Modern open-source C# .NET 10 Asheron's Call client. Faithful port of retail client behaviour to Silk.NET with a plugin API.
Find a file
Erik 45f58ac72b docs(render): record V7 - the instrument was measuring itself, and AD-46
Plan section 5.5.19, the V7 slice row, two rows in the section 5.1 uncovered
table, and one divergence-register row. No product code changes.

WHAT V7 TURNED OUT TO BE. Three of V6m's four numbers were taken through an
instrument that was not holding the world still. The route pinned the Dereth
clock by pressing AcdreamCycleTimeOfDay, whose mechanism is the transient
/time override that SyncFromServer clears -- so ACE un-pinned it seconds into
every run this campaign has taken. Two captures 45 s apart at ONE stop on ONE
backend differ in 22.3% of the frame because the sun keeps moving. Pinning it
(commit 2) took the interior stop from 12.16% to 0.78% on its own.

THE THREE LEADS, ANSWERED.

Lead 3 was WRONG and the section says so. V6m recorded the interior stop as a
route defect on the theory that the indoor spring-arm camera settles to different
distances in two runs. It does not. The interior was lit differently because the
sun had moved. With the sun held still the stop drops by a factor of fifteen and
its entire remaining difference map is the player character -- the EnvCell's
walls, floor, doorway and per-cell ambient are black. EnvCellRenderer's Vulkan arm
has its numeric pair, V6m's defect-list item 2 is discharged, and no route change
was needed or made.

Lead 2 is closed by pinning the cloud phase rather than masking the band, so the
gate keeps the sky under strict comparison.

Lead 1 is half fix, half finding. The residual was predominantly the anisotropy
gap (commit 1). What survives is one population -- dense alpha-blended distant
scenery -- and isolating it needed a better instrument than the connected route.

THE INSTRUMENT V7 RECOMMENDS FORWARD. An offline GL-versus-Vulkan pair, which is
just the two existing capture scripts run with ACDREAM_WORLD_TIME and
ACDREAM_SKY_PHASE_SECONDS set in the invoking shell. No session, no server, no
entities, no camera settle, no wandering NPCs, and unattended:

    GL vs GL   same commit (control)                       1,966 px   2.13e-03
    VK vs VK   same commit (control)                       1,039 px   1.13e-03
    GL vs VK   whole frame                                28,807 px   3.13e-02
    GL vs VK   everything below the tree band (rows 280+)     497 px   8.82e-04

Terrain, blending, roads, the water edge, fog, statics, scenery below the horizon
and the entire retained UI are at parity, inside the campaign's 0.001 threshold.

AD-46, FILED WITH ITS REFUTATIONS RATHER THAN ITS THEORY. The treeline band is an
anisotropic tap-pattern divergence between AMD's GL and Vulkan drivers. Three
competing explanations were tested and refuted, and section 4.7's predicted class
is one of them:

  - not a sub-pixel offset -- an integer shift search finds (0, 0);
  - not sharpness or LOD scale -- high-frequency energy matches within 5%;
  - NOT DEPTH PRECISION. Forcing the Vulkan viewport's window-depth range to
    [0.5, 1.0], which reproduces GL's compressed mapping exactly, moved the
    whole-frame number by 3% (28,807 -> 27,852). The experiment was reverted. The
    one pre-approved divergence class is not what this is, and the row says so
    rather than borrowing its approval.
  - It IS anisotropy, and there is no knob left: 41,509 differing pixels in the
    band at anisotropy 1, 22,266 at 16, which is GL's value and retail's.

THE VERDICT TABLE. Full route, both backends, tolerance 2, MSAA off, day group 0,
world time 0.5, sky phase 0 (artifacts/v7-diff-c2):

    holtburg_town           26,330 px   2.86e-02   EXCEPTION -- phase + AD-46
    facility_hub_interior    7,176 px   7.79e-03   EXCEPTION -- phase
    aerlinthe_island        62,892 px   6.82e-02   EXCEPTION -- AD-46 + dark floor

No stop passes and none of the three exceptions is a renderer defect; each is
named individually in the section, because "phase" is not an excuse unless it is
specific. Aerlinthe's is partly the instrument rather than either renderer: the
scene's mean luminance is 28/255 and half its differing pixels are exactly delta
3, one step over a tolerance that is absolute rather than relative. Changing that
tolerance is not V7's call.

