Modern open-source C# .NET 10 Asheron's Call client. Faithful port of retail client behaviour to Silk.NET with a plugin API.
Bug 1: remote chars never animate, just teleport. Root cause: when OnLiveMotionUpdated transitions a remote entity from Ready to a locomotion cycle (cmd=0x0007 RunForward), the _remoteLastMove timestamp is still pegged to the last position update from BEFORE the motion change (often >300ms old). On the very next TickAnimations, stop-detection signal 1 immediately fires (now - last.Time > 300ms), and the sequencer is flipped straight back to Ready. Result: the run cycle flashes for one frame and is gone. Fix: when we enter a locomotion cycle from a non-locomotion one, stamp _remoteLastMove[guid].Time = now and drState.LastServerPosTime = now so the stop-timer starts a fresh 300ms window from the transition. Bug 2 + 3: Our own player's walk/run toggle not broadcast when only Shift toggles mid-move. Root cause: PlayerMovementController's motion-state-change detection compared only (ForwardCommand, SidestepCommand, TurnCommand). When the user walks (W) then adds Shift mid-stride, ForwardCommand stays WalkForward but outForwardSpeed jumps 1.0 -> runRate and localAnimCmd swaps Walk -> Run. 'changed' stayed false, no MoveToState broadcast, server still thought we were walking. Retail observers saw walking. Fix: extend the diff to include outForwardSpeed, input.Run (hold-key), and localAnimCmd. Any of them flipping forces a new MoveToState. Bug 4: Wrong MotionCommand class byte reconstruction. Root cause: OnLiveMotionUpdated's heuristic OR'd the sequencer's current-motion class byte with the wire-received low 16 bits, producing values like 0x41000007 for RunForward (actual retail value is 0x44000007). Cycle key lookup uses only low 24 bits so the animation mostly-worked, but the wrong class byte broke stance-aware code paths and any downstream consumer that keys off the class. Fix: route ForwardCommand through MotionCommandResolver.ReconstructFullCommand (same path already used for Commands[] items) — retail-exact class byte recovery via a reflection-built enum lookup table. Build + 711 tests green. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> |
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| CLAUDE.md | ||
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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.