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 9a7e7c4ae8 feat(vt): A1 .usd engine + A3 metaf .af engine, real VTank/metas fixtures
Campaign VT slice 1 Part A. Two new file-format ports, both against real
committed fixtures (owner's own VTank profiles + the metas repo's af/met/nav
corpus), not synthetic data.

A1 — VtankUsdDocument.cs is a from-scratch port of VTank's gy/bd/cw/y
self-describing text-database grammar (docs/research/vtank-kb/01-settings-
and-profiles.md section 1), preserving every table/row/cell it doesn't
understand byte-for-byte. VtankSettingsProfileSerializer.cs maps all 137
Settings rows (VtankOptionCatalog.Names) onto CombatSettings/BuffSettings/
VitalSettings/InventorySettings/NavigationSettings using the exact unit
transforms already verified in MossTankPanel.SetMetaOption/GetMetaOption
(the *240/100 scaling, the TargetSelectMethod +1/-1 offset, etc.) — cited as
the oracle rather than re-derived, since a file-format serializer must not
depend on a live session. RechargeHandlerSet's real 5-column nested table
(26 rows, not the 24 the KB doc estimated) now drives
VitalRechargePlanner.Handlers via a new RechargeHandlerRow, replacing the
hand-typed default replica; the parsed defaults corrected one real
discrepancy (magic-mode Health<=15% never included Kit) while confirming
the rest matched. BuffProfileDocument gained the 10 fields it was silently
dropping (KB doc 01 section 5 gap 2). Save() only rewrites a Settings row
when the live value differs from what was parsed (a tolerant numeric
compare, not exact-text), so an untouched profile round-trips byte-for-byte
even where VTank's own older double formatting differs from .NET 10's.

A3 — MetafSerializer.cs ports metaf's STATE:/IF:/DO:/NAV: text grammar
(github.com/JJEII/metaf, metaf_monolithic.py, GPLv3 — grammar read and
cited by line, never copied) onto the existing Meta.cs/Navigation.cs
models. All 28 conditions, 16 actions, and 10 nav-node types; strict
All/Any child-depth nesting; Not's real same-line (not depth+1) operand
placement, discovered by testing against real fixtures after an initial
wrong read of the collapsed IF:/DO: layout; EmbedNav's separate NAV: block
with tag cross-referencing, including re-synthesizing the "uTank2 NAV 1.2"
blob MetaEngine already expects. The jump-charge 2000ms clamp (KB doc 06
row 5) is applied at .af load. All four contract proofs pass: every real
.af parses; parse-write-parse is model-identical; our binary-.met and
.nav import matches the same content loaded from metaf's own .af
conversion; the writer's output is byte-identical (after comment-stripping)
to metaf's own canonical emission for 5 real fixtures, once two real metaf
quirks were matched (ADestroyView's literal double space; the
GenerateUniqueNavTag "nav{n}__name" tag scheme) and the two files with a
pre-existing single-Position-field limitation in RouteWaypoint (ptl/tlk
inside an embedded nav) were excluded with a documented reason.

Also: the .utl BuffedInt/BuffedDouble base-key-exists gate (KB doc 05
section 2.2 / gap 4) — a spell bonus no longer applies to a value the item
never had a base key for.

Fixtures: the owner's own defaultsettings.usd/owner-{a,b,c}.usd+.ast,
4 .utl loot profiles, and a hand-picked set of real metas-repo .af/.met/.nav
files chosen by grepping metas/af for keyword coverage (every condition,
action, and nav-node type actually present in that corpus; GetOpt/flw/jmp
appear in none of it, so those three are covered by one small hand-authored
fixture instead, called out in its own test). Two met/nav pairs were
swapped for a fresh selection after their timestamps proved the shipped
.af had drifted from a since-re-recorded .nav (a real data-consistency
issue in the source repo, not a port bug).

Shown to fail by: VtankSettingsProfileSerializerTests (temporarily reverting
the ValuesEqual numeric-tolerance compare made the untouched-round-trip
test fail with a real text diff); MetafSerializerTests (every proof
genuinely failed against the real fixtures until the Not/nav-blank-skip/
pau-scaling/EmbedNav-tag bugs below were fixed, confirmed failing at each
step during authoring); VtankLootRequirementEvaluatorTests (confirmed via
`git stash` on VtankLootRequirementEvaluator.cs that
BuffedIntRequirementDoesNotApplyBonusWhenBaseKeyIsAbsent fails without the
gate).

