acdream/CLAUDE.md
Erik 9e5258152d docs: development workflow + phase-by-phase audit
Adds mandatory decompile→verify→port workflow to CLAUDE.md:
- DECOMPILE FIRST before writing ANY AC-specific code
- Cross-reference against ACE/ACME (interpretation aids)
- Write pseudocode before porting (catches misinterpretations)
- Port faithfully — don't "improve" the retail code
- Conformance test the critical paths
- Integrate surgically — minimum changes to working code
- Phase completion checklist with decompiled-reference citations

Phase audit (docs/audit/2026-04-13-phase-audit.md) reviews all
shipped phases:
- 53% verified (decompiled/ACME conformance)
- 34% from good references (ACE/ACViewer/holtburger)
- 5% guessed (lighting, indoor transitions)
- 8% not AC-specific (streaming, culling)

Key gaps identified:
1. Lighting uses guessed sun direction — should use decompiled AdjustPlanes
2. Indoor transitions disabled — needs decompiled CEnvCell port
3. SceneryGenerator LCG not verified against decompiled code
4. CreateObject parser incomplete
5. Movement messages missing sequence counters

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-13 13:27:08 +02:00

335 lines
18 KiB
Markdown

# acdream — project instructions for Claude
## Goal
Build **acdream**, a modern open-source C# .NET 10 Asheron's Call client. The
end state is a working client that:
- Loads the retail AC dat files and renders the world (terrain, static meshes,
dynamic entities, characters)
- Connects to an ACE server and plays as a character
- Exposes a **first-class plugin API** so players can write native scripts and
macros to automate gameplay — this is a core architectural requirement, not
a bolt-on
The codebase is organized by phase. Current phase state lives in memory
(`memory/project_phase_*_state.md`), current phase plans live in `docs/plans/`,
and the long-term vision lives in `memory/project_acdream.md`.
## How to operate
**You are the lead engineer on this project at all times. Stop as little as
possible.** Drive work autonomously and continuously through full phases and
across commit boundaries. Do not stop mid-phase for routine progress check-ins,
permission asks on low-stakes design calls, or "should I continue?" confirmations.
The user has repeatedly authorized direct-to-main commits, multi-commit sessions,
and cross-phase jumps when the work is sequenced in the roadmap.
The only thing that genuinely requires stopping is **visual confirmation** — the
user needs to look at the running client and tell you whether it matches
retail. Everything else is your call.
**Only stop and wait for the user when:**
- Visual verification is the acceptance test ("does the drudge look right now?")
- The roadmap and the observed bug disagree and you need to brainstorm a
new phase or sub-step (use `superpowers:brainstorming`, not a freeform chat)
- A genuinely destructive or hard-to-reverse action is on the table outside
the normal commit workflow (force push, history rewrite, deleting memory
files, reverting multiple commits)
- Memory or committed history shows a clear user preference you're about to
diverge from
**Things you should just do without asking:**
- Continue to the next planned sub-step of a phase after the previous one
lands clean — including immediately starting work on the next phase if the
current one is done
- Pick between two roughly equivalent implementations; justify the choice in
the commit message
- Refactor small amounts of surrounding code when genuinely needed to land a
change cleanly (but not "while I'm here" scope creep)
- Run the test suite, build the project, commit to main with co-author
attribution
- Add diagnostic logging when you need evidence, then strip it when the
evidence is in hand
- Spawn subagents for bounded implementation chunks (see Subagent policy)
Before claiming a phase or sub-step is done: run `dotnet build` and
`dotnet test` green, commit with a message that explains the "why", update
memory if there's a durable lesson, update the roadmap's "shipped" table if
a phase just landed, and move to the next todo item.
**If you catch yourself about to ask "should I continue?", the answer is
always yes — keep going.** The single exception is visual verification;
otherwise, act.
## Development workflow: decompile → verify → port
**This is the mandatory workflow for implementing ANY AC-specific behavior.**
The triangle-boundary Z bug cost 5 failed fix attempts from guessing.
The animation frame-swap bug cost 4 failed attempts. Every time we
checked the decompiled code first, we got it right on the first try.
### For each new feature or bug fix:
1. **DECOMPILE FIRST.** Before writing any AC-specific code, find the
matching function in the decompiled client (`docs/research/decompiled/`)
or decompile a new region using `tools/decompile_acclient.py`. Use
the function map at `docs/research/acclient_function_map.md` to find
known functions. If the function isn't mapped yet, search by
characteristic constants (motion commands, magic numbers, string
literals).
