The corridor gate FAILED with a changed symptom: shaking at cell seams (+ purple floor flashing there) instead of the dead stop. Deep-probe session (step-walk/push-back/indoor-bsp + full resolve capture) traced the complete chain; docs/ISSUES.md #137 carries it. Short form: - Corridor floors are double-faced portal slabs over under-rooms; the resting foot sphere lives within half a millimeter of three hit/straddle thresholds there. - Crossing a boundary, the foot penetrates the neighbor ramp slab by ~0.4mm, steps up onto it successfully (+0.6mm lift, stepped=True) — and the lifted check position is then LOST: the following pass runs at the unlifted height (the P2 stale-snapshot class; retail step_up 0x0050b6cc restores only on FAILURE). - The unlifted re-test grazes the under-room's ceiling (the slab underside) within the near-miss window, dispatches a neg-poly step-up with a DOWNWARD normal, whose nested step-down finds no walkable at exact tangency -> StepUpSlide -> slide_sphere opposing branch -> reversed-movement collision -> Collided -> revert. Every frame = shake. Apparatus committed: - Issue137CorridorSeamReplayTests: 3 deterministic offline repros (snapshot-exact west-boundary from the capture, east deep-straddle, the clean-run pin), currently Skip='#137 seam shake' pending the fix. Key: THREE portal-ring hydration (the under-room 0x8A020166 is ring-3; with fewer rings the flood can't add it and the bug vanishes) + live Setup step heights (0.6/1.5) + probe-buffer capture for line-diffing offline vs live traces. - Issue137CorridorSeamInspectionTests: portal-poly world spans (exposed the visual-vs-physics polygon-id conflation and the floor-portal topology), physics-BSP leaf membership walk, hit-normal candidate sweep (|align| both windings), downward-poly sweep. NEXT: read TransitionalInsert's attempt loop against retail 0x0050b6f0, find the restore that clobbers the successful step-up position, fix, un-skip. The purple seam flashing is expected to be the render exposing the same per-frame oscillation - re-check after the physics fix. Suites: Core 2553 / App 713 / UI 425 / Net 385, 0 failures (5 skips = 2 pre-existing + the 3 parked repros). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
||
|---|---|---|
| .github | ||
| .vscode | ||
| docs | ||
| memory | ||
| references | ||
| src | ||
| tests | ||
| tools | ||
| .gitattributes | ||
| .gitignore | ||
| .gitmodules | ||
| AcDream.slnx | ||
| analyze_flap_live.py | ||
| CLAUDE.md | ||
| find_burst.py | ||
| 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 | ||
| README.md | ||
| resolve-137-seam-capture.jsonl | ||
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.