Modern open-source C# .NET 10 Asheron's Call client. Faithful port of retail client behaviour to Silk.NET with a plugin API.
Find a file
Erik 856aa78ec1 test(phys): A6.P3 #98 Step 3 — deterministic replay harness
Step 3 of the apparatus plan. Adds Issue98CellarUpReplayTests, a 7-test
harness that loads the three real-geometry cell fixtures captured in
commit 3f56915 and drives the failing-frame sphere through the same
nearest-walkable algorithm the live client uses in
Transition.LogNearestWalkableCandidate.

The tests reproduce the live failure deterministically in under 1ms
each — the issue #98 cellar-up bug is now visible to a unit-test run,
no client launch required.

Tests:
- Fixtures_AllThreeCellsLoadAndShareOrigin — sanity check the cells
  loaded with the expected (130.5, 11.5, 94.0) origin.
- Cellar_HasMostPolygons_CottageNeighborBIsSparse — confirms the
  surprising finding: 0xA9B40146 is too sparse to be a "cottage main
  floor" cell (slice 5 handoff inference was wrong; 0xA9B40143 with 14
  polys is the better candidate).
- FailingFrame_CellarPrimary_HasCellarRampAsNearestWalkable — the
  ramp polygon IS reachable when the player is on top of it
  (sanity: this should always be true).
- FailingFrame_CottageNeighborA_NearestWalkableIsOutsideSphereAndEdges
  — at the failing-frame sphere position, the nearest walkable in
  0xA9B40143 (poly 0x0004, the cottage floor triangle at world Z=94)
  reports BOTH insideEdges=false AND overlapsSphere=false. The sphere
  XY is beyond the triangle edge, and the sphere is too far below the
  plane. THIS IS THE BUG'S SHAPE.
- FailingFrame_CottageNeighborB_HasNoWalkableCandidate — 0xA9B40146
  has NO walkable polygon close enough to the failing-frame sphere.
- FailingFrame_NoCottageNeighbourYieldsAcceptedWalkable — composite:
  across both cottage cells, no walkable passes both edge + sphere
  tests → step-up has nothing to step onto → player stuck.
- FailingFrame_CottageNeighborA_Poly0x0004_HasExpectedShape — pins the
  exact polygon shape so a future fixture re-capture failure is loud.

What this gives us:
1. The bug is now ALWAYS reproducible in test, no live client iteration.
2. Any fix to BSPQuery.FindCrossedEdge / polygon containment / the
   cell transform will instantly show whether it changes the failing-
   frame outcome.
3. Step 4 (retail cdb capture) will tell us what retail finds at the
   same sphere position; Step 5 (comparison doc) will name the
   divergence; the eventual fix is then evidence-driven, not a guess.

The tests document the CURRENT (failing) behavior. They WILL pass
after the fix — at which point they need to flip to assert the
retail-correct behavior. This intentional brittleness is the point:
the test is the bug's gravestone, and a fix that doesn't match retail
should not satisfy the test.

Verification:
- dotnet build: green, 0 errors.
- dotnet test: 1167 passed + 8 pre-existing failed (was 1160+8 before
  this commit; +7 from the replay tests). Same pre-existing failures,
  no new regressions.
- Each Issue98 test runs in under 1ms; loads JSON, calls one internal
  predicate per polygon, asserts.

Next: tools/cdb/issue98-cellar-up-find-walkable.cdb (Step 4).
2026-05-23 15:25:40 +02:00
docs docs(handoff): A6.P3 issue #98 — slice 6 failed; pivot to terrain-mesh 2026-05-23 08:56:43 +02:00
memory fix(physics): L.4 — steep airborne hits slide-tangent (interim, deviates from retail) 2026-04-30 13:22:07 +02:00
references chore(submodule): advance WB to acdream-fix-floor-rendering 2026-05-19 13:23:19 +02:00
src feat(phys): A6.P3 #98 Step 2 — cell-dump probe + roundtrip test 2026-05-23 15:16:56 +02:00
tests test(phys): A6.P3 #98 Step 3 — deterministic replay harness 2026-05-23 15:25:40 +02:00
tools feat(cdb): A6.P1 — decode_retail_hex.py hex→float decoder 2026-05-21 20:03:03 +02:00
.gitignore feat(cdb): A6.P1 — 7-BP probe script for retail BSP collision response 2026-05-21 18:41:29 +02:00
.gitmodules phase(N.0): wire up WorldBuilder fork as submodule + project refs 2026-05-08 08:51:49 +02:00
AcDream.slnx refactor(app): extract typed RuntimeOptions for startup env vars (Step 1) 2026-05-17 09:16:55 +02:00
CLAUDE.md docs(handoff): A6.P3 2026-05-22 EOS handoff + pickup prompt for #98 fix 2026-05-22 13:32:02 +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: 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.