2. **CROSS-REFERENCE.** Check the decompiled code against ACE's C# port
(`references/ACE/Source/ACE.Server/Physics/`) and ACME's
`ClientReference.cs`. The decompiled code is ground truth; ACE and
ACME are interpretation aids. If they disagree, the decompiled code
wins.
3. **WRITE PSEUDOCODE.** Translate the decompiled C into readable
pseudocode before porting to C#. Save it in
`docs/research/*_pseudocode.md` for future reference. This step
catches misinterpretations before they become bugs.
4. **PORT FAITHFULLY.** Translate the pseudocode to C# line-by-line.
Use the same variable names, the same control flow, the same boundary
conditions. Do not "improve" or "simplify" the algorithm — the retail
client's code works; our job is to match it.
5. **CONFORMANCE TEST.** Write tests that verify our port matches the
decompiled behavior. Use golden values from the decompiled code or
from ACME's conformance tests. If the function touches terrain, port
the 4M-cell sweep from `TerrainConformanceTests.cs`.
6. **INTEGRATE SURGICALLY.** When wiring ported code into the renderer
or game loop, change the MINIMUM necessary. Keep existing working
transform pipelines, only replace the specific computation. The
animation sequencer integration proved this: replacing the slerp
source was safe; replacing the entire transform composition broke
everything.
### What NOT to do:
- **Do not guess** at AC-specific algorithms, formulas, constants, wire
formats, or coordinate conventions. Ever.
- **Do not "fix" the decompiled code.** If the retail client does
something that looks wrong, it's probably right. Verify before
changing.
- **Do not skip the pseudocode step.** The frame-swap bug was caused by
misreading the decompiled C directly into C# without an intermediate
translation.
- **Do not integrate via subagent** unless the subagent has the full
context of the existing code it's modifying. The first animation
sequencer integration was done by a subagent that didn't understand
the transform pipeline — it broke everything.
### Phase completion checklist:
Before marking any phase as done:
- [ ] Every AC-specific algorithm has a decompiled reference cited in
comments (function address + chunk file)
- [ ] Conformance tests exist for the critical paths
- [ ] The code was cross-referenced against at least 2 reference repos
- [ ] `dotnet build` green, `dotnet test` green
- [ ] Visual verification by the user (if applicable)
- [ ] Roadmap updated
- [ ] Memory updated if there's a durable lesson
## Subagent policy
Subagents are the primary tool for saving parent-context and keeping one
session productive across many phases. Use them liberally for:
- Bounded implementation chunks with a clear spec (one file, one test suite,
a targeted refactor)
- Parallel independent tasks with no shared state
- Research that would otherwise fill the parent context with file reads
**Model selection:**
- **Default: Sonnet.** Use Sonnet for all execution work — implementers,
research agents, spec-following work, test writing, refactors, repeated
patterns. Sonnet is the right cost/context/capability tradeoff for this
codebase and has been validated on every phase since Phase 2a. Do not
reach for Opus unless you have a specific reason.
- **Opus only for load-bearing quality review** — code review of a phase
boundary, a design that must be right the first time, a gnarly
cross-system refactor. "This feels hard" is not enough; specify why it
needs Opus in the task description.
- Never use Haiku for acdream work unless the task is literally checking
whether another process is alive.
**Prompt discipline:** when dispatching a subagent, include the relevant
spec path, the files it should read, the acceptance criteria (build + test
green), and the commit message style. Subagents inherit CLAUDE.md so they
follow the same rules.
## Roadmap discipline
acdream's plan lives in two files committed to the repo:
- **`docs/plans/2026-04-11-roadmap.md`** — the strategic roadmap. Single
source of truth for what's shipped, what's next, and the agreed order.
When you're about to pick up new work, read this first. When you ship a
phase or sub-step, move it from "ahead" to "shipped" in the same commit
that lands the work (or the very next commit).
- **`docs/superpowers/specs/*.md`** — per-phase detailed implementation
specs. Each active phase has one. When you're about to write code for a
named phase, read its spec, follow its component boundaries, and match its
acceptance criteria. Do not drift from the spec without explicit user
approval.
**Rules:**
1. Before starting a new phase or sub-piece, re-read the roadmap and the
relevant spec. State which phase you're on in the first action you take.
2. When reality and the plan diverge — the user observes a bug that doesn't
fit any existing phase, a technical discovery makes a phase description
wrong, a sub-piece turns out to be larger than expected — **pause and
brainstorm** with the `superpowers:brainstorming` skill before writing
code. Update the roadmap in the same session.
3. When shipping a phase, update the roadmap's "shipped" table and commit
the update in the same commit as (or immediately after) the
implementation commit.
