Fix round 1 of the two the plan allows for S4-c2 (048d5b12f), addressing every item M1-M8/A1-A8 from the campaign branch's packet section 11. M1 (BLOCKING): ParticleRenderer.DeferToRetailAlphaQueue threw whenever a mesh-particle batch's TranslucencyKind.Opaque classification (mask 0x00) reached a non-Append DrawMesh row - a real, reachable outcome since TryAppendMeshDraws applies no IsOpaque-style pre-filter unlike WbDrawDispatcher's path. Deleted both throws (ParticleRenderer.cs, WbDrawDispatcher.cs SubmitToAlphaQueue), extracted the router-input derivation into internal static ParticleRenderer.RouteParticleSubmission (directly testable), and implemented rows 1/5's immediate draw by reusing the existing per-instance billboard/mesh draw code (new DrawImmediateParticleSubmissionRhi, no new renderer, no sort per A8). materialHasAlpha (row 4) is derived from CMaterial::CheckAlphaValues @0x005396a0 (Ghidra-verified 2026-09-04): has_alpha=0 only when Ambient.a==Diffuse.a==Specular.a==Emissive.a==1.0f, else 1 - and CMaterial::SetTranslucencySimple @0x005396f0 (reached from CPhysicsPart::SetTranslucency <- Particle::Update @0x0051c290's per-frame alpha-fade) sets all four channels to (1f - translucency) uniformly, so has_alpha == "this particle's current alpha isn't 1.0" - already carried in ColorArgb's top byte (Lerp(StartAlpha,EndAlpha,tLife), ParticleSystem.cs 1039-1041/1453). M3: SubmitToAlphaQueue now takes isBuildingShell + viewProjection and feeds Row 1's detailSurfaceActive gate for translucent building-shell instances (retail DrawBuilding @0x0059f2a0 installs building detail before its own shell subsets reach DrawMesh). Row 1 (detail on) draws the instance immediately at its own walk-stream AlphaSubmitMark via new DrawImmediateAlphaInstance/DrawImmediateAlphaInstanceRhi (reusing WriteDeferredAlphaEntrySlot + the drain's pipeline/detail code for slot 0); never touches _deferredAlpha/the queue for pure-Immediate submissions (fixes a latent leak: previously reserving a _deferredAlpha slot for every candidate meant a frame with ALL-immediate content never registered a source, so ResetAlphaSubmissions never ran). M3c: DrawPreparedAlphaBatchRhi's own per-command hasDetail/DrawBuildingDetailRangeRhi branch is deleted - detail-eligible content no longer reaches the drain (spec: delayed replay is always detailEnabled=0). New AD-120 register row for the "in place -> at the entity's own stream mark" granularity adaptation this introduces. M6: RetailPViewPassExecutor.SubmitOrDrawTransparentCellShell routes an EnvCell's transparent shell through the SAME RetailAlphaMeshRouter table (mask 0x02, detailSurfaceActive = EnvCellRenderer.TransparentDetailEnabled) instead of a hand-coded branch. Detail on: unchanged immediate draw. Detail off: appends ONE token per CELL via new EnvCellAlphaDrawSource (internal, delegate-based so it's unit-testable without a GPU harness), replayed through EnvCellRenderer.RenderTransparentOrdered at the next flush - RenderTransparentOrdered already replayed a cell's batch on demand, so no new deferred-replay abstraction was needed (the original landing's claim that one was required is corrected in the packet). M4: RetailAlphaEntry.IsFirstForList deleted. Retail's per-DrawMesh- invocation "first for this list" flag is trivially true for every subset retail ever appends (DrawMesh @0x0059d4a0 sets both flags true at entry, 0059d4cc/0059d4d0, clearing each independently after ITS OWN first append within that call, 0059d5ef) - the captures confirm it (new=1 on 9,685/10,556 AM lines, impossible under "first since last drain"). acdream's deleted isFirstForList = target.Count == 0 computed the wrong quantifier. One acdream append already IS one DrawMesh call, so the field carried no information and its own pin was vacuous (feedback_every_new_pin_must_be_ shown_to_fail) - deleted rather than kept as an always-true no-op. M5: split all six AlphaFlushTranscript_* KnownFailure Facts into live AlphaFlushSites_* (site+threshold sequence only, content-independent, unconditional pass) and AlphaFlushCounts_* (KnownFailure, full tuple incl. drained counts) sharing one RunAlphaFlushTranscriptReplay helper. Rewrote the KnownFailure reason honestly: THREE independent causes, not "harness content only" - (1) zero live mesh content, (2) acdream appends