CARRIED FORWARD, recorded in the section 5.1 table and the V7 row: a passing
connected stop needs authored per-stop masks that the gate script does not have
(it still has only the global -MaskTopPixels, deliberately defaulted to 0); the
portal depth mask has now gone three slices without drawing a pixel in an
automated run, and HouseExitWalkReplayTests names the cheapest target for it
(the Holtburg corner building, cell 0xA9B40170); whether AD-46 is visible to a
human is a user-stop question nobody has asked yet; and the R6 soak and RenderDoc
capture on Vulkan were not run.

Gates for this commit: docs only, so the code gates of commits 1 and 2 stand.
Complete Release suite 9,195 passed / 5 skipped with zero failures, and the GL
connected repeat gate at 3/3 RENDERED on both the desktop witness and the client
capture, both taken at this tree.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-28 19:44:33 +02:00
.github feat(linux): gate graphical backends and capabilities 2026-07-27 12:26:58 +02:00
.vscode ci: add GitHub Agentic Workflows scaffolding + daily hygiene assessment 2026-05-22 23:31:13 +02:00
docs docs(render): record V7 - the instrument was measuring itself, and AD-46 2026-07-28 19:44:33 +02:00
memory docs: reconcile project state and refresh README 2026-07-27 12:53:31 +02:00
references chore(submodule): advance WB to acdream-fix-floor-rendering 2026-05-19 13:23:19 +02:00
src fix(diag): Campaign V slice V7 commit 2 - pin the world clock, because the route never did 2026-07-28 19:34:13 +02:00
tests fix(diag): Campaign V slice V7 commit 2 - pin the world clock, because the route never did 2026-07-28 19:34:13 +02:00
tools fix(diag): Campaign V slice V7 commit 2 - pin the world clock, because the route never did 2026-07-28 19:34:13 +02:00
.gitattributes ci: add GitHub Agentic Workflows scaffolding + daily hygiene assessment 2026-05-22 23:31:13 +02:00
.gitignore docs(runtime): close exact world host ownership 2026-07-26 18:41:24 +02:00
.gitmodules phase(N.0): wire up WorldBuilder fork as submodule + project refs 2026-05-08 08:51:49 +02:00
AcDream.slnx feat(headless): establish portable Linux host boundary 2026-07-27 01:10:45 +02:00
AGENTS.md docs: reconcile project state and refresh README 2026-07-27 12:53:31 +02:00
analyze_flap_live.py diag(render): flap re-diagnosed as portal-flood re-clip DRIFT; physics + camera REFUTED 2026-06-08 11:21:46 +02:00
CLAUDE.md feat(render): Campaign V slice V0 — pin the Vulkan-shaped RHI contract 2026-07-27 14:26:26 +02:00
find_burst.py diag(render): flap re-diagnosed as portal-flood re-clip DRIFT; physics + camera REFUTED 2026-06-08 11:21:46 +02:00
launch-a6-issue98-capture.ps1 docs(research): A6.P3 #98 — comparison harness findings + neighborhood fixtures 2026-05-23 20:12:43 +02:00
launch-a6-issue98-cottage-gfxobj-dump.ps1 test(phys): A6.P3 #98 — comparison harness reproduces cottage-floor cap 2026-05-23 20:44:50 +02:00
launch-a6-issue98-polydump.ps1 docs(research): A6.P3 #98 — comparison harness findings + neighborhood fixtures 2026-05-23 20:12:43 +02:00
launch-flap-capture.ps1 diag(render): flap re-diagnosed as portal-flood re-clip DRIFT; physics + camera REFUTED 2026-06-08 11:21:46 +02:00
launch-flap-churn.ps1 diag(render): launch-flap-churn.ps1 — Phase 1 portal-churn pin capture script 2026-06-08 12:56:44 +02:00
launch-flap-verify.ps1 docs(render): FLAP settled by live-retail measurement — full retail port DECIDED (Option A) + exhaustive handoff 2026-06-08 16:19:34 +02:00
NOTICE.md chore(O-T1): create Core/Rendering/Wb directory + NOTICE.md attribution 2026-05-21 14:59:56 +02:00
README.md docs: reconcile project state and refresh README 2026-07-27 12:53:31 +02:00

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 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, 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. Slices 13, 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.
  • 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

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; 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:

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 <DAT directory>\acdream.pak.

Run the graphical client

$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:

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:

{
  "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:

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 <account> --password <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 <DAT dir>/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

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, CLAUDE.md, and the architecture guide 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.