Closes Phase D.2a. Launch with ACDREAM_DEVTOOLS=1 now shows a live
ImGui "Vitals" window whose HP bar reads CombatState.GetHealthPercent
for the local player. Without the env var the branches are dead code,
no ImGui context is created, and behaviour is identical to before.
GameWindow hunks:
- fields: _imguiBootstrap / _panelHost / _vitalsVm + DevToolsEnabled
- init (OnLoad): construct bootstrap + host, register VitalsPanel
- GUID push: _vitalsVm?.SetLocalPlayerGuid(chosen.Id) at live-connect
- frame begin: _imguiBootstrap.BeginFrame(dt) after GL clear
- frame end: _panelHost.RenderAll(ctx) + _imguiBootstrap.Render() after debug overlay
- input gating: skip WASD when ImGui.GetIO().WantCaptureKeyboard
Backend pivot: Hexa.NET.ImGui → ImGui.NET + Silk.NET.OpenGL.Extensions.ImGui.
First-light integration with the Hexa backend crashed 0xC0000005 inside
Hexa.NET.ImGui.Backends.OpenGL3.ImGuiImplOpenGL3.InitNative. Root cause:
Hexa's native OpenGL3 backend resolves GL function pointers via GLFW or
SDL internally; with Silk.NET (which uses neither) the pointers are null
and the native code crashes on first use. The mitigation path was
already planned — the design doc's Risk section called a pivot to
ImGui.NET a "one-morning operation" — and that's exactly what happened.
- Packages: Hexa.NET.ImGui 2.2.9 + Hexa.NET.ImGui.Backends 1.0.18
→ ImGui.NET 1.91.6.1 + Silk.NET.OpenGL.Extensions.ImGui 2.23.0
- ImGuiBootstrapper: was static Initialize(gl)+Shutdown() wrapping
Hexa's OpenGL3 init; now an IDisposable wrapping Silk.NET's
ImGuiController instance which handles GL backend init + input
subscription in one go.
- SilkInputBridge.cs deleted (~190 LOC): ImGuiController subscribes
IKeyboard / IMouse events itself, we don't need a bespoke bridge.
- ImGuiPanelRenderer: ImGuiNET.ImGui.* calls instead of
Hexa.NET.ImGui.ImGui.*. Widget surface unchanged.
Boundary discipline is preserved — no panel imports ImGuiNET; only
ImGuiPanelRenderer does. The D.2b custom toolkit will implement the
same IPanelRenderer contract without touching panel code.
Out of scope (tracked for follow-up):
- Stam/Mana currently return float? null (VitalsVM). Absolute values
need LocalPlayerState + PlayerDescription (0x0013) parsing to be
stored rather than discarded — filed as a post-D.2a issue.
- Mouse-capture gating (WorldMouseFallThrough-style click-through
tests) — not needed until we add clickable inventory items.
Roadmap + memory + architecture doc + UI framework plan updated in the
same commit per CLAUDE.md roadmap-discipline rules. 753 tests pass
(550 Core + 192 Core.Net + 11 new UI.Abstractions), 0 build warnings.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
16 KiB
acdream — Comprehensive Architecture Plan
Vision
A modern C# .NET 10 Asheron's Call client that:
- Behaves identically to the retail client — same physics, same animations, same terrain, same collision, same network protocol
- Looks identical to the retail client — same meshes, same textures, same lighting, same blending, rendered via modern Silk.NET OpenGL
- Adds a plugin API the retail client never had — native C# plugins
- Lua macro scripting for player automation
- Is NOT a 1:1 C++ port — uses modern C# patterns (composition over inheritance, interfaces, dependency injection) while matching retail behavior exactly
Guiding Principle
The code is modern. The behavior is retail.
Every AC-specific algorithm is ported faithfully from the decompiled retail client (docs/research/decompiled/, 688K lines). The code AROUND those algorithms is modern C# with clean architecture. The plugin API exposes game state through well-defined interfaces that the retail client never had.
