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 735f0a72af fix(physics): classify before merge on every steady-state Position (C5b, #275, AP-131/AD-60)
The steady-state accepted-Position merge did two things retail never does,
on every single Position packet: it installed the wire placement frame and
unparented unconditionally, and it derived the record's FullCellId from
bare wire acceptance. Both are now correct, and they land together - a
half-flipped intermediate (classified flags with the wire stamp, or vice
versa) is exactly the mixed-residency state this campaign keeps paying for.

WHY the flags need no route. SmartBox::HandleReceivedPosition @0x00453FD0
decides both pre-placement writes BEFORE MoveOrTeleport is consulted: Gate A
@0x0045400C returns @0x0045409D ahead of unset_parent @0x00454129 and ahead
of the HasAnims SetPlacementFrame gate @0x00454137. Neither gate reads the
near/far/teleport classification. So the two flags are a pure function of
(disposition, hasAnimations) and are computable inside the merge, pre-merge,
with no signature change, no route construction and no playerDistance - the
scoping's ~150-400-line route-plumbing estimate over-counted because it did
not see this. That truth table IS
RuntimeAuthoritativePositionRouteClassifier.ClassifyAcceptedPosition's own
ApplyPlacementFrameBeforeRouting/UnparentBeforeRouting rows; the classifier
stays the oracle and the equality is pinned by test, not by a shared path,
so each computation remains separately sabotage-verifiable.

WHY the cell is withheld. HandleReceivedPosition reads the wire objcell_id
into a LOCAL @0x00453FE3 and hands it only to BlipPlayer / TeleportPlayer /
MoveOrTeleport / ConstrainTo; it never assigns the object's cell. The
object's cell moves inside the placement family (SetPositionInternal
@0x00515BD0 to set_cell, enter_world) or per-frame transit, and nowhere
else. The continuation executor has encoded that rule since the executor
slice; this caller now matches it verbatim.

WHAT DELIBERATELY SURVIVES. Two steady-state wire-cell writers stay,
downstream of the merge and outside the classification window: the
OnPosition prologue rebucket (W2, into CommitRebucket), which is also the
local player's own cell-freshness path, and the post-routing wire-cell adopt
for non-placing arms (W3, AP-135). Gating W2 "for symmetry" would freeze the
player's canonical cell between teleports and #319's child-cell equality
would inherit the freeze. AD-60's rewrite names both so the retirement
cannot be misread as "wire acceptance never changes residency anywhere".

REGISTER. AP-131 RETIRED - the unconditional literals no longer exist; the
caller was corrected, not deleted, so the row's own "deleted at the
production cutover" framing is overtaken. AD-60's legacy half RETIRED and
the row REWRITTEN rather than deleted, naming W2/W3 (route 4b-3's D8
precedent: a silent whole-row deletion would hide surviving channels).
AP-130 amended - the merge consumes the same static HasAnimations proxy,
deliberately not escalated to a live animation-queue read. AP-146 and #320
amended - their "accepted inbound Position (RefreshSnapshot into
RuntimeEntityRecord.cs:234)" local-player cell writer is now the generic
tail's CommitRebucket, and a ForcePosition (which returns before that tail)
is placement-receipt-authoritative. #275 closed.

HEADLINE BEHAVIOURAL DELTA, stated once: a refused or contended local
ForcePosition now leaves FullCellId at the last committed cell where the
merge used to stamp the refused packet's wire cell. Retail cannot refuse
(AD-62) and its body keeps its last placed cell, so the new shape is the
retail-reachable one.

THREE CONSUMER SITES THE CONTRACT'S BLAST-RADIUS SURVEY MISSED, all
D2-caused, all found by the suite rather than by reading, all intended
semantics rather than regressions (recorded in the contract's new section
14):
(1) DatLiveEntityProjectionMaterializer's self-projection branch reads
    FullCellId inside OnPosition's prologue recovery, ahead of W2. It now
    correctly declines to project from an unplaced wire claim; production
    installs the bucket at W2 in the same call (verified: no return between
    the recovery call and W2 is conditioned on IsSpatiallyProjected or
    FullCellId). Two hydration tests asserted the bucket at the recovery
    boundary and now drive the production W2 step - the same shape as trap
    T2, one layer up.
(2) ProjectileController.SyncPresentationFromResolvedBody writes
    ParentCellId = record.FullCellId. On a refused missile placement that is
    now the committed source cell. The MAJOR-1 invariant is unchanged and is
    now asserted as the identity it always meant rather than as a wire-cell
    constant.
(3) The merge's Rebucketed ternary does NOT become always-Updated as the
    contract predicted, and is deliberately kept: the
    Forget(restoreCancelledPark: true) above it can roll a wakeable
    lost-cell park back, and RestoreParkWithdrawal restores canonical
    residency. That is a real cell edge produced inside this method by a
    placement owner.