one entry per INSTANCE vs retail's one per SUBSET per DrawMesh call, (3) acdream's CLIP list is structurally empty for ordinary content (M2). Added ONE live valve pin (WalkFrameDriverTests.SortCellExit_ValveDrainsThroughReplayAtThe ExactBoundary, a Theory over 2250/2249) that goes through WalkFrameDriver. Replay's own SortCellExit arm, not RetailAlphaQueue.Flush called directly. M2/A2/M8c (register): ~~AP-34~~ restored as struck-through RETIRED (it had been deleted outright, not struck, breaking the register's own convention) citing residuals AP-238/AP-239/AP-240. The chunk-2 commit's "AP-236"/ "AP-237" collided with an id ALREADY filed-and-retired on main by an unrelated #132 fix (docs/ISSUES.md:19976) - ids are never reused, so both are renumbered: AP-236->AP-238 (EnvCell; rewritten per M6 - granularity-only residual now, "never through the shared queue" is retired), AP-237->AP-239 (mask-reconstruction gap; the dangling "AP-236b" citation in RetailAlphaMeshRouter.cs never matched either filed id and is corrected to AP-239). New AP-240 filed for M2: WbDrawDispatcher.IsOpaque filters ClipMap out upstream, so ordinary clip-mapped content never reaches retail's CLIP FIFO (draws immediately on the pre-existing OpaqueAlphaToCoverage pipeline instead) - no pipeline change this round, per the contract. AP section header recounted honestly: 159 active (was stale at 161); AD section 92 (was 91, +AD-120). M7: AP-239's only cited example (cloud GfxObj 0x01004C35, surface 0x08000023) is DISPROVEN - decoded Type=0x10114 has alpha-family bits that win in BOTH retail's real priority and acdream's reconstruction, so it never actually diverges. A 2026-09-04 scan of all 6,152 Portal-dat Surfaces found 27 real Translucent+Base1ClipMap-no-alpha-family instances (Type=0x14); cross-referencing GfxObjs found surface 0x08000015 on GfxObj 0x010001EC - cited in place of the disproven cloud example. M8: (a) RenderDeviceD3D::DrawBlock is @0x005a17c0 per symbols.json, not @0x005a18d0 (that is its per-land-cell loop head) - fixed across RetailAlphaQueue.cs, RetailPViewPassExecutor.cs, WalkEvents.cs, WalkFrameDriver.cs (x3), RetailFrameWalk.cs. (b) RetailAlphaQueue.cs's four FlushAlphaList addresses were labelled "return site" but are the CALL instruction's own address (x86 CALL rel32 is 5 bytes) - relabelled "call at X (returns to X+5)". (d) worldbuilder-inventory.md:420's AP-34 citation updated. A1: RetailPViewRenderer.cs's outdoor-root passes.FlushLandscapeAlpha() call (labelled LandscapeFlush) is deleted - retail's real LandscapeFlush (PView::DrawCells @0x005a4840's own FlushAlphaList(0f) @0x005a4872) sits strictly inside if (outside_view.view_count > 0) on the INTERIOR PView; an outdoor root never reaches it (terrace-edge capture: zero 005a4877 FL lines). Verified no opaque draw intervenes between this deletion point and RetailAlphaQueue.EndFrame()'s own RenderNormalMode pass-end flush (WorldSceneRenderer.cs: DrawPostWorldParticles's PView branch is an explicit no-op; only diagnostic wireframes follow) - #132's "drain after the finished opaque world" invariant is kept by that flush alone. A4: RetailAlphaQueue's ApplyScratchRetention call sites passed the ENTRY count as the SOURCE-count argument too (observedClip + observedAlpha twice), so _sources/_sourceDrawOffsets never shrank toward the real source count. Fixed to capture _sources.Count before Clear(). A5/A6/A7: WalkStaticStreamPopulatorTests.cs's stale "same viewer distance" banner corrected; two off-by-one entry counts in the packet's section 10 sequences corrected (foundry-deep x10->x11, holtburg-doorway-still x5->x6); WalkAlphaDepthTrace.cs's "new=" comment explains why IsNew is retained but never compared (M4's finding makes a per-subset comparison meaningless at acdream's per-instance granularity); RetailAlphaMeshRouterTests.cs's IndependentReferenceRoute (never actually independently-shaped) renamed to RestatedBranchTableRoute with an honest doc comment, and the unverified "flipped in turn and failed every time" claim deleted. A3 was resolved as a side effect of M1's SubmitToAlphaQueue doc-comment rewrite (the wrong "0x02/0x03, 0x04/0x05, 0x08/0x09" enumeration no longer exists); RetailAlphaMeshRouter.cs's own MaskFromTranslucencyKind comment updated in the same spirit (M1's particle-site Opaque-reachability