Layer Architecture
┌──────────────────────────────────────────────────────────────┐
│ LAYER 5: Plugin API │
│ IGameState, IEvents, IActions, IPacketPipeline, IOverlay │
│ Plugin host (ALC), Lua macro engine (MoonSharp) │
│ ► acdream-unique — not in retail client │
├──────────────────────────────────────────────────────────────┤
│ LAYER 4: Game Objects │
│ GameEntity (one per world object) │
│ ├── PhysicsBody (ported from decompiled) │
│ ├── AnimSequencer (ported from decompiled) │
│ ├── CellTracker (ported from decompiled) │
│ ├── AppearanceState (ObjDesc: palettes, textures, parts)│
│ └── MotionState (ported from decompiled) │
│ ► behavior matches retail, code is modern C# composition │
├──────────────────────────────────────────────────────────────┤
│ LAYER 3: World Systems │
│ TerrainSystem (heightmap, blending, scenery) │
│ CellSystem (LandCells, EnvCells, portals, BSP) │
│ StreamingSystem (background loading, LOD, frustum cull) │
│ ► behavior matches retail, streaming is acdream-unique │
├──────────────────────────────────────────────────────────────┤
│ LAYER 2: Network │
│ WorldSession (ISAAC, fragments, game messages) │
│ MessageRouter (opcode dispatch, sequence tracking) │
│ ► wire-format identical to retail │
├──────────────────────────────────────────────────────────────┤
│ LAYER 1: Renderer │
│ Silk.NET OpenGL 4.3 core profile │
│ TerrainRenderer, StaticMeshRenderer, TextureCache │
│ Shaders (terrain blending, mesh lighting, translucency) │
│ ► completely different from retail (D3D7), same visual │
│ output │
├──────────────────────────────────────────────────────────────┤
│ LAYER 0: Platform │
│ .NET 10, Silk.NET window/input, DatReaderWriter │
│ ► acdream-unique infrastructure │
└──────────────────────────────────────────────────────────────┘
UI Architecture (companion stack, spans Layers 1 & 5)
The UI is split into its own three-layer stack with a swappable backend,
designed 2026-04-24. Full design: docs/plans/2026-04-24-ui-framework.md.
┌─────────────────────────────────────────────────────────────┐
│ UI BACKEND (swappable) │
│ ImGui.NET + Silk.NET.OpenGL.Extensions.ImGui │
│ (Phase D.2a, short-term) │
│ or custom retail-look toolkit (Phase D.2b, later) │
├─────────────────────────────────────────────────────────────┤
│ AcDream.UI.Abstractions (stable contract) │
│ ViewModels, Commands, IPanel, IPanelHost, IPanelRenderer │
│ ► plugin-facing UI API lives HERE, not in the backend │
├─────────────────────────────────────────────────────────────┤
│ Game state + events (unchanged) │
│ IGameState / IEvents / WorldSession — UI only reads │
└─────────────────────────────────────────────────────────────┘
The backend is pluggable; ViewModels / Commands / IPanelRenderer are
stable across the swap. ImGui persists forever as the
ACDREAM_DEVTOOLS=1 devtools overlay regardless of which backend owns
the game UI. See memory/project_ui_architecture.md for the session
crib-sheet version.
Project Structure (target)
src/
AcDream.Core/ Layer 2-4: no GL, no Silk.NET, pure logic
Physics/
PhysicsBody.cs ← ported from decompiled (done)
CollisionPrimitives.cs ← ported from decompiled (done)
MotionInterpreter.cs ← ported from decompiled (done)
AnimationSequencer.cs ← ported from decompiled (done)
CellBsp.cs ← TODO: port from decompiled
Transition.cs ← TODO: port from decompiled
TerrainSurface.cs ← verified against ACME (done)
World/
GameEntity.cs ← TODO: unified entity (replaces scattered state)
WorldState.cs ← TODO: owns all entities
CellTracker.cs ← TODO: per-entity cell management
SceneryGenerator.cs ← verified against decompiled (done)
LandblockLoader.cs ← done
Terrain/
LandblockMesh.cs ← verified against ACME (done)
TerrainBlending.cs ← verified against ACME (done)
Meshing/
GfxObjMesh.cs ← cross-checked against ACME (done)
SetupMesh.cs ← cross-checked (done)
Textures/
SurfaceDecoder.cs ← done
Dat/
MotionResolver.cs ← done (move here from Meshing/)
AcDream.Core.Net/ Layer 2: networking
WorldSession.cs ← done (wire-compatible with ACE)
NetClient.cs ← done
Messages/ ← done (CreateObject, MoveToState, etc.)
