Modern open-source C# .NET 10 Asheron's Call client. Faithful port of retail client behaviour to Silk.NET with a plugin API.
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Erik 57ced0aff1 feat(vtank): slice 7 S7.3 — Monsters tab as VTank's own 23-column grid
Campaign VT slice 7 (docs/plans/2026-09-07-campaign-vt-slice7-tabs.md),
S7.3 (Monsters). Owner's bar: looks basically the same as VTank and
behaves the same from the player's seat.

The pre-S7.3 Monsters tab was a select-then-edit adaptation (one
padded-text list + a separate expression/priority/damage-menu/equip
editor row + 14 standalone toggles) forced by acdream's earlier
single-column-only <list>. Campaign VT slice 1 Part B already closed
that gap (the <list><column> markup extension, docs/plugin-ui-markup.md
"Columns"), so this slice replaces the whole tab body with VTank's own
one 23-column HudList grid (docs/research/vtank-kb/08-ui-views.md §1
"Tab: Monsters"): 14 check columns (F B G I Y V A R S WC FC Cp DC Cs,
each 20px = VVS's forced 13px check width + WPadding per the markup
doc's PITCH convention), 7 text columns (Name 127/P 27/Dmg type 63/
Ex. Vuln 63/Weapon 87/Offhand 87/PetDmg 63, each pitch = fixedwidth+7),
2 icon columns (move up/down, DAT ids 0x060028FC/0x060028FD), 15
header <label>s carrying VTank's own decompiled tooltip text
(PluginCore.cs:1693-1707 — corrects "Broadside of a Tumerok" to the
decompile's actual "Broadside of a Barn"), and the txtNewMonster field
+ Add + Add Sel row at VTank's exact geometry (8,136,388,16 /
404,136,50,16 / 462,136,50,16). Selection is unused, matching VTank —
every real cell is its own click target.

Per-cell behavior ported from PluginCore.cs:7885-8105's `b(object,int,
int)` handler: Name click deletes the row (guarded on the rule's own
IsDefault rather than literal row 0, so the invariant holds even if a
caller reorders DEFAULT); P cycles -1->0->1->2->3->4->-1; Dmg type
cycles every eDamageElement 0..13; Ex. Vuln and PetDmg reproduce the
decompile's own non-contiguous jumps (6->8->98 and 6->101->8->98
respectively — eDamageElement.cs); move up/down reorder but never
displace DEFAULT (a deliberate symmetric guard — VTank's own case 21
keeps MoveUp off row 0 but case 22 has no matching MoveDown guard,
which reads as an authoring oversight, not intended asymmetric
behavior, so a literal port was not preserved here). Case 6's "A"
column write is inverted in VTank's own obfuscated field, but that
inversion is an artifact of VTank's internal storage, not the checkbox
the player sees — our Attack flag is already declared un-inverted, so
no inversion is needed for parity.

Deviation: cases 18/19's Weapon/Offhand cycle VTank's own runtime list
of owned weapon-TYPE ids via an opaque item-kind classifier the
decompile alone doesn't resolve. MossTank has no "weapon type"
abstraction — Weapon/Offhand are always concrete owned items — so
these columns instead cycle the same registered weapon roster the
Items tab already maintains (ordinal-sorted for a deterministic
order), preserving the click-to-cycle-through-<AUTO> contract without
inventing a type abstraction outside this slice's scope.

MossTankPanel: the whole select-then-edit surface (SelectedMonsterRule
selection, RefreshMonsterEditor's cached row formatting, Apply/Remove/
priority-stepper/damage-menu/equip-from-selection actions,
HasMonsterFlag/ToggleMonsterFlag) is retired in favor of per-row
column-array properties (14 flag columns, 7 text columns, 2 icon
columns) and per-row mutation actions, all still writing through the
unchanged CombatSettings.Rules/MonsterRule/MonsterRuleActions model.
EnsureDefaultMonsterRule replaces RefreshMonsterEditor's DEFAULT
invariant at the two remaining call sites (ctor init, profile reload,
and the /vt refresh command). MonsterEquipmentText is kept as a
read-only DEFAULT-rule readout for the (out-of-scope) Items tab label
that already depended on it.

