Flips the SetPositionSimple classification (contact, PlayerDistance >= 96 m) for remotes onto 4b-1's drive controller and deletes both legacy far blocks, both duplicated 96f/4f constant pairs, and both `?? Vector3.Zero` fabrications. The 4 m constant now exists exactly once. Teleport and cell-less stay legacy for 4b-3. Retail: MoveOrTeleport @0x00516330's far branch runs StopInterpolating @0x005163CB before SetPositionSimple @0x005163D9 and returns 1 @0x005163E8 regardless — the SetPositionError is discarded — so HandleReceivedPosition arms ConstrainTo @0x00454272 post-move on commit AND on failure. The x87 parity decode at @0x00516393-@0x0051639E puts exactly 96.0 on the far branch. SetPositionSimple @0x005162B0 builds flags 0x1012 at @0x005162C4. Non-commit outcomes still advance the body, because retail's SetPositionInternal @0x00515BD0 commits the destination via store_position @0x00515CE2 when no cell resolves. The partition is by STAGE, not heuristic, enforced by an exhaustive switch: Refused/Contention/NotApplicable/RejectedPreparation store (the placement never executed); Committed/Deferred/RejectedByPlacement do not (the engine ran and refused, matching retail's non-storing returns @0x00515CB2 and @0x00515CD5). Without this a refused far snap froze the remote with an emptied queue. Also fixes a shipped defect this route made live: ParkDeferred's quiescence parks withdrew the entity (InWorld=false, clock suspended, residency removed) and were never restorable, while Forget(restoreCancelledPark: true) runs for every accepted Position on every entity. The restorable decision now lives inside ParkDeferred AFTER SnapToCell, reading body.CellPosition.ObjCellId — the value RestoreParkWithdrawal actually restores at — against every live quiescence rather than one minimum-OperationId token. The three pre-snap fields are hoisted into locals because SnapToCell ends with InWorld = true. ParkCollisionResidents passes restorableOnCancel: false explicitly; the plain unplaceable park is provably unchanged. RestoreParkWithdrawal re-tests the prefix at restore time so a retained route-2 park cannot re-admit into a prefix that began quiescing during the park. CanAttemptDestination is retained as an OPTIMISATION only, with the two Core predicates it cannot reproduce written down at the pre-flight, plus the two properties that depend on it staying there. Four fix rounds and eight Opus reviews. The slice was fully green at 10,990, 10,997 and 11,004 while containing real defects — a frozen remote pinned as correct by its own test, a fallback that over-wrote on the exact retail paths that decline to store, and a park guard incomplete on two independent axes. Register: AP-137 (leftover classifications take AP-87's catch-up; states the cell-less enqueue-vs-place delta deferred to 4b-3, that RejectedData is applied anyway, and the headless divergence), AP-138 (the refusable far placement), AP-136 narrowed to match the relocation. #309's acceptance steps rewritten — step 5 previously asserted a recovery the code does not perform — and gated on a new ACDREAM_PROBE_PARK=1 signal so the check cannot pass while broken. Suite 11,009 passed / 4 skipped / 0 failed against a measured 10,968 baseline. The 10,973 figure recorded earlier was wrong and is corrected here. Connected gate outstanding: the two-client far-snap walk and #309. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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|---|---|---|
| .github | ||
| .vscode | ||
| docs | ||
| memory | ||
| references | ||
| src | ||
| tests | ||
| tools | ||
| .gitattributes | ||
| .gitignore | ||
| .gitmodules | ||
| AcDream.slnx | ||
| AGENTS.md | ||
| 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.
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.pakproduced byAcDream.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
GameRuntimeis hosted by both the graphical client andAcDream.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 1–3, 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
#225retains 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.datclient_cell_1.datclient_highres.datclient_local_English.dat
- A machine-local
acdream.pakbuilt 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/:
- Search the named retail pseudo-C and headers by
class::method. - Use the older Ghidra chunks only when the named oracle is insufficient.
- Cross-reference ACE and the relevant client/viewer implementation.
- Record readable pseudocode and exact constants/order.
- Port the retail mechanism into the correct modern owner.
- Add conformance, lifecycle, and failure-boundary tests.
- Run the automated gate and the appropriate connected or visual gate.
- 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.