AcDream.Plugin.Abstractions/ Layer 5: plugin interfaces
IAcDreamPlugin.cs ← done
IPluginHost.cs ← done
IGameState.cs ← done
IEvents.cs ← done
AcDream.App/ Layer 1 + Layer 4 wiring
Rendering/
GameWindow.cs ← TODO: thin down to GL calls only
TerrainRenderer.cs ← done
StaticMeshRenderer.cs ← done
TextureCache.cs ← done
ChaseCamera.cs ← done
FlyCamera.cs ← done
Streaming/
StreamingController.cs ← done
GpuWorldState.cs ← done
Input/
PlayerMovementController.cs ← done (uses ported physics)
Plugins/
AppPluginHost.cs ← done
GameEntity: The Unified Entity (TODO — the big refactor)
Currently, entity state is scattered across:
WorldEntity(position, rotation, mesh refs)AnimatedEntity(animation frame, setup, sequencer)_entitiesByServerGuiddict (server GUID lookup)GpuWorldState._loaded[lb].Entities(per-landblock lists)_playerController(player-specific movement)
This should become ONE class:
public sealed class GameEntity
{
// Identity
public uint ServerGuid { get; }
public uint SetupId { get; }
public string? Name { get; }
// Spatial (ported from CPhysicsObj)
public PhysicsBody Physics { get; } // position, velocity, gravity
public CellTracker Cell { get; } // which cell we're in
// Appearance (ported from CPartArray)
public AnimationSequencer Animation { get; } // frame playback
public AppearanceState Appearance { get; } // ObjDesc overrides
// Motion (ported from CMotionInterp)
public MotionInterpreter Motion { get; } // walk/run/turn state
// Render output (consumed by StaticMeshRenderer)
public IReadOnlyList<MeshRef> MeshRefs { get; }
// Per-frame update (matches retail update_object)
public void Update(float dt)
{
Motion.ApplyCurrentMovement(); // set velocity from motion state
Physics.UpdateObject(dt); // integrate position
// TODO: Transition.FindValidPosition // collision resolve
Cell.UpdateCell(Physics.Position); // check cell transitions
Animation.Advance(dt); // advance animation frames
RebuildMeshRefs(); // compute per-part transforms
}
}
Every entity in the world — player, NPC, monster, lifestone, door, chest —
is a GameEntity. The renderer iterates them and draws. The plugin API
exposes them as WorldEntitySnapshot. GameWindow becomes thin.
Per-Frame Update Order (matches retail)
1. Network tick
└── Drain inbound queue → process CreateObject, UpdateMotion,
UpdatePosition, PlayerTeleport → create/update GameEntities
2. Streaming tick
└── Compute observer position → load/unload landblocks →
create terrain + scenery GameEntities
3. Input tick (player mode only)
└── Read WASD/mouse → MotionInterpreter.DoMotion →
send MoveToState/AutonomousPosition to server
4. Entity tick (ALL entities, 30Hz fixed step)
└── For each GameEntity: entity.Update(dt)
This runs: motion → physics → collision → cell → animation
5. Render tick
└── For each GameEntity: read MeshRefs, draw
TerrainRenderer.Draw, StaticMeshRenderer.Draw
(frustum cull, translucency pass, etc.)
6. Plugin tick
└── Fire IEvents, drain IActions queue
6a. UI tick
IPanelHost.Draw → iterate registered IPanel instances, build
ViewModels from IGameState, dispatch user Commands via ICommandBus.
Backend-agnostic — ImGui or custom retail-look draws here depending
on which is compiled in. See docs/plans/2026-04-24-ui-framework.md.
Execution Plan: How to Get There
Phase R1: GameEntity Refactor (the foundation)
Goal: Replace the scattered entity state with unified GameEntity.
- Create
GameEntityclass inAcDream.Core/World/ - Move
AnimatedEntityfields intoGameEntity.Animation - Move
WorldEntityfields intoGameEntity.Physics+ position - Move
_entitiesByServerGuidintoWorldState - Move animation tick from
GameWindow.TickAnimationsintoGameEntity.Update - GameWindow.OnRender reads
GameEntity.MeshRefsinstead ofWorldEntity.MeshRefs
Test: Everything looks the same as before. No visual change.
