Three-tier rollout per the 2026-04-25 retail @help dump showing the full ACE command surface. Tier 1 + most of Tier 2 in one commit. TIER 1 - @ as / equivalent ACE accepts both / and @ as verb prefixes (per its own help text: "Note: You may substitute a forward slash (/) for the at symbol (@)."). ChatInputParser now normalises @ to / for the verb-match phase and re-enters parsing. Critical: for verbs we don't recognise (@acehelp, @tele, @die, @version, @loc-on-server, @nonsense, ...), the original @ is kept in the message text so ACE's CommandManager intercepts the message server-side. If we substituted / there too, ACE would treat it as plain Talk and broadcast it. Result: @a hi / @tell Bob hi / @help / @clear / @reply / @retell all route exactly like their / counterparts. @acehelp / @tele / @version / @die etc. pass through to the server intact. TIER 2 - client-only commands - /retell <msg> (also @retell): resend to the last person you tell'd. Mirrors retail @retell. ChatVM tracks LastOutgoingTellTarget on each OnSelfSent(Tell, ...) entry — SenderGuid==0 distinguishes outgoing echo from inbound whispers, same way LastIncomingTellSender already worked. ChatInputParser takes a new optional lastOutgoingTellTarget param. - /framerate (also @framerate): prints "Framerate: 144.2 FPS" into chat. Wired via a new ChatVM.FpsProvider Func<float> callback set by GameWindow at construction (closes over _lastFps). Falls back to "(provider unavailable)" if no callback is wired (tests / pre-live). - /loc (also @loc): prints "Location: (123.4, 567.8, 60.0)" into chat. Wired via ChatVM.PositionProvider Func<Vector3> closing over GetDebugPlayerPosition() in GameWindow. ACE has a server- side @loc too; client wins here (instantaneous + uses the local interpolated position). ChatPanel.TryHandleClientCommand grew @ aliases for /help /clear /framerate /loc and the new EqAny helper for case-insensitive multi-string matching. Help text rewritten to reference the / <-> @ equivalence and point at @acehelp / @acecommands for ACE's full command list. TIER 3 - automatic (no code) Most retail @-commands (@allegiance motd, @afk, @die, @lifestone, @corpse, @marketplace, @pkarena, @emote/@emotes, @fillcomps, @permit, @consent, @squelch, @unsquelch, @messagetypes, @age, @birth, @day, @endurance, @pklite, @version, @filter, @unfilter, @loadfile, @log, @marketplace, ...) are server-side ACE commands. Tier 1's passthrough takes care of them automatically — they arrive via Talk, ACE recognises the @ and intercepts, replies via SystemChat (which our 0xF7E0 wiring renders as [System] lines). DEFERRED - @saveui / @loadui / @lockui: ImGui layout save/load, ~1 hr standalone task. Filed for follow-up. - @title <text>: rename chat window. ImGui window-id complications. - Toggle-style @framerate (FPS overlay on/off): print-once is simpler and matches retail's most-common usage. 30 new tests: - ChatInputParserAtPrefixTests: 11 covering @-prefix recognition, unknown-@ passthrough, /retell and @retell. - ChatVMRetellAndProvidersTests: 8 covering LastOutgoingTellTarget tracking, FpsProvider/PositionProvider callbacks, no-provider fallback. - ChatPanelInputTests: +3 (/framerate, @loc, @acehelp passthrough). Solution total: 1063 green (243 Core.Net + 160 UI + 660 Core), 0 warnings. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> |
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| docs | ||
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| .gitignore | ||
| AcDream.slnx | ||
| CLAUDE.md | ||
| README.md | ||
acdream
A modern open-source C# / .NET 10 Asheron's Call client.
Faithful port of the retail client's behaviour to Silk.NET with a modern, plugin-friendly architecture. The code is modern; the behaviour is retail.
Status: playable pre-alpha. You can log in to an ACE server, walk and run through Dereth, see other players animate correctly, watch the day-night cycle, hear ambient audio, and take weapons out. Many systems are still stubbed or in-progress — see roadmap.
Stack
- Language: C# .NET 10
- Graphics: Silk.NET (OpenGL 4.3)
- Audio: OpenAL via Silk.NET
- Dat parsing: Chorizite.DatReaderWriter
- Networking: Custom UDP + ISAAC cipher + game-message layer, wire-compatible with ACEmulator server
What works
- Connecting to a local ACEmulator (ACE) server on
127.0.0.1:9000 - Character selection and login
- Rendering Dereth terrain with retail-correct texture blending, per-vertex lighting, and road overlays
- Static scenery (buildings, trees, scenery objects) via EnvCell walker
- Animated characters (own + remote) with walk / run / strafe / jump / turn / attack motions sourced from the retail motion tables
- Network sync with remote players — you can watch other characters animate correctly, including speeds and directional motion
- Day-night cycle driven from the retail Region dat (0x13000000) — correct DayGroup picking via the retail LCG, correct keyframe interpolation, correct per-keyframe sky-object replace
- Weather (rain/snow particles synced from the server via the retail DayGroup name)
- Sky dome, stars, moon, clouds, sun — each rendered from the retail Region's SkyObjects with texture scrolling and alpha fade
- Plugin host with live event replay-on-subscribe
What's stubbed or in-progress
- Indoor transitions (building interiors) — disabled, Phase B.3 pending
- Combat — animation works, damage math not wired
- Lightning visual — the retail PhysicsScript-driven flash is researched
but not wired (see
docs/research/2026-04-23-lightning-real.md) - TimeSync drift — we only sync calendar on login, not periodically, so acdream's in-game clock gradually drifts from retail's
- Landscape draw distance — currently
ACDREAM_STREAM_RADIUS=2(~400m) vs retail's several kilometres
See docs/plans/2026-04-11-roadmap.md for the ordered phase list.
