Group-melee interpenetration + facing drift: the R5-V1-ported StickyManager/PositionManager were Core-only — the StickTo/Unstick seams were unbound and every arrival radius was 0, so ACE's Sticky|UseSpheres melee chases closed ~one body-radius too deep and froze at stale arrival poses until the next wire re-arm. Retires TS-39. Wiring (anchors re-verified against the named decomp this session): - EntityPhysicsHost owns a PositionManager; HandleUpdateTarget fans MoveToManager then PositionManager (CPhysicsObj::HandleUpdateTarget 0x00512bc0 order). - Seams bound remote + player: MoveToManager.StickTo (BeginNextNode sticky arrival @0x00529d3a), Unstick (PerformMovement head), and MotionInterpreter.UnstickFromObject (UM funnel head, 0x0050eaea). - AdjustOffset at the retail UpdatePositionInternal slot (@0x00512d0e): NPC branch composes pre-sweep (steer is swept by ResolveWithTransition); remote-player branch chains the combiner offset through the shared delta frame (the interp stage) so sticky OVERWRITES when armed (0x00555430 assigns m_fOrigin, not accumulates); player inside the 30 Hz physics quantum before UpdatePhysicsInternal. - UseTime (the 1 s lease watchdog) at the UpdateObjectInternal tail (@0x005159b3): unconditional per remote; player gated on the physics tick (retail's MinQuantum gate skips UseTime too). - Real setup cylsphere radii (CPartArray::GetRadius/GetHeight 0x005180a0/0x005180b0 = setup radius/height x ObjScale from the spawn record): own via EnsureRemoteMotionBindings + player wiring; target via RouteServerMoveTo AND the speculative use-walk install (retail resolves the target PartArray at EVERY MoveToObject site — ACE PhysicsObj.cs:951). - Teardown parity: exit_world (0x00514e60) UnStick + ClearTarget before the ExitWorld notify; player teleport fires teleport_hook's tail (UnStick in SetPosition + EntityPhysicsHost.NotifyTeleported = ClearTarget + NotifyVoyeurOfEvent(Teleported) @0x00514f1b) so mobs stuck to the player drop their sticks on a recall. - SERVERVEL arbitration also yields to a stuck entity (same starvation class as the #170 fix — sticky owns the between-snap translation). - StickyManager.UseTime aligned to retail's strict > deadline (0x00555626; ACE >): two V1 tests had pinned the >= edge — corrected. Register: TS-39 deleted; TS-41 narrowed (stickyArmed gate); TS-43 added (remote teleport_hook gap — self-corrects within the 1 s lease); AP-23 narrowed (real radii at the speculative site; only the use-radius buckets remain invented). Conformance: 2 new full-stack sticky scenarios in RemoteChaseEndToEndHarnessTests (arrive -> stick -> strafing-target gap+facing track -> lease expiry; unstick-on-rearm -> re-stick). Full suite 4038 green. Pre-commit adversarial diff review (3 lenses + per-finding refuters) confirmed and fixed 4 findings: ObjScale-dead radius read, player UseTime order inversion, missing teleport voyeur notify, speculative- site radius asymmetry. Awaiting the user visual gate: pack melee side-by-side vs retail (attackers reshuffle + keep facing; some overlap is ACE-server-side). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
||
|---|---|---|
| .github | ||
| .vscode | ||
| docs | ||
| memory | ||
| references | ||
| src | ||
| tests | ||
| tools | ||
| .gitattributes | ||
| .gitignore | ||
| .gitmodules | ||
| AcDream.slnx | ||
| analyze_flap_live.py | ||
| CLAUDE.md | ||
| find_burst.py | ||
| 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 | ||
| README.md | ||
acdream
A modern open-source C# / .NET 10 Asheron's Call client.
Faithful port of the retail client's behaviour to Silk.NET with a modern, plugin-friendly architecture. The code is modern; the behaviour is retail.
Status: playable pre-alpha. You can log in to an ACE server, walk and run through Dereth, see other players animate correctly, watch the day-night cycle, hear ambient audio, and take weapons out. Many systems are still stubbed or in-progress — see roadmap.
Stack
- Language: C# .NET 10
- Graphics: Silk.NET (OpenGL 4.3)
- Audio: OpenAL via Silk.NET
- Dat parsing: Chorizite.DatReaderWriter
- Networking: Custom UDP + ISAAC cipher + game-message layer, wire-compatible with ACEmulator server
What works
- Connecting to a local ACEmulator (ACE) server on
127.0.0.1:9000 - Character selection and login
- Rendering Dereth terrain with retail-correct texture blending, per-vertex lighting, and road overlays
- Static scenery (buildings, trees, scenery objects) via EnvCell walker
- Animated characters (own + remote) with walk / run / strafe / jump / turn / attack motions sourced from the retail motion tables
- Network sync with remote players — you can watch other characters animate correctly, including speeds and directional motion
- Day-night cycle driven from the retail Region dat (0x13000000) — correct DayGroup picking via the retail LCG, correct keyframe interpolation, correct per-keyframe sky-object replace
- Weather (rain/snow particles synced from the server via the retail DayGroup name)
- Sky dome, stars, moon, clouds, sun — each rendered from the retail Region's SkyObjects with texture scrolling and alpha fade
- Plugin host with live event replay-on-subscribe
What's stubbed or in-progress
- Indoor transitions (building interiors) — disabled, Phase B.3 pending
- Combat — animation works, damage math not wired
- Lightning visual — the retail PhysicsScript-driven flash is researched
but not wired (see
docs/research/2026-04-23-lightning-real.md) - TimeSync drift — we only sync calendar on login, not periodically, so acdream's in-game clock gradually drifts from retail's
- Landscape draw distance — currently
ACDREAM_STREAM_RADIUS=2(~400m) vs retail's several kilometres
See docs/plans/2026-04-11-roadmap.md for the ordered phase list.