Tests (every pin below shown to fail against a targeted mutation,
reverted after confirming the failure — mutations: wrong priority-wrap
boundary, dropped DEFAULT-delete guard, dropped DEFAULT-displacement
guard on move, spliced Harm into the Ex.Vuln cycle, flag toggle
targeting row 0 unconditionally, a wrong header tooltip string; the
xml column-count contract's 205->202 pin was independently shown to
fail against the pre-edit test file and the new markup):
MossTankMarkupContractTests gained
MonstersGridHasVtanksTwentyThreeColumnsInOrderWithRetailHeaderTooltips
(column type/order + the 15 header tooltips) and updated the
205->202 interactive-control count plus the tooltip-check's <column>
skip (columns have no text/tooltip grammar). MossTankPanelTests
replaced the three old select-then-edit tests with
MonstersGridMutationsPersistAcrossSessions,
ToggleMonsterFlagAtWritesOnlyTheTargetedRow,
CycleMonsterPriorityAtWrapsExactlyNegativeOneThroughFour,
MonsterDamageColumnsCycleInTheExactRetailOrder (all three cycles),
DeleteMonsterRuleAtRemovesNonDefaultRowsButNeverDefault,
MoveMonsterRuleAtReordersButNeverDisplacesDefault,
AddMonsterRuleUsesTheDraftTextAndAddSelectedMonsterUsesTheWorldTarget,
and MonsterWeaponColumnCyclesTheRegisteredRosterAndPersistsByName
AcrossSessions, and updated MacroWieldsCasterEntersMagicBuffsThen
WieldsWeaponFightsThenIdlePeace for the new weapon-cycle API.

Full suite green: 651/651 MossTank tests (645 + 6 net), 109/109 App
markup-filtered tests.

Deviation not requiring a divergence-register row: this campaign ports
VTank plugin UI behavior, not retail AC client behavior, so
docs/architecture/retail-divergence-register.md's scope (acdream vs.
retail) does not apply here.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-07 08:18:14 +02:00
.gitea/workflows fix #485: isolate console capture and align Gitea portable test lanes 2026-09-06 11:41:27 +02:00
.github chore(plugins): remove the Smoke gate plugin; MossTank shelf icon 0x06002C41 2026-09-06 16:49:17 +02:00
.vscode ci: add GitHub Agentic Workflows scaffolding + daily hygiene assessment 2026-05-22 23:31:13 +02:00
assets/icons fix(app): apply the window icon from Load, not beside Window.Create 2026-08-20 15:13:29 +02:00
docs docs(vt): slice 7 ledger — S7.1/S7.2 landed, screenshots skipped (ACE down) 2026-09-07 07:27:03 +02:00
memory fix(platform): Campaign LA LA0 review fixes — CI Linux lanes, arch doc, self-guard 2026-08-14 15:30:04 +02:00
references chore(submodule): advance WB to acdream-fix-floor-rendering 2026-05-19 13:23:19 +02:00
samples feat(render): implement Campaign AR and terrain fidelity 2026-08-22 13:13:29 +02:00
src feat(vtank): slice 7 S7.3 — Monsters tab as VTank's own 23-column grid 2026-09-07 08:18:14 +02:00
tests feat(vtank): slice 7 S7.3 — Monsters tab as VTank's own 23-column grid 2026-09-07 08:18:14 +02:00
tools docs #477: bound first-failure reporting and extended reproduction 2026-09-05 18:49:22 +02:00
.gitattributes feat(vt): A1 .usd engine + A3 metaf .af engine, real VTank/metas fixtures 2026-09-06 20:52:51 +02:00
.gitignore research(render) Campaign FW0: retail walk-oracle harness + 10 live trace fixtures 2026-08-30 09:10:07 +02:00
.gitmodules phase(N.0): wire up WorldBuilder fork as submodule + project refs 2026-05-08 08:51:49 +02:00
AcDream.slnx chore(plugins): remove the Smoke gate plugin; MossTank shelf icon 0x06002C41 2026-09-06 16:49:17 +02:00
AGENTS.md fix(render): harden portal exit handoff 2026-08-25 17:39:44 +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 fix #435 (part 2, closes it): attribute the unowned probes — delete 7, reclassify 8, restore 1 2026-08-24 12:32:42 +02:00
Directory.Build.props build: make release restore reproducible 2026-08-18 10:29:00 +02:00
Directory.Packages.props build: make release restore reproducible 2026-08-18 10:29:00 +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
global.json ci: add bounded complete release gate 2026-08-18 09:09:38 +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
NuGet.Config build: make release restore reproducible 2026-08-18 10:29:00 +02:00
README.md chore(plugins): remove the Smoke gate plugin; MossTank shelf icon 0x06002C41 2026-09-06 16:49:17 +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 Vulkan capabilities validated at startup

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 CI-filtered Windows baseline is a successful Release build with 16,151 passing tests and zero failures; opt-in live, installed-DAT, prepared-package, manual, timing, and platform-specific lanes run separately.

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 format-2 package from the standard installed DAT set is about 570 MiB (the former format-1 package was about 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"

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=0 Disable the retained retail gameplay UI for diagnostics; it is enabled by default
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.MossTank/     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.