4. Do not invent new phase numbers / letters on the fly. If you need a new
phase, add it to the roadmap first with the user, then reference it by
its assigned identifier. "Phase 11" and "Phase 9.3" conjured
mid-sentence are process smells — they mean the plan got out of sync
with the work.
5. If a single session ends up shipping work that spans multiple roadmap
phases, that's fine, but each commit message should name the phase it
belongs to (e.g. `feat(core): Phase A.1 — streaming region`).
The roadmap is not sacred — it changes. It IS the source of truth at any
given moment. When it's wrong, fix it. When it's right, follow it.
## Reference repos: check ALL FOUR, not just one
When researching a protocol detail, dat format, rendering algorithm, or
any "how does AC do X" question, **check all four of the vendored
references in `references/`** before committing to an approach. Do not
settle on the first hit and move on — cross-reference at least two of
these, ideally all four:
- **`references/ACE/`** — ACEmulator server. Authority on the wire
protocol (packet framing, ISAAC, game message opcodes, serialization
order). The things a server has to know to parse and produce bytes.
- **`references/ACViewer/`** — MonoGame-based dat viewer that actually
renders characters + world. Authority on the client-side visual
pipeline: ObjDesc application, palette overlays, texture decoding
for the palette-indexed formats. See
`ACViewer/Render/TextureCache.cs::IndexToColor` for the canonical
subpalette overlay algorithm.
- **`references/WorldBuilder/`** — C# + Silk.NET dat editor. Exact-stack
match to acdream for rendering approaches: terrain blending, texture
atlases, shader patterns. Most useful for "how do I do this GL thing
with Silk.NET on net10 idiomatically?" Less useful for protocol or
character appearance (dat editor, not game client).
- **`references/Chorizite.ACProtocol/`** — clean-room C# protocol
library generated from a protocol XML description. Useful sanity check
on field order, packed-dword conventions, type-prefix handling. The
generated Types/*.cs files have accurate field comments (e.g. "If
it is 0, it defaults to 256*8") that ACE's server-side code doesn't.
- **`references/holtburger/`** — **Almost-complete Rust TUI AC client.**
Not just a crate or a handshake reference: it's a full client that
logs in, plays the game, sends/receives chat, handles combat, and
renders state in a terminal. **This is acdream's most authoritative
reference for client-side behavior** — anything about how a client
is *supposed* to talk to the server lives here. Specifically:
- Handshake / login flow including all the post-EnterWorld
messages retail clients send (LoginComplete, ack pump,
DDDInterrogation responses, etc).
- The proper ACK_SEQUENCE pattern (every received packet with
sequence > 0 gets an ack queued back; not periodic).
- Outbound game-action message construction with sequence
numbering.
- Message routing and session lifecycle.
Look here FIRST when implementing anything in `WorldSession` or
the message-builder layer. ACE shows what the server expects;
holtburger shows what a real client actually sends.
- **`references/AC2D/`** — **C++ AC client emulator.** Oldest reference,
fixed-function OpenGL, but has the **real AC terrain split formula**
(`FSplitNESW` with constants `0x0CCAC033`, `0x421BE3BD`, `0x6C1AC587`,
`0x519B8F25`) which differs from WorldBuilder's physics-path formula.
Also has the complete `0xF61C` movement packet format with flag bits
and the `stMoveInfo` sequence counters. Key lesson from AC2D: it does
NOT do client-side terrain Z — it sends movement keys to the server
and uses the server's authoritative Z. See
`docs/research/2026-04-12-movement-deep-dive.md` for the full analysis.
Pattern: when you encounter an unknown behavior, grep all four for the
relevant term, read each hit, and compose a multi-source understanding
BEFORE writing acdream code. A single reference can be misleading; the
intersection of all four is almost always the truth. The user has
repeatedly had to remind me about this when I narrowly searched one ref
and missed obvious answers in another.
### Reference hierarchy by domain
**NEVER GUESS an algorithm, formula, constant, wire format, or coordinate
convention.** Every AC-specific behavior has a reference implementation in
one of the repos below. If you find yourself writing AC-specific code
without having read the matching reference first, STOP and read it. The
triangle-boundary Z bug cost 5 failed fix attempts because we guessed
instead of checking ACME's `ClientReference.cs` — which had the exact
decompiled client code and would have fixed it in minutes.