See docs/ISSUES.md for the rolling list of known bugs + small deferred
features (tactical, bug-level; the roadmap is strategic, phase-level).
Building + running
Requires:
- .NET 10 SDK
- A retail Asheron's Call dat directory (Turbine/Microsoft property —
supply your own). Contains
client_portal.dat,client_cell_1.dat,client_highres.dat,client_local_English.dat. - A running ACE (ACEmulator) server on
127.0.0.1:9000(or override via env var)
Launch (PowerShell on Windows — bash has trouble with the apostrophe in "Asheron's Call"):
$env:ACDREAM_DAT_DIR = "$env:USERPROFILE\Documents\Asheron's Call"
$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 Debug
Offline CLI dat inspector (no server needed):
dotnet run --project src/AcDream.Cli -- "C:\path\to\Asheron's Call"
Diagnostic env vars
| Variable | Effect |
|---|---|
ACDREAM_DUMP_SKY=1 |
Per-second dump of the interpolated SkyKeyframe values + per-SkyObject draw info + texture alpha histograms |
ACDREAM_DUMP_MOTION=1 |
Dump every inbound UpdateMotion + resulting SetCycle |
ACDREAM_STREAM_RADIUS=N |
Tune landblock visible-window radius (default 2 = 5×5) |
ACDREAM_NO_AUDIO=1 |
Suppress OpenAL init |
ACDREAM_DAY_GROUP=N |
Force a specific DayGroup index for A/B-testing weather presets |
ACDREAM_RUN_SKILL=N / ACDREAM_JUMP_SKILL=N |
Client-side run/jump skill (default 200) |
Layout
src/
AcDream.App/ rendering + audio + main loop (Silk.NET)
AcDream.Core/ game state, meshing, physics, sky, weather, lighting
AcDream.Core.Net/ UDP + ISAAC + game-message layer
AcDream.Cli/ offline dat-inspector console app
AcDream.Plugin.Abstractions/ plugin host interfaces
AcDream.Plugins.Smoke/ example plugin
tests/
AcDream.Core.Tests/ xUnit tests (742 passing)
AcDream.Core.Net.Tests/ network-layer tests
tools/
RetailTimeProbe/ Win32 P/Invoke ReadProcessMemory probe of
the live retail acclient.exe — dumps
TimeOfDay + sky-lighting globals so we
can compare against acdream's state
SkyObjectInspect/ dat-inspector for Region sky objects
references/ vendored read-only reference code — ACE,
ACViewer, WorldBuilder, holtburger,
AC2D, Chorizite, DatReaderWriter.
Gitignored.
docs/
architecture/ single-source-of-truth architecture doc
plans/ phase roadmaps + per-phase specs
research/ decompile-derived research, per-phase
findings, deep-dive agent reports
audit/ phase-completion audits
Development workflow
All AC-specific behaviour is ported from the decompiled retail client
(docs/research/decompiled/). The workflow is:
- Decompile first. Find the matching function in the decompiled client.
- Cross-reference. Check against ACE's C# port and ACViewer / WorldBuilder.
- Write pseudocode. Translate C to readable pseudocode first.
- Port faithfully. Translate line-by-line, preserving variable names and control flow.
- Conformance test. Add tests using golden values from retail.
- Integrate surgically. Minimise churn in the surrounding pipeline.
Guessing at AC-specific algorithms is explicitly forbidden — see
CLAUDE.md for the full workflow rationale and the list of failure
modes we've paid for in the past.
Reference repos
We cross-reference five external projects for every retail behaviour:
- ACE (ACEmulator) — authoritative server-side protocol
- ACViewer — MonoGame dat viewer; good for character appearance
- WorldBuilder — Silk.NET dat editor; matches our stack
- Chorizite.ACProtocol — clean-room C# protocol library
- holtburger — most complete non-retail client; Rust TUI, full client-side behaviour
- AC2D — C++ AC-client emulator; has the real terrain split formula and 0xF61C movement packet format
See CLAUDE.md for which reference is authoritative for which domain.
Licence
Not yet chosen. All external reference code is vendored under its own
licence; see references/*/LICENSE. The acdream source code itself is
unreleased — not yet distributed to the public. Once the licence
choice is made it will go in a top-level LICENSE file.
The AC dat files and the game's intellectual property remain the property of Microsoft / Turbine. This project does not distribute any of those files or assets — you must supply your own retail install.