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 d640ed74e1 feat(retail): Phase B.6 — server-driven auto-walk done right
Closes #63, #69, #74, #75. Replaces the chain of Commit-B workarounds
that compensated for ACE's MoveToChain getting cancelled by a leaked
user-MoveToState packet during inbound auto-walk. The fix is
architectural — auto-walk drives the body directly from the
server-supplied path data, no player-input synthesis, no spurious
wire-packet transitions, no grace-period band-aid.

Architectural change (closes #75):
  PlayerMovementController.ApplyAutoWalkOverlay → DriveServerAutoWalk.
  - Steps Yaw toward target at retail-faithful turn rates.
  - Computes desired forward velocity from path runRate.
  - Calls _motion.DoMotion(WalkForward, speed) directly for the
    motion-interpreter state (drives animation cycle).
  - Sets _body.set_local_velocity directly when grounded.
  - Returns true to gate the user-input motion + velocity section
    in Update so user-input flow doesn't overwrite auto-walk
    velocity or motion state.
  Mirrors retail's MovementManager::PerformMovement case 6 (decomp
  0x00524440) which never touches the user-input pipeline during
  server-controlled auto-walk.

Wire-layer guard at GameWindow.cs:6419 retained as a SEMANTIC
statement (`if (result.MotionStateChanged && !IsServerAutoWalking)`):
user-MoveToState packets are for user-driven motion intent. During
server-controlled auto-walk, the motion-state transitions caused by
the animation override (RunForward / WalkForward / TurnLeft /
TurnRight cycles) must not leak as user-cancellation packets. This
is NOT the deleted 500ms grace-period band-aid; it's the wire-layer
expressing the user-vs-server motion split.

Animation plumbed for auto-walk phases (closes #69):
  - Moving forward → WalkForward (speed=1.0) / RunForward (speed=runRate)
  - Turn-first phase → TurnLeft / TurnRight (sign of yawStep)
  - Aligned-but-pre-step / arrival → no override (idle)
Driven via _autoWalkMovingForwardThisFrame + _autoWalkTurnDirectionThisFrame
fields set in DriveServerAutoWalk and read in the MovementResult
construction at the bottom of Update. UpdatePlayerAnimation picks up
the localAnimCmd as the highest-priority animation source.

Walk/run threshold = 1.0m, retail-observed. ACE's wire-default of
15.0f is too generous; ACE's own physics layer uses 1.0f at
MovementParameters.cs:50 (with the 15.0f line commented out) and
Creature.cs:312 notes "default 15 distance seems too far". The
formula matches retail's MovementParameters::get_command at decomp
0x0052aa00: running = (initialDist - distance_to_object) >=
threshold, evaluated ONCE at chain start and held for the rest of
the auto-walk (matches retail "runs all the way / walks all the way"
behaviour). Wire-supplied threshold is ignored.

Pickup gate (IsPickupableTarget) now uses BF_STUCK
(acclient.h:6435, bit 0x4) to discriminate immovable scenery from
real pickup items that share a Misc ItemType. Sign (pwd=0x14 with
BF_STUCK) → blocked; spell component (pwd=0x10, no BF_STUCK) →
allowed. ACE's PutItemInContainer (Player_Inventory.cs:831-836)
responds with WeenieError.Stuck (0x29) on stuck items so the gate
prevents wasted wire packets + a UX dead-end.

R-key dispatch by target type. UseCurrentSelection's top-level
IsUseableTarget gate was wrong (blocked USEABLE_NO=1 items that
ARE pickupable). Reordered:
  1. Creature → SendUse
  2. Pickupable → SendPickUp
  3. Useable → SendUse
  4. Otherwise → "cannot be used" toast
Each handler keeps its own gate. Matches retail's per-action
server-side validation.

AP cadence revert (closes #74). With the MoveToChain race fixed,
the per-frame "send while moving" cadence is no longer load-bearing.
Reverted to retail's two-branch ShouldSendPositionEvent gate
(acclient_2013_pseudo_c.txt:700233-700285):
  Interval NOT elapsed (< 1 sec): send if cell or contact-plane changed.
  Interval elapsed (>= 1 sec):    send if cell or position frame changed.
Adds _lastSentContactPlane field + ApproxPlaneEqual helper +
PlayerMovementController.ContactPlane public accessor. Extended
NotePositionSent(Vector3, uint, Plane, float) — both outbound sites
(MoveToState + AP) pass _playerController.ContactPlane.
Effective rates: 0 Hz idle, ~1 Hz smooth motion, per-event on
cell/plane changes, 0 Hz airborne.

CLAUDE.md updated with no-workarounds rule (commit `da126f9` on
the worktree branch). Saved as feedback memory at
memory/feedback_no_workarounds.md.

Tests: build green; Core.Net 294/294; Core 1073/1081 (baseline,
8 pre-existing Physics failures unchanged). Visual-verified
end-to-end on 2026-05-16 for far/near Use + PickUp on NPCs,
doors, items, spell components, signs (correctly blocked), corpses,
turn-first animation, run/walk thresholds, idle quiet, smooth-
motion 1Hz.

Spec: docs/superpowers/specs/2026-05-16-phase-b6-suppress-movetostate-during-inbound-autowalk-design.md
Plan: docs/superpowers/plans/2026-05-16-phase-b6-suppress-movetostate-during-inbound-autowalk.md

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-16 16:14:44 +02:00
docs feat(retail): Phase B.6 — server-driven auto-walk done right 2026-05-16 16:14:44 +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 phase(N.0): wire up WorldBuilder fork as submodule + project refs 2026-05-08 08:51:49 +02:00
src feat(retail): Phase B.6 — server-driven auto-walk done right 2026-05-16 16:14:44 +02:00
tests feat(retail): Commit B — retail-faithful AP cadence + screen-rect picker 2026-05-16 13:56:08 +02:00
tools docs(issues): #37 — Investigation 2 narrows bug to SubPalette coverage gaps 2026-05-05 14:45:50 +02:00
.gitignore phase(N.4): SHIP — flag default-on + finalize plan + roadmap 2026-05-08 18:01:23 +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(ui): AcDream.UI.ImGui backend — Hexa.NET.ImGui + Silk.NET input bridge 2026-04-25 00:29:09 +02:00
CLAUDE.md feat(retail): Phase B.6 — server-driven auto-walk done right 2026-05-16 16:14:44 +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.