Modern open-source C# .NET 10 Asheron's Call client. Faithful port of retail client behaviour to Silk.NET with a plugin API.
Find a file
Erik a4b42a7417 perf(pipeline): MP-Alloc Task 2 - reuse particle draw-list + iterator
ParticleRenderer.Draw is called up to ~11 times per frame (sky pre/post,
scene, per-visible-cell, dynamics, unattached passes). Each call
allocated a fresh List<ParticleDraw> (BuildDrawList) and a fresh
List<ParticleInstance> (the per-batch `run` list), and ParticleSystem.
EnumerateLive was a `yield return` iterator block - a heap-allocated
state machine allocated fresh on every Draw call regardless of particle
count.

Fix: reuse _drawListScratch/_runScratch fields (Clear() + refill) on
ParticleRenderer. Replace EnumerateLive's iterator with a struct
enumerable/enumerator pair (ParticleSystem.LiveParticleEnumerable): the
foreach fast path uses the struct enumerator directly (zero allocation),
while LINQ/test callers (.ToList(), .Single(), etc.) still work via the
explicit IEnumerable<T> interface implementation, which falls back to a
boxed iterator only when that surface is used - those call sites are
test-only, not the per-frame render path this task targets.

Verified safe: all 11 Draw() call sites in GameWindow.cs are plain
synchronous invocations from the single-threaded OnRender chain (no
Task.Run/Parallel dispatch), and each call fully drains its lists
before returning - no call ever overlaps another's use of the reused
buffers. Per-cell filtering semantics unchanged (same predicate, same
traversal order).

dotnet build clean, dotnet test 4120 passed / 4 skipped (unchanged).

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-07-05 23:43:14 +02:00
.github ci(hygiene): allow dotnet ecosystem (nuget+telemetry) so build/test can run 2026-05-23 08:48:37 +02:00
.vscode ci: add GitHub Agentic Workflows scaffolding + daily hygiene assessment 2026-05-22 23:31:13 +02:00
docs docs(pipeline): MP-Alloc safe-batch plan - kill per-frame garbage (frame-time spikes) 2026-07-05 23:34:43 +02:00
memory fix(physics): L.4 — steep airborne hits slide-tangent (interim, deviates from retail) 2026-04-30 13:22:07 +02:00
references chore(submodule): advance WB to acdream-fix-floor-rendering 2026-05-19 13:23:19 +02:00
src perf(pipeline): MP-Alloc Task 2 - reuse particle draw-list + iterator 2026-07-05 23:43:14 +02:00
tests refactor(pipeline): MP1b review - unify DatCollectionAdapter + TOC/log test gaps 2026-07-05 22:18:30 +02:00
tools docs(L.2g-S2): verbatim inbound-funnel pseudocode + observer cdb trace script 2026-07-02 18:33:23 +02:00
.gitattributes ci: add GitHub Agentic Workflows scaffolding + daily hygiene assessment 2026-05-22 23:31:13 +02:00
.gitignore feat(pipeline): MP1b - acdream-bake CLI 2026-07-05 21:30:25 +02:00
.gitmodules phase(N.0): wire up WorldBuilder fork as submodule + project refs 2026-05-08 08:51:49 +02:00
AcDream.slnx fix(pipeline): MP1b review - bake CLI determinism + bounded memory 2026-07-05 22:14:31 +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 docs(pipeline): register Track MP in roadmap + milestones freeze exception 2026-07-05 19:27:11 +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: add docs/ISSUES.md tactical issue tracker + CLAUDE.md rules 2026-04-25 00:08:15 +02:00

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:

  1. Decompile first. Find the matching function in the decompiled client.
  2. Cross-reference. Check against ACE's C# port and ACViewer / WorldBuilder.
  3. Write pseudocode. Translate C to readable pseudocode first.
  4. Port faithfully. Translate line-by-line, preserving variable names and control flow.
  5. Conformance test. Add tests using golden values from retail.
  6. 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.