Replaces the single scope-global distance-sorted RetailAlphaQueue with
retail's own two independent FIFO lists (CLIP/ALPHA, capacity 3000 each,
D3DPolyRender::AddMeshToAlphaList's exact append-only/capacity-drop
behavior — Ghidra-verified 2026-09-04), routed by a new
RetailAlphaMeshRouter porting DrawMesh's five-row immediate/delayed
branch table and ConstructMesh's subset-mask formula as pure functions,
and drained at retail's four normal-world FlushAlphaList sites
(DrawBuilding/DrawBlock/PView::DrawCells/RenderNormalMode) under the
exact Ghidra-verified no-op predicate (both counts strictly below
threshold*3000). A new WalkFrameEventKind.SortCellExit /
IWalkEventSink.OnSortCellExit / IWalkFrameLeafRenderer.FlushSortCellExit
fires once per admitted land-block cell for DrawBlock's 0.75f valve,
pinned by a dedicated far/near ordering test in RetailFrameWalkTests.cs.
WbDrawDispatcher's two submit sites and ParticleRenderer's one route
through the router; since none of the three ever draws during the Sky
leaf, installs a detail surface, or sets MultiPassAlpha, rows 1/2/4/5
are provably unreachable there and the call sites assert loudly rather
than building unexercisable immediate-draw plumbing. FlushFartherThan,
RetailAlphaOrdering.ComputeViewerDistance, and every viewerDistance
argument on the submit path are deleted.
Scope note (packet s4-depth-alpha-packet.md §10): C4 (routing EnvCell's
transparent shell batches through the shared queue) was not attempted —
EnvCell draws one per-cell MultiDrawIndexedIndirect call with no
per-subset deferred-replay abstraction, and building one without visual
verification (no graphical client in this worktree) was judged out of
this bounded chunk's scope. AP-34 is therefore retired and replaced by
two narrower rows rather than deleted outright: AP-236 (the carried-
forward EnvCell-immediate residual) and AP-237 (a newly identified gap:
TranslucencyKind.AlphaBlend can arise from either retail's Alpha/
Translucent bits, mask 0x02/ALPHA, or the Translucent+ClipMap "cloud"
override, mask 0x08/CLIP — GroupKey doesn't retain the raw bit to tell
them apart, so the router always picks ALPHA; only known example is
cloud GfxObj 0x01004C35). Both are compositing-order-only divergences,
never blend/visual ones.
Mutation checks (each applied, confirmed failing, then reverted):
- FIFO drain order reversed -> 5 RetailAlphaQueueTests fail (order).
- FlushAlphaList `<` -> `<=` -> boundary/scratch tests fail (2250 case
reads drained=0 instead of 2250).
- Capacity check loosened (3000 -> 6000) -> overflow-drop test fails
(TryAppend returns true, PendingCount reads 3001).
- IsFirstForList forced true -> flag test fails once inspected on the
pre-flush two-entry snapshot (the post-flush single-survivor version
of this test was vacuous and rewritten).
- Router row 3 condition inverted -> both the hand-traced Theory (6
cases) and the 160-cell independent-truth-table brute force fail (20
mismatches).
- SortCellExit emitted before OnLandscapeCellTurn instead of after ->
RetailFrameWalkTests ordering pin fails ("SCX must immediately follow
its own cell's SC").
- Prepare-per-list instead of prepare-once-combined -> the CLIP/ALPHA
boundary batching test throws (index out of range).
Gates: Release build 0 warnings/0 errors. Hermetic lane (Lane!=Installed
Dat&...&Status!=KnownFailure) 6855/6855 passed. InstalledDat lane 249
passed / 10 failed — exactly the 4 pre-existing failures (#383 x2
LayoutImporter, TowerAscent KnownFailure, #458 Oh_doorway_still
KnownFailure) plus 6 NEW KnownFailure Facts
(AlphaFlushTranscript_*_MatchesRetailFrame2, one per capture) extending
this gate from PM/PC to AM/FL: the flush SITE+THRESHOLD sequence matches
the capture exactly for all six poses (including zero SortCellExit
drains in every capture, confirming the 0.75 valve is inert at these
scene complexities in both retail and this replay); the drained-COUNT-
per-list dimension diverges because this hermetic harness (matching the
existing PM/PC gate's own EmptyAlphaDepthWorldData design) carries no
live GfxObj/particle content, so every observed count reads (0,0)
against retail's real per-frame volume — both sequences quoted in full
per pose in the packet's new §10. Shader classes (VulkanShaderDescriptor
ContractTests/VulkanShaderManifestTests/RenderPackSpirvValidatorTests)
32/32 passed.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
|
||
|---|---|---|
| .gitea/workflows | ||
| .github | ||
| .vscode | ||
| assets/icons | ||
| docs | ||
| memory | ||
| references | ||
| samples | ||
| src | ||
| tests | ||
| tools | ||
| .gitattributes | ||
| .gitignore | ||
| .gitmodules | ||
| AcDream.slnx | ||
| AGENTS.md | ||
| analyze_flap_live.py | ||
| CLAUDE.md | ||
| Directory.Build.props | ||
| Directory.Packages.props | ||
| find_burst.py | ||
| global.json | ||
| 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 | ||
| NuGet.Config | ||
| 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 Vulkan capabilities validated at startup
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 CI-filtered Windows baseline is a successful Release build with 16,151 passing tests and zero failures; opt-in live, installed-DAT, prepared-package, manual, timing, and platform-specific lanes run separately.
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 format-2 package from the standard installed DAT set is about
570 MiB (the former format-1 package was about 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"
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=0 |
Disable the retained retail gameplay UI for diagnostics; it is enabled by default |
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.