finding). Mutation checks (each applied to a scratch-restored copy, confirmed failing, then byte-exact reverted - diffed against a /tmp backup after restore): - A1 (RetailPViewRendererTests.DrawInside_NeverCallsFlushLandscapeAlphaDirectly): restoring the deleted "if (ctx.RootCell.IsOutdoorNode) passes.FlushLandscapeAlpha();" line reintroduces a direct RetailPViewPassExecutor.FlushLandscapeAlpha call in DrawInside's compiled body. Actual failure: "Assert.DoesNotContain() Failure: Filter matched in collection ... CompiledCall { ... Target = Void FlushLandscapeAlpha() }". - A4 (RetailAlphaQueueTests.RetainedSourceCapacity_ConvergesToTheReal SourceCountNotTheEntryCount): reverting both ApplyScratchRetention calls to (observedClip + observedAlpha, observedClip + observedAlpha) - with 100 distinct sources in the spike frame (so _sources.Capacity grows to 128, past its initial 4) followed by three low-demand frames of 10 entries via ONE repeated source - makes sourceTarget compute from 10 (Math.Max(4,10*2)=20) instead of 1 (Math.Max(4,1*2)=4). Actual failure: "Expected the retained source-array capacity to converge toward the real source count (1), but it stayed at 20". (A single-source-only spike does NOT discriminate this bug - Math.Min(sourceTarget, _sources.Capacity) clamps both formulas to the same unchanged initial 4 - hence the 100-source setup.) - M5 valve (WalkFrameDriverTests.SortCellExit_ValveDrainsThroughReplayAt TheExactBoundary, 2250 case): flipping RetailAlphaQueue.Flush's no-op comparison from "<" to "<=" (S4-c1/c2's own boundary mutation) makes the 2250-entries case a no-op instead of draining. Actual failure: "Assert.Equal() Failure: Values differ Expected: 0 Actual: 2250". - M6 (EnvCellAlphaDrawSourceTests, both Facts): adding an immediate renderTransparentOrdered(new[]{cellId}) call inside EnvCellAlphaDrawSource.AddPendingCellId (simulating the M1/M3 "drew immediately instead of deferring" bug class) makes PendingCellToken_IsDrainedAtTheFlushAndNeverBeforeIt fail with "Assert.Empty() Failure: Collection was not empty Collection: [[4660]]" and ParticleAppendedBetweenTwoCellTokens_KeepsItsPositionInTheCombined Drain fail with 'Expected: string[] ["cell:256", "particle:7", "cell:512"] Actual: List<string> ["cell:256", "cell:512", "cell:256", "particle:7", "cell:512"]'. - M1 (ParticleRendererRouteTests.OpaqueClassifiedMeshBatch_WithMaterialAlpha _RoutesToAlphaAppend): hardcoding materialHasAlpha to false inside RouteParticleSubmission makes the Opaque-mask+has-alpha case route Immediate instead of Append. Actual failure: "Assert.Equal() Failure: Values differ Expected: Append Actual: Immediate". Gates (real output lines): - dotnet build AcDream.slnx -c Release -> "Build succeeded. 0 Warning(s) 0 Error(s)". - Hermetic lane (--filter "Lane!=InstalledDat&Lane!=PreparedPackage& Lane!=Live&Lane!=Manual&Lane!=Timing&Lane!=Windows&Lane!=Linux& Lane!=SystemFont&Purpose!=Diagnostic&Status!=KnownFailure") -> "Passed! - Failed: 0, Passed: 6864, Skipped: 0, Total: 6864". - InstalledDat lane (ACDREAM_RUN_INSTALLED_DAT_TESTS=1, ACDREAM_DAT_DIR="C:/Users/erikn/Documents/Asheron's Call", --filter "Lane=InstalledDat") -> "Failed: 10, Passed: 255, Skipped: 1, Total: 266" - the exact 4 pre-existing failures (TowerAscent_StaircaseStaysConeVisible_EveryStep, LayoutImporterMediaBearingChildSweepTests, LayoutImporterInvisibleSweep Tests, Oh_doorway_still_first_frame_diff) plus the six AlphaFlushCounts_* KnownFailure Facts, nothing else; all six AlphaFlushSites_* Facts pass inside this same lane (the whole WalkTraceConformanceTests partial class carries Lane=InstalledDat, so they cannot run hermetically). - Shader classes (VulkanShaderDescriptorContractTests, VulkanShaderManifestTests, RenderPackSpirvValidatorTests) -> "Passed! - Failed: 0, Passed: 32, Skipped: 0, Total: 32". - RetailAlphaQueueTests, RetailAlphaMeshRouterTests, RetailFrameWalkTests, WalkFrameDriverTests, ParticleRenderer*Tests, EnvCellRenderer*Tests (combined filter) -> "Passed! - Failed: 0, Passed: 120, Skipped: 0, Total: 120". - Register collision grep: AP-238/AP-239/AP-240/AD-120 each count exactly 1; ~~AP-34~~ count exactly 1; live totals AP=159, AD=92. Not done / deferred: none - all M1-M8/A1-A8 items landed; A8 was a no-action note. 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.