Campaign OVERHAUL S3 chunk 1 fix round 1 (docs/research/2026-09-01-overhaul/
s3-walk-ownership-map.md §11.5), applied on top of 079483bb6 after the
three-lens review. G1-G10, each verified against source and (where the item
adds a pin) mutation-checked.
G1 — the flag-off integration test was vacuous: Collect_TranscriptFlagOff_
ProducesNoConsoleOutput drove ONE frame, and WalkOracleTrace.Parse
structurally discards the last (open) frame, so it passed whether or not
the flag gate worked. Now drives TWO frames and asserts BOTH that Parse
sees zero frames AND that no captured line starts with any of the ten
transcript-kind prefixes (F /P /LS/LC /SC /BLD /DI /DC /EC /OC ) — robust
to unrelated console noise from parallel test classes.
G2 — LC/SC computed LodCellId before testing the flag (~1,300 land-cell
turns/frame of division/modulo/checked-conversion work paid even when the
flag is off). Both OnLandCellTurn and the new OnSortCellTurn now guard the
LodCellId call itself, not just WalkTranscriptDump's internal check.
G3 — the flag-on round trip never exercised LC/SC/BLD (the T2 fixture's
stub 1x1 landscape has zero blocks). New
OutdoorRoot_TranscriptFlagOn_PrintsLandscapeThenLandCellThenSortCellThen
Building_InOrder drives RetailFrameWalk.DrawLandscape directly (the same
deterministic "CY-only" admission technique the existing outdoor LandCell
test uses) over a landscape with one block + one building, and asserts
LS < LC < SC < BLD by position, with the exact cell/building ids.
G4 — the parts/alpha-depth smoke tests asserted FL/PC (Flushes/
DrawCellsSamples) but never AM/PM (MeshAdds/PortalPolyDraws) for the
alpha-depth log, even though PD/DM were already asserted for the parts
log. Added the missing Assert.Contains for MeshAdds and PortalPolyDraws.
G5 — launch-options.md's side-effects column now states the flag off/on
costs explicitly ("one bool read per print site, nothing else" / "one
console line per walk turn, ≈600-800 lines per outdoor frame").
G6 — removed the "DI f4180108... no, a9b4013f" self-correction in
Oh_doorway_still_first_frame_diff's comment; added a one-line note on why
it and Oh_foundry_deep_... stay bespoke Facts rather than folding into the
Theory (no functional reason, just history).
G7 — SC printed from OnLandscapeCellTurn, which RetailFrameWalk.
DrawLandscape calls AFTER DrawBuilding — retail's own order is
LC -> SC -> BLD (terrace-edge.walk.log:2331-2333), not LC -> BLD -> SC.
Fixed by adding IWalkEventSink.OnSortCellTurn, fired at the DrawSortCell
entry point (same alwaysDrawObjects||cellInView gate, before DrawBuilding);
the driver moves its SC print there and OnLandscapeCellTurn no longer
prints one.
G8 — the trailing "OC <viewer land cell>" retail prints once per complete
outdoor frame is GameSky::Draw's weather branch calling
DrawObjCellForDummies(after_sky_cell) @0x005070da, not a walk turn.
RetailPViewPassExecutor.DrawLandscapeSliceLate now prints it at the point
it actually calls RenderWeather; PrintObjectCellTurn's doc, which denied
this line existed, is corrected. New
Oh_terrace_edge_outdoor_frame_ends_with_the_weather_ObjectCellTurn pins
this directly against the OH capture: every complete outdoor frame's last
event is an OC whose cell id equals that same frame's own P-line cell id.
G9 — "EC and OC counts are always exactly equal per pose" was false
(terrace-edge: 12 EC vs 16 OC, the extra 4 being G8's weather OC, which
has no EC counterpart). The visit-scoped/stamp-dedupe conclusion was
right; only the count claim needed fixing. Both doc sites corrected.
G10 — the conformance signature dropped LC/SC/EC/OC entirely, which is
how G7 shipped green: no test ever compared their placement. Recorder now
tracks LC/SC via the new OnLandCellTurn/OnSortCellTurn hooks and derives
EC/OC per DC from PView::DrawCells's own two reverse loops (shell
far-to-near, then object-list far-to-near) — a look-in flood's DC derives
them immediately, the interior root's OWN flood defers to
OnInteriorFloodDrawTurn (verified against cathedral-leak.walk.log:4,1328,
where the root DC's own EC/OC print last). WalkTraceReplayContext.
Signature8 applies the identical derivation to oracle frames and never
produces the trailing weather OC (G8's own dedicated pin covers that
separately, matching the spec's "exclude from the comparison, assert
separately" instruction). Used ONLY for the four OH-capture-rooted
conformance rows (the older FW0 fixtures predate the LC/SC/EC/OC
breakpoints and carry none of those lines).
Applying the eight-kind check surfaced a real, separate bug: WalkLandscape
DatBuilder never set WalkLandBlock.LandblockId, so every LC/SC token any
DAT-built world ever produced read landblockId=0 — latent because the old
four-kind signature filtered LC/SC out. Fixed (one field, test-fixture-
only, no production behavior change). With that fixed, three of the four
OH rows (terrace-edge, cathedral-arrival, foundry-deep) reproduce EXACTLY
at the eight-kind level. Oh_doorway_still_first_frame_diff still diverges
by one extra LC/SC pair (token index 165: replay draws LC:a9c90001|
SC:a9c90001 that retail never does) — a real WalkLandscape.CheckBlocks
visibility question at a ring-2/ring-3 LOD boundary, out of this round's
print-only scope, needing the retail oracle to resolve. Marked
[Trait("Status","KnownFailure")] with the exact position recorded in its
own doc comment, matching TowerAscent's existing pattern — the InstalledDat
lane now shows FOUR known failures (the pre-existing two #383 layout tests
+ TowerAscent, plus this new finding), not three; never weakened the pin
itself.
Mutation checks (all four restored after observing the failure):
- G1: forcing WalkTranscriptDump.Enabled true made
Collect_TranscriptFlagOff_ProducesNoConsoleOutput fail with
"Assert.DoesNotContain() Failure: Filter matched in collection ... Collection:
[\"DI 00000100\", \"DC pv=00000000 ov=1 n=2: 00000100 00000101\", \"LS\", ...]".
- G3: deleting PrintLandCell's Console.WriteLine made the new outdoor test
fail with "expected an LC line".
- G4: making MeshAddPattern unmatchable made all five
Alpha_depth_log_parses_with_nonempty_samples rows fail with
"Assert.Contains() Failure: Filter not matched in collection".
- G7/G10: moving OnSortCellTurn back after DrawBuilding made the
terrace-edge conformance row fail with "walk diverged from retail
(terrace-edge.walk)", first divergence exactly at its first building
(f518002e): expected ...SC:f518002e|BLD:f518002e..., actual
...BLD:f518002e|SC:f518002e....
Gates: hermetic lane 6,816/0 (baseline 6,814 + G3's new test + G8's new
test); InstalledDat lane 244/4 known failures (two pre-existing #383
layout tests + TowerAscent + the new Oh_doorway_still_first_frame_diff
finding, documented above).
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.