Ports the last three retail extras-list row families from CharExamineUI:: SetAppraiseInfo @0x004B45F0 into CreatureAppraisalRows.BuildExtra, closing the character-path extras list end to end (AS2 header + AS3 armor-level/ ratings/legend + AS4 here). All rows are CHARACTER-path only; the monster path (CreatureExamineUI::SetAppraiseInfo @0x004B3FF0) is unaffected and pinned by a controller-level regression test. Society row (gap G6, @0x004b49a1-@0x004b4c24): gated on PropertyInt 281 (Faction1Bits) being PRESENT — a literal reading of InqInt's found/not- found return, not the ground-truth doc's informal "!= 0" value test. Bit-priority if/else-if chain (Celestial Hand 0x1 -> Eldrytch Web 0x2 -> "???" when Radiant Blood's 0x4 bit is ALSO clear -> else Radiant Blood) comes straight off the decompiled branches. Rank-band suffix boundaries (1-100 Initiate / 101-300 Adept / 301-600 Knight / 601-1000 Lord / 1001-1500 Master, no suffix outside every band) read directly off the decomp's inclusive range checks @0x004b4ab9-@0x004b4b92 and match the ground-truth table exactly. Color rule: green when the LOCAL player shares the target's selected bit (checked first, so extra local bits don't override a match), red when local has a different bit but not the target's, normal when local has no society bits; the unrecognized "???" branch never gets a color (retail's ebx_3 stays at its zero initializer). The local player's own Faction1Bits comes from a new pure `localFactionBits` parameter on BuildExtra — the composer never reads state directly. Monarch/Patron/Followers cascade (gap G7, @0x004b4d97-@0x004b4f54): gated by the caller on AllegianceRank (Int 30) >= 1, the SAME InqInt read AS2's header AllegianceName binding already consumes. Four arms in retail's exact order: MonarchsTitle (Str 21) absent -> "Alleg. Monarch:" + clamped "%d Follower"/"%d Followers" (Int 35, singular only at exactly 1); present + PatronsTitle (Str 35) absent -> "Monarch:" only; both present and ordinally equal -> one "Monarch/Patron:" row; both present and different -> "Monarch:" then "Patron:". Configurable extras (gap G8, @0x004b58be-@0x004b5c4d): Fellowship (Str 10), Arrived in Dereth (Str 43 DateOfBirth), Time in Dereth (Int 125 Age via the ALREADY-PORTED RetailDurationText.Format — the same ClientUISystem::DeltaTimeToString @0x00565E10 the decomp calls at @0x004b59e0, reused rather than re-ported), Chess Rank (Int 181), Fishing Skill (Int 192), Deaths (Int 43 NumDeaths, <= 0 -> "Has never died" with the SAME "Deaths:" label, verified in the decomp), Titles Earned (Int 262). Each row gates independently on its own property being PRESENT (server already strips these per the target's visibility options per ground truth §3) — no client-side option or success gating added. No spacers separate these seven rows, matching the decomp exactly. Seam: AppraisalUiController takes a new `Func<int> _localFactionBits` dependency (per-call, never captured once — the secure-trade deferred-Func lesson), invoked only on the character path. AppraisalRuntimeBindings gained `LocalFactionBits`, wired in InteractionRetainedUiComposition from `d.Character.LocalPlayer.Properties.GetInt(281)` — the SAME LocalPlayerState instance CharacterSheetProvider already reads from, no new state path. AS3 NIT 11: CharacterResponse_CombatRefreshRetainsArmorLevelRows now applies a SECOND response with different armor-level values (proving the refresh re-renders from fresh data) then a THIRD with armorLevels: null (proving it clears). AS3 NIT 12: BuildExtra's XML doc now documents the full authored row order with the @0x004b5d7d legend anchor. The test Parsed() helper now ORs IdentifyResponseFlags.ArmorLevels into Flags whenever armorLevels is supplied (realism sub-nit), applying uniformly to every existing armor-level test in the file. Ground-truth doc imprecisions found while verifying against the decomp directly: (1) the Society gate is presence-of-property, not value != 0 — InqInt's return is a found/not-found bool, the summary's "!= 0" phrasing describes the common case but not the literal branch condition; (2) the Society color rule's bit-priority (same-bit match checked before the other-bits check) wasn't spelled out in the summary table, only "same/ different/none" — confirmed exact by reading all three branches (@0x004b49fd/@0x004b4a49/@0x004b4a8b). No other disagreements found. Register: docs/architecture/retail-divergence-register.md row AP-110 retires the "exhaustive character detail regions" clause from its still-lacks list with a dated 2026-08-25 narrowing note (AS2+AS3+AS4 together closed the character-path extras list); the row's other residuals (item-object preview, effective shield projection, cooldown- remaining, augmentation-cost StringInfo, creature FontInfo-list selection) are untouched. Tests: 51 new rows-level tests in CreatureAppraisalRowsTests.cs (society gate/bit-priority/band-boundaries/color-vs-local-faction, the full allegiance cascade incl. follower singular/plural/clamp, each configurable extra present/absent, "Has never died", monster-path regression, one complete ordering-pin snapshot) plus 3 new controller- level tests in AppraisalUiControllerTests.cs through the real LayoutDesc/ template binding (localFactionBits seam wired end to end, its default fallback, and the strengthened monster-path regression). Hermetic AcDream.App.Tests: 6253 passed. Full-solution hermetic run: 15,410 passed across all projects, 0 failed. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
||
|---|---|---|
| .gitea/workflows | ||
| .github | ||
| .vscode | ||
| assets/icons | ||
| docs | ||
| memory | ||
| references | ||
| samples | ||
| src | ||
| tests | ||
| tools | ||
| .gitattributes | ||
| .gitignore | ||
| .gitmodules | ||
| AcDream.slnx | ||
| AGENTS.md | ||
| analyze_flap_live.py | ||
| CLAUDE.md | ||
| Directory.Build.props | ||
| Directory.Packages.props | ||
| find_burst.py | ||
| global.json | ||
| launch-a6-issue98-capture.ps1 | ||
| launch-a6-issue98-cottage-gfxobj-dump.ps1 | ||
| launch-a6-issue98-polydump.ps1 | ||
| launch-flap-capture.ps1 | ||
| launch-flap-churn.ps1 | ||
| launch-flap-verify.ps1 | ||
| NOTICE.md | ||
| NuGet.Config | ||
| README.md | ||
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.pakproduced byAcDream.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
GameRuntimeis hosted by both the graphical client andAcDream.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 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
#225retains 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.datclient_cell_1.datclient_highres.datclient_local_English.dat
- A machine-local
acdream.pakbuilt 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/:
- Search the named retail pseudo-C and headers by
class::method. - Use the older Ghidra chunks only when the named oracle is insufficient.
- Cross-reference ACE and the relevant client/viewer implementation.
- Record readable pseudocode and exact constants/order.
- Port the retail mechanism into the correct modern owner.
- Add conformance, lifecycle, and failure-boundary tests.
- Run the automated gate and the appropriate connected or visual gate.
- 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.