See docs/ISSUES.md for the rolling list of known bugs + small deferred
features (tactical, bug-level; the roadmap is strategic, phase-level).
Building + running
Requires:
- .NET 10 SDK
- A retail Asheron's Call dat directory (Turbine/Microsoft property —
supply your own). Contains
client_portal.dat,client_cell_1.dat,client_highres.dat,client_local_English.dat. - A running ACE (ACEmulator) server on
127.0.0.1:9000(or override via env var)
Launch (PowerShell on Windows — bash has trouble with the apostrophe in "Asheron's Call"):
$env:ACDREAM_DAT_DIR = "$env:USERPROFILE\Documents\Asheron's Call"
$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 Debug
Offline CLI dat inspector (no server needed):
dotnet run --project src/AcDream.Cli -- "C:\path\to\Asheron's Call"
Diagnostic env vars
| Variable | Effect |
|---|---|
ACDREAM_DUMP_SKY=1 |
Per-second dump of the interpolated SkyKeyframe values + per-SkyObject draw info + texture alpha histograms |
ACDREAM_DUMP_MOTION=1 |
Dump every inbound UpdateMotion + resulting SetCycle |
ACDREAM_STREAM_RADIUS=N |
Tune landblock visible-window radius (default 2 = 5×5) |
ACDREAM_NO_AUDIO=1 |
Suppress OpenAL init |
ACDREAM_DAY_GROUP=N |
Force a specific DayGroup index for A/B-testing weather presets |
ACDREAM_RUN_SKILL=N / ACDREAM_JUMP_SKILL=N |
Client-side run/jump skill (default 200) |
Layout
src/
AcDream.App/ rendering + audio + main loop (Silk.NET)
AcDream.Core/ game state, meshing, physics, sky, weather, lighting
AcDream.Core.Net/ UDP + ISAAC + game-message layer
AcDream.Cli/ offline dat-inspector console app
AcDream.Plugin.Abstractions/ plugin host interfaces
AcDream.Plugins.Smoke/ example plugin
tests/
AcDream.Core.Tests/ xUnit tests (742 passing)
AcDream.Core.Net.Tests/ network-layer tests
tools/
RetailTimeProbe/ Win32 P/Invoke ReadProcessMemory probe of
the live retail acclient.exe — dumps
TimeOfDay + sky-lighting globals so we
can compare against acdream's state
SkyObjectInspect/ dat-inspector for Region sky objects
references/ vendored read-only reference code — ACE,
ACViewer, WorldBuilder, holtburger,
AC2D, Chorizite, DatReaderWriter.
Gitignored.
docs/
architecture/ single-source-of-truth architecture doc
plans/ phase roadmaps + per-phase specs
research/ decompile-derived research, per-phase
findings, deep-dive agent reports
audit/ phase-completion audits
Development workflow
All AC-specific behaviour is ported from the decompiled retail client
(docs/research/decompiled/). The workflow is:
- Decompile first. Find the matching function in the decompiled client.
- Cross-reference. Check against ACE's C# port and ACViewer / WorldBuilder.
- Write pseudocode. Translate C to readable pseudocode first.
- Port faithfully. Translate line-by-line, preserving variable names and control flow.
- Conformance test. Add tests using golden values from retail.
- Integrate surgically. Minimise churn in the surrounding pipeline.
Guessing at AC-specific algorithms is explicitly forbidden — see
CLAUDE.md for the full workflow rationale and the list of failure
modes we've paid for in the past.
Reference repos
We cross-reference five external projects for every retail behaviour:
- ACE (ACEmulator) — authoritative server-side protocol
- ACViewer — MonoGame dat viewer; good for character appearance
- WorldBuilder — Silk.NET dat editor; matches our stack
- Chorizite.ACProtocol — clean-room C# protocol library
- holtburger — most complete non-retail client; Rust TUI, full client-side behaviour
- AC2D — C++ AC-client emulator; has the real terrain split formula and 0xF61C movement packet format
See CLAUDE.md for which reference is authoritative for which domain.
Licence
Not yet chosen. All external reference code is vendored under its own
licence; see references/*/LICENSE. The acdream source code itself is
unreleased — not yet distributed to the public. Once the licence
choice is made it will go in a top-level LICENSE file.
The AC dat files and the game's intellectual property remain the property of Microsoft / Turbine. This project does not distribute any of those files or assets — you must supply your own retail install.