Modern open-source C# .NET 10 Asheron's Call client. Faithful port of retail client behaviour to Silk.NET with a plugin API.
Two related bugs in the motion/animation pipeline: 1. Player's local animation was getting reset to speedMod=1.0 every ~100ms. ACE's BroadcastMovement echoes the player's own motion back via UpdateMotion. When ACE's ForwardSpeed == 1.0, the ForwardSpeed flag is omitted (InterpretedMotionState.BuildMovementFlags), so our wire parser returns null and we default to speedMod=1.0 — clobbering the locally-authoritative 2.375 × runRate that UpdatePlayerAnimation just set. Legs would crank up to full cadence for one frame then get slammed back to walking rate. Fix: for the player's own guid, skip the wire-echo SetCycle entirely. UpdatePlayerAnimation is the authoritative driver for the local player's animation; the server echo is only useful for observers of other characters. User-confirmed: legs now hold their full cadence. 2. Remote entities teleported between UpdatePositions because the sequencer's CurrentVelocity was always zero (Humanoid dat ships every locomotion MotionData with Flags=0x00, so EnqueueMotionData leaves CurrentVelocity at Vector3.Zero). Dead-reckoning's Priority 1 (sequencer velocity) never triggered, falling through to EMA which has bootstrap lag + gets polluted by teleport-class server snaps. Fix: synthesize CurrentVelocity in SetCycle from the retail locomotion constants (WalkAnimSpeed=3.12, RunAnimSpeed=4.0, SidestepAnimSpeed=1.25) × speedMod, matching the decompiled get_state_velocity (FUN_00528960) which uses these same constants directly instead of MotionData.Velocity. The dat's HasVelocity field is reserved for non-locomotion motions (kick-off velocities, flying creatures, etc). Diag confirmed synthesis fires and DR picks it up with src=seq and correct magnitude. More visual polish may still be needed for the "lagging remote" symptom — see follow-up. Also adds `PlayerMovementController.BodyVelocity` utility getter for HUD/ debug use, and `ACDREAM_ANIM_SPEED_SCALE` env var as a tunable knob for visual pacing overrides. All 717 tests green. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> |
||
|---|---|---|
| docs | ||
| memory | ||
| src | ||
| tests | ||
| tools | ||
| .gitignore | ||
| AcDream.slnx | ||
| CLAUDE.md | ||
| README.md | ||
acdream
Experimental modern open-source Asheron's Call client in C# / .NET 10.
Status: pre-alpha, not playable. Phase 0 only — dat file asset inventory.
Stack: .NET 10, Chorizite.DatReaderWriter for dat parsing. Silk.NET + Avalonia planned for rendering/UI (not yet wired up).
Requires: A retail Asheron's Call install (Turbine/Microsoft property — supply your own). Set ACDREAM_DAT_DIR environment variable to the directory containing client_portal.dat, client_cell_1.dat, client_highres.dat, and client_local_English.dat, or pass it as the first CLI argument.
Layout
src/AcDream.Cli/— console app that dumps asset counts from a dat directoryreferences/— local read-only reference material (ACE, ACViewer, WorldBuilder, DatReaderWriter, holtburger, retail AC install). Gitignored.
Run
dotnet run --project src/AcDream.Cli -- "C:\path\to\Asheron's Call"
Or set ACDREAM_DAT_DIR and run without args.