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 842dfcd092 fix(motion): retail-faithful per-frame remote tick (L.3.2 follow-up)
Multi-bug fix for the env-var-gated retail-faithful remote tick path
(ACDREAM_INTERP_MANAGER=1). Combines four previously-stacked defects
into one coherent rewrite:

1. PositionManager.ComputeOffset was additive (rootMotion + correction).
   Retail's PositionManager::adjust_offset (acclient @ 0x00555190 →
   InterpolationManager::adjust_offset @ 0x00555d30) REPLACES the
   offset frame via Frame::operator=(arg2, &__return) when catch-up
   engages — it does NOT add to the rootOffset that CPartArray::Update
   wrote. Switched to "correction overrides root motion" semantics.

2. MotionInterpreter.GetMaxSpeed was returning RunAnimSpeed × rate
   (~11.7 m/s for run skill 200). The retail decomp at
   acclient_2013_pseudo_c.txt:305127 shows get_max_speed returns the
   bare run rate (~2.94) — the function's float return rides the x87
   FPU stack, which Binary Ninja shows as void. Caller multiplies by
   2.0 to get the catch-up speed. With the wrong return our catch-up
   was 23.5 m/s instead of retail's 5.88 m/s — the queue would walk
   the body 4× too aggressively.

3. The env-var TickAnimations branch was DOUBLE-COUNTING forward
   translation: it applied seqVel × dt via PositionManager.ComputeOffset
   AND let UpdatePhysicsInternal advance body.Position += body.Velocity
   × dt. Both were ~11.7 m/s for run, so body raced at 23.4 m/s —
   "way too fast" per the user. Pass seqVel=Vector3.Zero to
   ComputeOffset; let body.Velocity (refreshed per tick by
   apply_current_movement) drive the bulk translation alone.

4. Body orientation only applied sequencer.CurrentOmega per tick. For
   the running-in-circles case ACE broadcasts ForwardCommand=RunForward
   AND TurnCommand=TurnLeft on the same UpdateMotion; the sequencer
   picks the RunForward cycle whose synthesized CurrentOmega is zero,
   so body never rotated between UPs and body.Velocity stayed in an
   out-of-date world direction — the visible "rectangle when running
   circles" effect. Prefer ObservedOmega (set explicitly in
   OnLiveMotionUpdated from the wire's TurnCommand + signed TurnSpeed)
   when present; fall back to seqOmega for standalone turn cycles.

Also adds:
- Sequencer-reset call in the env-var landing-fallback so the legs
  un-fold from Falling on land (mirrors the legacy K-fix17 path).
- LastServerZ now only updates on IsGrounded UPs, so the per-tick
  landing-fallback floor doesn't drift up to the player's airborne
  peak Z and force-land mid-arc — fixes the user-reported "small
  landing in the air before landing on the ground" when jumping
  while moving.
- VEL_DIAG now samples at UP arrival with overlapping windows, plus
  TURN_WIRE / OMEGA_DIAG / FWD_WIRE diagnostics gated on
  ACDREAM_REMOTE_VEL_DIAG=1 used to trace these bugs to ground truth.

Verified via live retail-driven character observation 2026-05-03:
turn-left now rotates left (was animating right with snap), running
in circles is much smoother, jumping lands on ground (no mid-air
pause). Residual ~20% steady-state overshoot for walk remains —
WalkAnimSpeed=3.12 (decompiled retail constant) doesn't match ACE's
actual broadcast walk pace (~2.6 m/s). Tracked separately.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-03 15:24:24 +02:00
docs docs(plan): Phase L.3.1+L.3.2 PositionManager + retail-faithful jump plan 2026-05-03 10:10:16 +02:00
memory fix(physics): L.4 — steep airborne hits slide-tangent (interim, deviates from retail) 2026-04-30 13:22:07 +02:00
src fix(motion): retail-faithful per-frame remote tick (L.3.2 follow-up) 2026-05-03 15:24:24 +02:00
tests feat(physics): PositionManager combiner class + 6 unit tests (L.3.2) 2026-05-03 10:13:02 +02:00
tools feat(physics): #32 L.5 30Hz physics tick + retail debugger toolchain (#35) + Phase 3 retail-faithful kill_velocity 2026-04-30 22:41:12 +02:00
.gitignore docs(plans): #36 sky-PES dispatch port plan + .gitignore for retail-debugger scratch 2026-04-30 23:00:46 +02:00
AcDream.slnx feat(ui): AcDream.UI.ImGui backend — Hexa.NET.ImGui + Silk.NET input bridge 2026-04-25 00:29:09 +02:00
CLAUDE.md feat(physics): #32 L.5 30Hz physics tick + retail debugger toolchain (#35) + Phase 3 retail-faithful kill_velocity 2026-04-30 22:41:12 +02:00
README.md docs: add docs/ISSUES.md tactical issue tracker + CLAUDE.md rules 2026-04-25 00:08:15 +02:00

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:

  1. Decompile first. Find the matching function in the decompiled client.
  2. Cross-reference. Check against ACE's C# port and ACViewer / WorldBuilder.
  3. Write pseudocode. Translate C to readable pseudocode first.
  4. Port faithfully. Translate line-by-line, preserving variable names and control flow.
  5. Conformance test. Add tests using golden values from retail.
  6. 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.