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 a13cff884f ci(render): Campaign V slice V9 - the Vulkan gate runs on lavapipe
The first CI job in this project's history that renders a frame.

The whole row rests on a decision V6g already made and paid for. When
section 5.5.8 cut set 0 from ten dynamic storage descriptors to four, four
was not merely under the RX 9070 XT's eight - it is Vulkan's guaranteed
minimum, so no conformant device can fail the layout. That is what makes a
software-device row possible at all. Every other requirement was then
checked against Mesa's lvp_device.c rather than assumed, and all seventeen
features the gate demands are true on lavapipe - including
samplerAnisotropy, which V7 made load-bearing eight commits ago and which a
software rasterizer would have been entirely within its rights to decline.

Three things had to exist before the job could:

1. The harness could not stop. VulkanBringUpHost presents until its window
   closes, which is right at a desk and impossible in CI, where nothing ever
   closes a window. ACDREAM_VULKAN_PROBE_FRAMES gives it a budget; unset or
   malformed is zero, which keeps the interactive behaviour, so no existing
   invocation changes. The budget never cuts the capture short - the loop
   stays open until the screenshot has been attempted - because a run whose
   entire product is a PNG must not be able to exit green with an empty
   artifact directory. The decision is a pure static method, tested without
   a window or a driver.

2. tools/compile-shaders.ps1 was Windows-only and nobody had noticed,
   because nothing had ever run it anywhere else. It built its paths from
   embedded 'src\AcDream.App\...' literals; a backslash is a separator on
   Windows and an ordinary filename character everywhere else, so on Linux
   that is one long nonexistent file name.

3. The report's jq paths were invisible to the compiler. Renaming a record
   property or swapping the enum converter would have left every test green
   and turned CI red on someone else's branch days later, with a failure
   that reads like a driver problem. VulkanCapabilityReportContractTests
   pins the exact strings the job greps and pins its packed-version
   arithmetic against VulkanApiVersion's own unpacking.

The job, eleven steps: install lavapipe and Xvfb; record vulkaninfo as
evidence; publish linux-x64; run the Gpu.Vk tests on a second operating
system; probe the gate under a 24-bit Xvfb screen (the default is 8-bit,
which leaves the X11 WSI without a usable visual) and assert an accepting
verdict on a Cpu device at API >= 1.3 with a clean active probe; assert the
captured PNG is a real frame by IHDR dimensions and byte count; re-run with
ACDREAM_VULKAN_FORCE_UNSUPPORTED=timelineSemaphore and assert exit 4 with an
actionable refusal; recompile the shaders and compare. Artifacts upload on
always(), so a red run ships its own diagnosis.

The .spv step is what ties the committed binaries to their sources. The
existing App test hashes GLSL against the manifest, which catches "edited a
shader, forgot to recompile"; nothing caught a stale or hand-edited .spv.
Verified on Windows before shipping: 19/19 artifacts byte-identical to a
fresh compile, zero drift.

No GL-versus-Vulkan pixel compare, for two independent reasons recorded in
section 5.5.20: linux-graphical asserts exit 4, so there is no left-hand
side, and the probe renders synthetic scenes rather than the DAT world CI
cannot have. The two jobs now say something sharper than a pixel diff would
have - on the same software Mesa stack, GL is refused and Vulkan is accepted
and draws. Physical Linux GPU and Wayland rows stay deferred on the Slice L
precedent; no hosted runner offers either.

Gates: Release build green, zero errors. App tests 4,152 / 3 skipped against
a 4,134 / 3 baseline at this branch's base (9b7f4343) - eighteen new, all
from this slice. Workflow validated by a real YAML parse plus an Actions
schema check and bash -n over all nine extracted run blocks; no actionlint
was available locally and none was downloaded. The job itself has not run:
its first execution is the CI run this commit triggers, and the V9 row stays
partial until that is green.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-28 20:10:01 +02:00
.github ci(render): Campaign V slice V9 - the Vulkan gate runs on lavapipe 2026-07-28 20:10:01 +02:00
.vscode ci: add GitHub Agentic Workflows scaffolding + daily hygiene assessment 2026-05-22 23:31:13 +02:00
docs ci(render): Campaign V slice V9 - the Vulkan gate runs on lavapipe 2026-07-28 20:10:01 +02:00
memory docs: reconcile project state and refresh README 2026-07-27 12:53:31 +02:00
references chore(submodule): advance WB to acdream-fix-floor-rendering 2026-05-19 13:23:19 +02:00
src ci(render): Campaign V slice V9 - the Vulkan gate runs on lavapipe 2026-07-28 20:10:01 +02:00
tests ci(render): Campaign V slice V9 - the Vulkan gate runs on lavapipe 2026-07-28 20:10:01 +02:00
tools ci(render): Campaign V slice V9 - the Vulkan gate runs on lavapipe 2026-07-28 20:10:01 +02:00
.gitattributes ci: add GitHub Agentic Workflows scaffolding + daily hygiene assessment 2026-05-22 23:31:13 +02:00
.gitignore docs(runtime): close exact world host ownership 2026-07-26 18:41:24 +02:00
.gitmodules phase(N.0): wire up WorldBuilder fork as submodule + project refs 2026-05-08 08:51:49 +02:00
AcDream.slnx feat(headless): establish portable Linux host boundary 2026-07-27 01:10:45 +02:00
AGENTS.md docs: reconcile project state and refresh README 2026-07-27 12:53:31 +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 feat(render): Campaign V slice V0 — pin the Vulkan-shaped RHI contract 2026-07-27 14:26:26 +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
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
README.md docs: reconcile project state and refresh README 2026-07-27 12:53:31 +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 modern OpenGL capabilities

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 baseline is a successful Release build with 8,826 passing tests and 5 intentional skips. The build currently reports 17 test-project warnings tracked by #228; production compilation has zero errors.

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 package is approximately 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"
$env:ACDREAM_RETAIL_UI = "1"

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=1 Enable the retained retail gameplay UI
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/:

  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.