export ACDREAM_BOT_PASSWORD='testpassword' dotnet run --project src/AcDream.Headless/AcDream.Headless.csproj -c Release -- \ validate --config bot.json dotnet run --project src/AcDream.Headless/AcDream.Headless.csproj -c Release -- \ run --config bot.json ``` For a single local session, `run` also accepts `--user --password `. Add uniquely identified session entries and credential references for a multi-session process. Available built-in policies are `idle`, `lifecycle-smoke`, `observer-movement`, and `portal-route-smoke`. ## Useful startup options | Variable | Effect | |---|---| | `ACDREAM_DAT_DIR` | Retail DAT directory | | `ACDREAM_PAK_PATH` | Prepared package path; defaults to `/acdream.pak` | | `ACDREAM_LIVE=1` | Enable connected mode | | `ACDREAM_TEST_HOST` / `ACDREAM_TEST_PORT` | ACE endpoint | | `ACDREAM_TEST_USER` / `ACDREAM_TEST_PASS` | Graphical-client credentials | | `ACDREAM_RETAIL_UI=1` | Enable the retained retail gameplay UI | | `ACDREAM_DEVTOOLS=1` | Enable ImGui developer tools | | `ACDREAM_NO_AUDIO=1` | Suppress OpenAL initialization | | `ACDREAM_UNCAPPED_RENDER=1` | Disable normal frame pacing for diagnostics | | `ACDREAM_DISPLAY_PROTOCOL=auto\|x11\|wayland` | Select the Linux GLFW backend | | `ACDREAM_DAY_GROUP=N` | Force a day-group index for weather/lighting comparisons | | `ACDREAM_STREAM_RADIUS=N` | Legacy override over configured streaming radii | | `ACDREAM_DUMP_SKY=1` | Dump sky interpolation and draw diagnostics | | `ACDREAM_DUMP_MOTION=1` | Dump inbound movement and motion-cycle decisions | Additional diagnostic and budget controls are documented beside their typed owners and in the linked research plans; they are not stable user settings. ## Repository layout ```text src/ AcDream.Runtime/ presentation-independent GameRuntime AcDream.App/ graphical host, retained UI, renderer, audio AcDream.Headless/ Windows/Linux no-window multi-session host AcDream.Core/ retail gameplay, movement, physics, world logic AcDream.Core.Net/ UDP, ISAAC, protocol and message routing AcDream.Content/ GL-free DAT and prepared-package content AcDream.Bake/ offline acdream.pak builder AcDream.Cli/ offline DAT inspector AcDream.UI.Abstractions/ shared UI/input models and contracts AcDream.UI.ImGui/ developer-tool presentation AcDream.Plugin.Abstractions/ BCL-only plugin contracts AcDream.Plugins.Smoke/ example plugin tests/ AcDream.*.Tests/ layer-matched xUnit projects docs/ README.md documentation authority and current map architecture/ ownership, structure, divergence, WB inventory plans/ milestone, roadmap, and execution plans research/ retail pseudocode, traces, fixtures, evidence audit/ completion and conformance audits memory/ durable engineering references references/ gitignored external reference repositories ``` ## Development workflow All AC-specific behaviour starts from the named retail oracle in `docs/research/named-retail/`: 1. Search the named retail pseudo-C and headers by `class::method`. 2. Use the older Ghidra chunks only when the named oracle is insufficient. 3. Cross-reference ACE and the relevant client/viewer implementation. 4. Record readable pseudocode and exact constants/order. 5. Port the retail mechanism into the correct modern owner. 6. Add conformance, lifecycle, and failure-boundary tests. 7. Run the automated gate and the appropriate connected or visual gate. 8. Update architecture, roadmap, divergences, and durable memory with the same change. Guessing at AC-specific algorithms is forbidden. See [AGENTS.md](AGENTS.md), [CLAUDE.md](CLAUDE.md), and the [architecture guide](docs/architecture/acdream-architecture.md) for the full rules. ## Reference projects - **ACE / ACEmulator:** authoritative server and protocol behaviour - **ACViewer:** character appearance and DAT presentation cross-check - **WorldBuilder:** extracted Silk.NET DAT/rendering foundation - **Chorizite.ACProtocol:** clean-room protocol reference - **holtburger:** broad non-retail client behaviour reference - **AC2D:** terrain and movement-packet cross-checks The retail binary/decomp remains the behavioural oracle when references disagree. ## Licence and game assets The acdream source has not yet been assigned a top-level licence and is not ready for public redistribution. External reference code retains its own licence. Asheron's Call DAT files, art, names, and other game assets remain the property of Microsoft/Turbine. This repository does not distribute them; users must supply their own retail installation.