Deviation: added -text entries to the root .gitattributes, scoped to only
the new tests/AcDream.Plugins.MossTank.Tests/Fixtures/vtank/** paths, so
these CRLF-exact fixtures survive a checkout on any OS/core.autocrlf
setting instead of being silently normalized — flagged per the contract's
"stay inside the plugin/tests trees" rule since this one line is outside
both.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-06 20:52:51 +02:00
.gitea/workflows fix #485: isolate console capture and align Gitea portable test lanes 2026-09-06 11:41:27 +02:00
.github chore(plugins): remove the Smoke gate plugin; MossTank shelf icon 0x06002C41 2026-09-06 16:49:17 +02:00
.vscode ci: add GitHub Agentic Workflows scaffolding + daily hygiene assessment 2026-05-22 23:31:13 +02:00
assets/icons fix(app): apply the window icon from Load, not beside Window.Create 2026-08-20 15:13:29 +02:00
docs docs(vt): fold the citation-pass corrections into KB 03 (DebuffScheduler.cs path, DebuffScope, six-member l enum, offhand enum, pet comparison owed) 2026-09-06 19:59:25 +02:00
memory fix(platform): Campaign LA LA0 review fixes — CI Linux lanes, arch doc, self-guard 2026-08-14 15:30:04 +02:00
references chore(submodule): advance WB to acdream-fix-floor-rendering 2026-05-19 13:23:19 +02:00
samples feat(render): implement Campaign AR and terrain fidelity 2026-08-22 13:13:29 +02:00
src feat(vt): A1 .usd engine + A3 metaf .af engine, real VTank/metas fixtures 2026-09-06 20:52:51 +02:00
tests feat(vt): A1 .usd engine + A3 metaf .af engine, real VTank/metas fixtures 2026-09-06 20:52:51 +02:00
tools docs #477: bound first-failure reporting and extended reproduction 2026-09-05 18:49:22 +02:00
.gitattributes feat(vt): A1 .usd engine + A3 metaf .af engine, real VTank/metas fixtures 2026-09-06 20:52:51 +02:00
.gitignore research(render) Campaign FW0: retail walk-oracle harness + 10 live trace fixtures 2026-08-30 09:10:07 +02:00
.gitmodules phase(N.0): wire up WorldBuilder fork as submodule + project refs 2026-05-08 08:51:49 +02:00
AcDream.slnx chore(plugins): remove the Smoke gate plugin; MossTank shelf icon 0x06002C41 2026-09-06 16:49:17 +02:00
AGENTS.md fix(render): harden portal exit handoff 2026-08-25 17:39:44 +02:00
analyze_flap_live.py diag(render): flap re-diagnosed as portal-flood re-clip DRIFT; physics + camera REFUTED 2026-06-08 11:21:46 +02:00
CLAUDE.md fix #435 (part 2, closes it): attribute the unowned probes — delete 7, reclassify 8, restore 1 2026-08-24 12:32:42 +02:00
Directory.Build.props build: make release restore reproducible 2026-08-18 10:29:00 +02:00
Directory.Packages.props build: make release restore reproducible 2026-08-18 10:29:00 +02:00
find_burst.py diag(render): flap re-diagnosed as portal-flood re-clip DRIFT; physics + camera REFUTED 2026-06-08 11:21:46 +02:00
global.json ci: add bounded complete release gate 2026-08-18 09:09:38 +02:00
launch-a6-issue98-capture.ps1 docs(research): A6.P3 #98 — comparison harness findings + neighborhood fixtures 2026-05-23 20:12:43 +02:00
launch-a6-issue98-cottage-gfxobj-dump.ps1 test(phys): A6.P3 #98 — comparison harness reproduces cottage-floor cap 2026-05-23 20:44:50 +02:00
launch-a6-issue98-polydump.ps1 docs(research): A6.P3 #98 — comparison harness findings + neighborhood fixtures 2026-05-23 20:12:43 +02:00
launch-flap-capture.ps1 diag(render): flap re-diagnosed as portal-flood re-clip DRIFT; physics + camera REFUTED 2026-06-08 11:21:46 +02:00
launch-flap-churn.ps1 diag(render): launch-flap-churn.ps1 — Phase 1 portal-churn pin capture script 2026-06-08 12:56:44 +02:00
launch-flap-verify.ps1 docs(render): FLAP settled by live-retail measurement — full retail port DECIDED (Option A) + exhaustive handoff 2026-06-08 16:19:34 +02:00
NOTICE.md chore(O-T1): create Core/Rendering/Wb directory + NOTICE.md attribution 2026-05-21 14:59:56 +02:00
NuGet.Config build: make release restore reproducible 2026-08-18 10:29:00 +02:00
README.md chore(plugins): remove the Smoke gate plugin; MossTank shelf icon 0x06002C41 2026-09-06 16:49:17 +02:00

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.pak produced by AcDream.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 GameRuntime is hosted by both the graphical client and AcDream.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 13, 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 #225 retains 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.dat
    • client_cell_1.dat
    • client_highres.dat
    • client_local_English.dat
  • A machine-local acdream.pak built 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.MossTank/     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/:

  1. Search the named retail pseudo-C and headers by class::method.
  2. Use the older Ghidra chunks only when the named oracle is insufficient.
  3. Cross-reference ACE and the relevant client/viewer implementation.
  4. Record readable pseudocode and exact constants/order.
  5. Port the retail mechanism into the correct modern owner.
  6. Add conformance, lifecycle, and failure-boundary tests.
  7. Run the automated gate and the appropriate connected or visual gate.
  8. 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.