TEST-COUNT RECONCILIATION. Baseline measured at this HEAD by stashing the
change: Runtime.Tests 1176, App.Tests 4135 (4132 passed / 3 skipped),
solution 11,106 passed / 4 skipped - matching the recorded figure at
6921a027 exactly. Post-change: Runtime.Tests 1195, App.Tests 4135 unchanged,
solution 11,125 passed / 4 skipped / 0 failed. Net +19, entirely new Runtime
tests: 3 facts plus a 12-row matrix theory in
InboundPhysicsStateControllerTests, 1 fact plus a 2-row theory in the new
RuntimeSteadyStatePositionMergeTests, and 1 fact in
RuntimeAcceptedPositionDriveControllerTests. No test was deleted; five
existing tests were rewritten in place, never delete-only. No new skip; none
of #302/#308/#321 appeared.

SABOTAGE VERIFICATIONS (each new discriminating test, both directions;
production line broken, suite run, line restored):
  installPlacementFrame (!force && !hasAnimations) to (!force)
    5 fail: ApplyOnAnimatedEntity_NeverInstallsTheWirePlacementFrame plus
    the 4 animated non-force matrix rows.
  installPlacementFrame to false
    6 fail: ApplyOnNonAnimatedEntity_InstallsTheWirePlacementFrame,
    PositionPlacementAbsentAndPresentZeroBothApplyRetailZero plus the 4
    non-animated non-force matrix rows.
  clearParent (!force) to true
    3 fail: ForcePositionOnParentedLocalPlayer_RetainsTheParentAttachment
    plus the 2 force+parented matrix rows.
  clearParent (!force) to false
    4 fail: the 4 Apply+parented matrix rows.
  refreshPosition false to acceptedPosition
    4 fail: AcceptedPosition_WithholdsTheWireCellAtTheMergeBoundary,
    ContendedForcePosition_WritesNoResidencyAnywhere,
    ReentrantNewerPositionDuringPickupDiscardSuppressesStalePickupDelta,
    MissileFarRefused_...ParentCellIdAgreesWithCommittedCell. Confirmed a
    second time by the baseline measurement above, where the withhold test
    was the sole red.
  CommitRebucket publishes Updated instead of Rebucketed
    2 fail: both parent classes of
    CellChangingAcceptedPosition_ConservesOneRebucketAndOneChildPropagation.
  RuntimeEntityDirectory.SetFullCell drops PropagateFullCellToChildren
    2 fail: the same two rows.
T4 respected: the ForcePosition placement-frame half is inert
(appliedPlacement keeps old.PlacementId under either flag value), so the
force row's discriminating assertion is parent retention, never the frame.

NOT DONE, deliberately: the executor is still not wired into the
steady-state path (#275's alternative branch); W2/W3 are untouched; no probe
added or stripped; AP-130's proxy not escalated; no while-here unification
of the two merge callsites. No automated OnPosition-level test drives the
full pickup / drop / reproject sequence (no fixture covers pickup at that
layer); the contract's connected gate recipe item 1 is the positive evidence
for it and has NOT been run - this commit is not connected-gated.

Contract: docs/research/2026-08-05-c5b-contract.md (committed here, with its
section 14 implementation outcome appended).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-05 21:17:44 +02:00
.github feat(render): Vulkan campaign V11 step 4 — retire GL from CI and gate scripts 2026-07-29 03:06:45 +02:00
.vscode ci: add GitHub Agentic Workflows scaffolding + daily hygiene assessment 2026-05-22 23:31:13 +02:00
docs fix(physics): classify before merge on every steady-state Position (C5b, #275, AP-131/AD-60) 2026-08-05 21:17:44 +02:00
memory docs: hand off placement campaign finish 2026-08-03 12:54:47 +02:00
references chore(submodule): advance WB to acdream-fix-floor-rendering 2026-05-19 13:23:19 +02:00
src fix(physics): classify before merge on every steady-state Position (C5b, #275, AP-131/AD-60) 2026-08-05 21:17:44 +02:00
tests fix(physics): classify before merge on every steady-state Position (C5b, #275, AP-131/AD-60) 2026-08-05 21:17:44 +02:00
tools fix(physics): enforce retail step-down support radius (#273) 2026-07-31 12:10:03 +02:00
.gitattributes ci: add GitHub Agentic Workflows scaffolding + daily hygiene assessment 2026-05-22 23:31:13 +02:00
.gitignore docs(render): refine #259 diagnosis; ignore artifacts/ permanently 2026-07-29 04:03:27 +02:00
.gitmodules phase(N.0): wire up WorldBuilder fork as submodule + project refs 2026-05-08 08:51:49 +02:00
AcDream.slnx feat(render): Campaign V slice V11 commit 1 - delete ImGui, Studio, and the DevTools frontend 2026-07-28 23:56:04 +02:00
AGENTS.md docs: sync UI/rendering instructions with Campaign V reality 2026-08-01 22:56:56 +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 docs: flip CLAUDE.md current state — C4 complete, pointing at the closeout handoff 2026-08-05 08:13:48 +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
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
README.md docs: reconcile project state and refresh README 2026-07-27 12:53:31 +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 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/:

  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.