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 93cbabbc87 fix(physics): full retail per-frame chain for remote motion + persist ContactPlane across frames
Two linked issues both rooted in skipping parts of the retail physics chain.

## 1. Remote staircase on slopes — Euler never integrated between UPs

TickAnimations called rm.Body.update_object(now) for remote integration, but
PhysicsBody.update_object gates on MinQuantum = 1/30s (retail FUN_00515020
early-return). At our 60fps render tick (~16 ms), deltaTime < MinQuantum on
almost every frame → early return AND LastUpdateTime never advances → position
effectively never integrates. Remote Position changed only on UP hard-snap,
producing visible teleport strides uphill (the "staircase" the user reported).

Fix: call UpdatePhysicsInternal(dt) directly for the remote tick — the same
pattern PlayerMovementController.cs:358 uses for the local player. Wire
ResolveWithTransition in afterwards so the remote's Euler-advanced position
gets swept through the same retail collision chain (find_env_collisions +
find_obj_collisions + step_down + 6-path BSP dispatcher) that the local
player already goes through.

New field RemoteMotion.CellId tracks the remote's cell across frames; set
from UpdatePosition.p.LandblockId and updated from transition output.

## 2. Local player floating on downhill slopes — ContactPlane not persisted

Running a character down a slope faster than ~0.5 m/s vertical: per-frame
Euler moves feet horizontally (no Z component since velocity is world-XY).
After Euler, feet are above the new-XY terrain. ValidateWalkable takes the
"above surface" branch without setting a contact plane, DoStepDown probes
~4 cm down (the retail StepDownHeight default), fails to find the surface
8-10 cm below, and the character stays at the old Z. Over a sustained
descent this accumulates into a visible hover.

Retail's PhysicsObj carries ContactPlane + ContactPlaneCellID as persistent
fields (ACE PhysicsObj.cs:2598-2604 get_object_info → InitContactPlane).
Each transition call seeds CollisionInfo.ContactPlane from the previous
frame's plane. That seed is what lets AdjustOffset project horizontal
velocity onto the slope surface — so the Euler offset acquires a Z
component matching the slope and the sphere tracks terrain without needing
step-down to do the catch-up every frame.

Fix: add PhysicsBody.ContactPlane* fields mirroring PhysicsObj's. Extend
ResolveWithTransition with an optional `body` parameter; when provided, seed
the transition's CollisionInfo from body.ContactPlane at the start, copy
back (preferring current, falling back to LastKnown) at the end. Both local
(PlayerMovementController) and remote (TickAnimations) pass their body.

Verified live: DIAG samples showed pre/post/resolved Z all exactly equal
before the MinQuantum bypass (Euler frozen). After bypass, deltas dropped
to floating-point noise on slopes for remotes. Local hover on downhill
resolved in separate visual pass.

All 717 tests green. No API breaks (ResolveWithTransition's body param is
optional, backwards-compatible).

Cross-refs:
 - decompile: FUN_00515020 update_object, FUN_005111D0 UpdatePhysicsInternal,
   FUN_005148A0 transition init
 - ACE: PhysicsObj.cs:2586-2621 get_object_info, Transition.cs:613-620 InitContactPlane

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-21 16:55:59 +02:00
docs docs: mark Phase G.1+G.2 full visual stack as shipped 2026-04-19 10:54:33 +02:00
memory docs(memory): session 2026-04-19 handoff — remote motion port complete 2026-04-19 21:33:12 +02:00
src fix(physics): full retail per-frame chain for remote motion + persist ContactPlane across frames 2026-04-21 16:55:59 +02:00
tests fix(terrain): align per-cell triangle geometry with ACE's ConstructPolygons convention 2026-04-21 13:20:59 +02:00
tools feat(core): port decompiled AC client physics — CollisionPrimitives + PhysicsBody 2026-04-12 23:54:51 +02:00
.gitignore chore: gitignore launch.log 2026-04-18 23:11:56 +02:00
AcDream.slnx feat(net): AcDream.Core.Net scaffold + ISAAC keystream (Phase 4.1) 2026-04-11 14:14:28 +02:00
CLAUDE.md docs(claude.md): add 'Running the client against the live server' section 2026-04-19 14:58:13 +02:00
README.md chore: phase 0 — skeleton + dat asset inventory 2026-04-10 09:02:56 +02:00

acdream

Experimental modern open-source Asheron's Call client in C# / .NET 10.

Status: pre-alpha, not playable. Phase 0 only — dat file asset inventory.

Stack: .NET 10, Chorizite.DatReaderWriter for dat parsing. Silk.NET + Avalonia planned for rendering/UI (not yet wired up).

Requires: A retail Asheron's Call install (Turbine/Microsoft property — supply your own). Set ACDREAM_DAT_DIR environment variable to the directory containing client_portal.dat, client_cell_1.dat, client_highres.dat, and client_local_English.dat, or pass it as the first CLI argument.

Layout

  • src/AcDream.Cli/ — console app that dumps asset counts from a dat directory
  • references/ — local read-only reference material (ACE, ACViewer, WorldBuilder, DatReaderWriter, holtburger, retail AC install). Gitignored.

Run

dotnet run --project src/AcDream.Cli -- "C:\path\to\Asheron's Call"

Or set ACDREAM_DAT_DIR and run without args.