Modern open-source C# .NET 10 Asheron's Call client. Faithful port of retail client behaviour to Silk.NET with a plugin API.
Phase 6b — WorldSession now dispatches the PlayScript opcode (0xF754) that retail uses for all server-triggered client-side visual effects. Wire format per Agent #5 decompile (chunk_006A0000.c:12320-12336): [u32 opcode=0xF754][u32 targetGuid][u32 scriptId] New event `PlayScriptReceived(uint guid, uint scriptId)` fires on every matching fragment. Unknown payloads (body < 12 bytes) are silently ignored. Phase 6c — GameWindow instantiates a PhysicsScriptRunner at startup, subscribes to PlayScriptReceived, and ticks the runner every frame BEFORE the ParticleSystem tick so a CreateParticleHook fired this frame gets its emitter integrated in the same frame. Anchor policy: use the camera's world position for the script anchor. For Dereth-wide storm effects (lightning flashes) the camera is the right reference frame — the flash is "around the player." Per-entity effects (spell casts, emotes) dedupe by (scriptId, entityId) so multiple simultaneous plays on different guids work; a follow-up will look up the guid's last-known world pos from _worldState for accurate per-entity anchoring. The full pipeline now for a lightning flash: 1. ACE (or other retail-emulating server) sends GameMessage(0xF754, lightningGuid, scriptId=0x33xxxxxx). 2. WorldSession parses: PlayScriptReceived event fires. 3. GameWindow.OnPlayScriptReceived routes to _scriptRunner.Play. 4. Runner loads the PhysicsScript from the dat, schedules every (StartTime, AnimationHook) entry. 5. Per-frame Tick fires each hook at its scheduled time via ParticleHookSink — CreateParticleHook spawns a particle emitter (the flash), SoundHook plays thunder audio (Phase 5d), etc. Set ACDREAM_DUMP_PLAYSCRIPT=1 to see each inbound PlayScript and each hook fire as `[pes]` log lines — useful for identifying which script IDs your ACE server actually sends. Build + 742 tests green. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> |
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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.