Phase R2: Thin GameWindow
Goal: GameWindow does only GL calls + input dispatch.
- Extract entity creation from
OnLiveEntitySpawnedintoWorldState.SpawnEntity - Extract motion updates from
OnLiveMotionUpdatedintoWorldState.UpdateMotion - Extract player movement from the giant OnUpdate block into
PlayerController - GameWindow.OnUpdate calls: network.Tick → streaming.Tick → input.Tick → worldState.Tick → render
Test: Everything works the same. GameWindow.cs drops from 2000+ to ~500 lines.
Phase R3: CellBSP + Wall Collision
Goal: Entities can't walk through walls.
- Port CellBSP from decompiled code (sphere_intersects_cell)
- Port Transition.FindValidPosition (swept sphere collision)
- Wire into GameEntity.Update between physics and cell tracking
- Indoor transitions become correct (wall stops you, doorway lets you through)
Test: Walk into building wall → stopped. Walk through doorway → enter.
Phase R4: Complete Animation State Machine
Goal: Every animation works for every entity type.
- Port full MotionInterp.PerformMovement from decompiled (all 5 movement types)
- Port Links table resolution for smooth transitions
- Port idle modifiers (fidgets)
- Jump animation (wire jump motion command through the pipeline)
Test: All entity types animate correctly. Transitions are smooth.
Phase R5: Lighting from Retail
Goal: Sun, ambient, per-vertex lighting match retail.
- Port AdjustPlanes (FUN_00532440) — face normals + per-vertex lighting
- Extract global lighting constants from decompiled DAT addresses
- Replace hardcoded shader constants with ported values
Test: Side-by-side with retail client shows matching lighting.
Phase R6: Server Compliance
Goal: ACE accepts all movement, no rubber-banding.
- Server-authoritative Z (trust server position, local is cosmetic)
- Proper MoveToState with full RawMotionState packing
- Keepalive ping (5s idle)
- Graceful session management
Test: Walk around, other clients see smooth movement. No ACE errors.
Phase R7: Interaction
Goal: Click NPCs, open doors, pick up items, chat.
- Use/UseWithTarget game actions
- Door open animation (server sends UpdateMotion → animate)
- Chat send/receive
- Basic inventory (pickup/drop)
Test: Open a door, talk to an NPC, send a chat message.
Phase R8: Plugin API Completion
Goal: Plugins can observe and control everything.
- IGameState exposes all GameEntity fields
- IEvents fires for all world changes
- IActions covers: Move, Cast, Use, Say, Pickup, Drop
- IPacketPipeline hooks all 4 stages
- Lua macro engine (MoonSharp) ships as a built-in plugin
Test: A Lua script auto-loots gems. A C# plugin displays an overlay.
Development Workflow (mandatory for ALL work)
For every AC-specific behavior:
1. DECOMPILE → Find the function in docs/research/decompiled/
2. CROSS-CHECK → Verify against ACE + ACME + holtburger
3. PSEUDOCODE → Translate to readable pseudocode
4. PORT → Faithful C# translation
5. TEST → Conformance test against decompiled golden values
6. INTEGRATE → Surgical wiring into the existing system
7. VERIFY → Visual + functional test
For acdream-specific code (renderer, plugin API, streaming):
- Design for clean interfaces
- Test independently
- No AC-specific magic — those live in the ported layer
Reference Hierarchy
| Domain | Primary Oracle | Secondary |
|---|---|---|
| Physics/collision | Decompiled acclient.exe | ACE Physics/ |
| Animation | Decompiled + ACE Animation/ | — |
| Terrain | ACME ClientReference.cs | Decompiled |
| Rendering | WorldBuilder (Silk.NET) | ACViewer |
| Protocol | holtburger | AC2D |
| Server behavior | ACE | — |
Success Criteria
The client is "done" when:
- You can log in to an ACE server
- Walk around the entire world (streaming loads new areas)
- Enter and exit buildings through doorways
- See all NPCs, monsters, and players animated correctly
- Open doors, talk to NPCs, pick up items
- Send and receive chat
- A Lua macro can automate gameplay
- Side-by-side with the retail client, the world looks the same