Collapse the two-path fork in RemotePhysicsUpdater.Tick: the former Path A (grounded PLAYER remotes advanced by the interp catch-up with ResolveWithTransition deliberately OMITTED, per the now-retired issue-#40 premise) is gone. Every remote -- player and NPC -- now runs the SAME per-tick catch-up + sweep + shadow-follows-resolved. Retail's UpdateObjectInternal (0x005156b0) has no player/remote fork; this is the faithful shape. Player remotes now get terrain-Z snap (no slope staircase), wall collision, and MONSTER collision -- previously (Path A) they skipped ALL collision. RETAIL PvP (adversarial review caught this): two non-PK players WALK THROUGH each other in AC (you can stand inside another non-PK player) -- they do NOT de-overlap. The remote-player mover now carries IsPlayer|EdgeSlide (mirroring the LOCAL player at PlayerMovementController), so CollisionExemption's PvP block exempts a non-PK pair, exactly as retail sets IsPlayer on every object's own transition (OBJECTINFO::init 0x0050cf30) and FindObjCollisions (pc:276812) exempts it. The first 2b draft passed bare EdgeSlide and de-overlapped players (MORE solid than retail); the 3-lens review flagged it. PK/PKLite/Impenetrable are not plumbed onto the remote mover yet -- the same M1.5 gap the local player carries (TS-23, extended). #40 proven dead in code (before the gate): PlayerVsMonster_DeOverlapsAndAbsorbsTheStallBlip drives the real ComputeOffset -> InterpolationManager catch-up (incl. the fail_count blip-to-tail) for a player mover converging on a monster and asserts de-overlap + maxSpike<0.30 -- the sweep absorbs the stall-blip. ConvergingPlayers_WalkThroughEachOther proves the PvP exemption (non-PK players pass through). Path B already ran the #40-feared config stably; #40 (May 2026) predates the CSphere/#137/#170/#171 rebuild. Placement (HIGH, review finding 3): the player UP routing gains the SAME placement-snap backstop Slice 1 gave NPCs (AP-87). Without it a UM-first player (RemoteMotion seeded to the spawn pos, then a first UP in a different cell) would sweep from a stale cell -> garbage -> the digest's invisible/misplaced-player bug. The 4 m bodyToTarget guard + !willBeDrTicked + dist>96 snap; near placed corrections still enqueue for smooth catch-up. Also seed Body.Position=worldPos at UP-handler RemoteMotion creation (mirrors the UM handler :5176) for the UP-first case. Coupled shadow edits (research finding 9): RETIRED the players-only raw-worldPos shadow sync -- now that players run the sweep + shadow-follows-resolved, the raw sync would re-snap a packed player's shadow into overlap each UP. Player shadows follow the RESOLVED body via the DR-tick loop + a new player UP-branch-tail SyncRemoteShadowToBody. Surviving player/NPC split (AP-88): the omega -- grounded PLAYERS keep the ObservedOmega-or-seqOmega world-frame (Concatenate) fallback ("rectangle when running circles"); NPCs + airborne keep ObservedOmega-only body-frame (Multiply). They commute for an upright body + yaw omega, so the fork is faithful. Register: TS-23 extended (remote-player mover PK gap); AP-86 updated (raw sync retired for players too, Where column fixed); AP-88 added (omega fork + eval-order note). Tests: Core 2623 / App 741 green, 0 warnings. 3-lens adversarial review + per-finding verification (10 agents); all 6 confirmed findings addressed (2 substantive: PvP mover flags + player placement-snap; 4 doc/cosmetic). VISUAL GATE (acceptance test) owed by the user -- NOTE the corrected expectation: (a) a player remote on a hill -- no slope staircase; (b) two packed player remotes -- they WALK THROUGH each other (retail PvP), NOT de-overlap (this corrects the design's original "players de-overlap" gate); (c) a player remote cannot stand inside a MONSTER (new: player-vs-monster collision); (d) remote walk/run/jump/land/turn UNCHANGED. Handoff: docs/research/2026-07-07-184-slice2-unify-extract-handoff.md. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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| memory | ||
| references | ||
| src | ||
| tests | ||
| tools | ||
| .gitattributes | ||
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| 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 | ||
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| launch-flap-verify.ps1 | ||
| NOTICE.md | ||
| README.md | ||
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.