acdream/docs/architecture/acdream-architecture.md
Erik 7e84d489d0 docs(ui): align CLAUDE.md + roadmap + memory with staged UI strategy
Landed the UI framework design in 2026-04-24-ui-framework.md yesterday;
this commit propagates the decisions across the documents that future
sessions touch first, so the three-layer pattern is discoverable without
re-reading the full plan.

Changes:

* NEW memory/project_ui_architecture.md — evergreen crib-sheet:
  three-layer diagram, AcDream.UI.Abstractions contract, D.2a/D.2b
  split, module layout, hard rules, why staged not pure-custom.

* CLAUDE.md: new paragraph describing the three-layer UI split, naming
  AcDream.UI.Abstractions as the plugin-facing contract, pointing at
  the full plan + memory crib.

* docs/architecture/acdream-architecture.md: new "UI Architecture"
  companion-stack diagram after Layer 0-5 (doesn't renumber the main
  stack), plus step 6a "UI tick" in Per-Frame Update Order.

* docs/plans/2026-04-11-roadmap.md Phase D tightened:
  - D.2 split explicitly into D.2a (Hexa.NET.ImGui scaffold + abstraction
    layer) and D.2b (custom retail-look backend, implements same contracts).
  - D.3 AcFont / D.4 dat sprites / D.7 cursor flagged as D.2b dependencies.
  - D.5 core panels / D.6 HUD flagged as abstraction-layer deliverables
    — ship with D.2a, reskinned by D.2b.
  - D.8 Sound marked superseded (shipped as Phase E.2).
  - F.5 core panels + H.1 chat-window cross-references updated to say
    they target AcDream.UI.Abstractions, unblocked by D.2a.
  - Shipped-phases table untouched.

* docs/research/retail-ui/00-master-synthesis.md: scope note at top
  clarifies the Keystone research is the D.2b (custom backend)
  foundation, NOT where D.2a starts.

* ~/.claude/.../memory/MEMORY.md: one-line index entry pointing at the
  new project_ui_architecture.md (so session auto-load surfaces it).

Zero code changes; doc-only. dotnet build stays green. All verification
greps pass (see plan file for exact checks).
2026-04-24 23:59:03 +02:00

375 lines
16 KiB
Markdown

# 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) │
│ Hexa.NET.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)
- `_entitiesByServerGuid` dict (server GUID lookup)
- `GpuWorldState._loaded[lb].Entities` (per-landblock lists)
- `_playerController` (player-specific movement)
This should become ONE class:
```csharp
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.
1. Create `GameEntity` class in `AcDream.Core/World/`
2. Move `AnimatedEntity` fields into `GameEntity.Animation`
3. Move `WorldEntity` fields into `GameEntity.Physics` + position
4. Move `_entitiesByServerGuid` into `WorldState`
5. Move animation tick from `GameWindow.TickAnimations` into `GameEntity.Update`
6. GameWindow.OnRender reads `GameEntity.MeshRefs` instead of `WorldEntity.MeshRefs`
**Test:** Everything looks the same as before. No visual change.
### Phase R2: Thin GameWindow
**Goal:** GameWindow does only GL calls + input dispatch.
1. Extract entity creation from `OnLiveEntitySpawned` into `WorldState.SpawnEntity`
2. Extract motion updates from `OnLiveMotionUpdated` into `WorldState.UpdateMotion`
3. Extract player movement from the giant OnUpdate block into `PlayerController`
4. 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.
1. Port CellBSP from decompiled code (sphere_intersects_cell)
2. Port Transition.FindValidPosition (swept sphere collision)
3. Wire into GameEntity.Update between physics and cell tracking
4. 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.
1. Port full MotionInterp.PerformMovement from decompiled (all 5 movement types)
2. Port Links table resolution for smooth transitions
3. Port idle modifiers (fidgets)
4. 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.
1. Port AdjustPlanes (FUN_00532440) — face normals + per-vertex lighting
2. Extract global lighting constants from decompiled DAT addresses
3. 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.
1. Server-authoritative Z (trust server position, local is cosmetic)
2. Proper MoveToState with full RawMotionState packing
3. Keepalive ping (5s idle)
4. 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.
1. Use/UseWithTarget game actions
2. Door open animation (server sends UpdateMotion → animate)
3. Chat send/receive
4. 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.
1. IGameState exposes all GameEntity fields
2. IEvents fires for all world changes
3. IActions covers: Move, Cast, Use, Say, Pickup, Drop
4. IPacketPipeline hooks all 4 stages
5. 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:
1. You can log in to an ACE server
2. Walk around the entire world (streaming loads new areas)
3. Enter and exit buildings through doorways
4. See all NPCs, monsters, and players animated correctly
5. Open doors, talk to NPCs, pick up items
6. Send and receive chat
7. A Lua macro can automate gameplay
8. Side-by-side with the retail client, the world looks the same