**The rule: read the reference FIRST, write code SECOND. Always.**
| Domain | Primary Oracle | Secondary | Notes |
|--------|---------------|-----------|-------|
| **Terrain** (split direction, height sampling, palCode, vertex position, normals) | **ACME `ClientReference.cs`** — decompiled retail client with exact offsets | ACME `TerrainGeometryGenerator.cs` (matches the mesh index buffer) | WorldBuilder original is SUPERSEDED for terrain algorithms. AC2D confirms the same formula. |
| **Terrain blending** (texture atlas, alpha masks, road overlays) | **ACME `LandSurfaceManager.cs`** | WorldBuilder original `LandSurfaceManager.cs` (same code, less tested) | Both use the same TexMerge pipeline. ACME has conformance tests. |
| **GfxObj / Setup rendering** (mesh extraction, multi-part assembly, ObjDesc) | **ACME `StaticObjectManager.cs`** — includes CreaturePalette, GfxObjRemapping, HiddenParts | ACViewer `Render/` namespace | ACME has the complete creature appearance pipeline in one file. |
| **Texture decoding** (INDEX16, P8, DXT, BGRA, alpha) | **ACME `TextureHelpers.cs`** | ACViewer `Render/TextureCache.cs` (palette overlay = `IndexToColor`) | For subpalette overlay specifically, ACViewer's `IndexToColor` is the canonical algorithm. |
| **EnvCell / dungeon rendering** (cell geometry, portal visibility, collision mesh) | **ACME `EnvCellManager.cs`** — portal traversal, mixed landblock detection, collision cache | ACViewer `Physics/Common/EnvCell.cs` | ACME is significantly more complete than original WorldBuilder for dungeons. |
| **Network protocol** (wire format, packet framing, fragment assembly, ISAAC) | **holtburger** `crates/holtburger-session/` | AC2D `cNetwork.cpp` (simpler, good for cross-check) | ACE shows the server side; holtburger + AC2D show the client side. |
| **Client behavior** (what to send when, login flow, ack pattern, keepalive) | **holtburger** `crates/holtburger-core/src/client/` | AC2D `cNetwork.cpp` + `cInterface.cpp` | holtburger is the most complete; AC2D is simpler but confirmed working. |
| **Movement** (MoveToState format, AutonomousPosition, sequence counters, speed) | **holtburger** `client/movement/` | AC2D `cNetwork.cpp:2592-2664` (0xF61C format) | See `docs/research/2026-04-12-movement-deep-dive.md` for the full cross-reference. |
| **Server expectations** (what ACE accepts/rejects, validation thresholds) | **ACE** `Source/ACE.Server/Network/` | — | Only ACE knows what the server actually validates. |
| **Silk.NET / .NET 10 idioms** (GL calls, shader setup, VAO patterns) | **WorldBuilder original** | ACME (same stack) | Both use the same backend; original has cleaner isolated examples. |
| **Protocol field order** (packed dwords, type prefixes, flag enums) | **Chorizite.ACProtocol** `Types/*.cs` | holtburger (cross-check) | Generated from protocol XML; has accurate field comments. |
### ACME key files quick reference
These are the files you should open FIRST when working on any rendering
or dat-interpretation task:
- **`WorldBuilder.Tests/ClientReference.cs`** — decompiled retail AC
client C# port. `IsSWtoNECut`, `GetPalCode`, `GetVertexHeight`,
`GetVertexPosition`. **The ground truth.** If your code disagrees
with this file, your code is wrong.
- **`WorldBuilder.Tests/TerrainConformanceTests.cs`** — 4M+ cell sweep
proving ACME matches retail. Port these into acdream's test suite for
any algorithm you touch.
- **`StaticObjectManager.cs`** — GfxObj+Setup+CreaturePalette pipeline.
- **`EnvCellManager.cs`** — dungeon cells + portal visibility.
- **`TerrainGeometryGenerator.cs`** — `GetHeight()`, `GetNormal()`,
`CalculateSplitDirection()` matching the mesh index buffer.
- **`TextureHelpers.cs`** — INDEX16, BGRA, DXT decode helpers.
### holtburger key files quick reference
These are the files you should open FIRST when working on any networking
or client-behavior task:
- **`client/movement/system.rs`** — the movement state machine (when to
send MoveToState vs AutonomousPosition, deduplication logic).
- **`client/movement/actions.rs`** — MoveToState, AutonomousPosition,
Jump wire format builders.
- **`client/movement/types.rs`** — RawMotionState packed format with
all flag bits documented.
- **`session/send.rs`** — packet construction, checksum, ISAAC, ACK
piggybacking.
- **`client/messages.rs`** — post-login message handlers (PlayerCreate
→ LoginComplete, DddInterrogation → response, PlayerTeleport).
- **`spatial/physics.rs`** — dead-reckoning solver (how the client
advances position between server updates).