Modern open-source C# .NET 10 Asheron's Call client. Faithful port of retail client behaviour to Silk.NET with a plugin API.
Find a file
Erik df6e2a7918 feat(render): Campaign V slice V6i-1 - one descriptor set per renderer scope
Plan section 5.5.8 recorded, and deliberately did not fix, that pointing one
binding at a second buffer within a frame silently corrupts the draws already
recorded against it: the backend rewrote the descriptor in place, and a
descriptor set's contents are read when the command buffer EXECUTES, not when it
was recorded. Nothing fired it while the Vulkan frame held only the retained UI.
Section 5.5.11 handed it forward as the first thing the world arm would hit,
because WbDrawDispatcher, EnvCellRenderer and TerrainModernRenderer each own
their own instance, batch and indirect buffers and all three bind set 0 in one
frame.

It is closed here, as its own commit and BEFORE the world arm, so that a blank or
corrupt first Vulkan world frame cannot be this defect wearing another face. That
sequencing is the point: sections 5.5.1 to 5.5.3 cost this campaign three days
because an instrument that was "usually right" sat underneath the thing being
measured.

What changed. There is no longer one (set 0, set 1) pair per flight slot; there
is an arena of them. VulkanBindingScopeArena - pure bookkeeping, no Vulkan
handles, nine unit tests - answers two questions per bind: which pair, and do its
descriptors need writing. VulkanFrameBindings keeps the Vulkan half: allocating
pairs from a growable pool list and writing the twelve descriptors when told to.

The scope key is the descriptor state itself - the ten storage buffer identities
and ranges, the plain bindings' offsets, and the two uniform buffer identities
and ranges. Deriving it is a decision, not an economy. The pinned contract has
nowhere to name a scope: BindStorageBuffer takes a buffer, an offset and a size,
and section 3.3 is frozen. Deriving also gives two properties a declared scope
would not: a renderer cannot forget to declare one, and two renderers that
genuinely share every buffer correctly share one pair rather than being told to
differ. A renderer's buffers are stable for its lifetime, so "distinct descriptor
state" is exactly "renderer scope".

Dynamic offsets stay free. A ring allocation moving between draws rides
vkCmdBindDescriptorSets's dynamic-offset array, so it costs neither a new pair
nor a descriptor write - section 4.4's "zero descriptor writes per frame"
property survives a frame having more than one binding state in it. Entries are
not invalidated at BeginFrame either, because the slot's previous submission has
retired and its descriptors still say what this frame is about to say; a steady
frame therefore rewrites nothing at all. An entry matched from the previous frame
is swapped below the live cursor so the rest of the frame cannot take it for a
different state - the ordering property the sixth test pins, where two renderers
swap submission order between frames.

What this does NOT do is draw a world. The captured Vulkan frame is still V6h's
retained UI over the fog clear, so the arena's multi-scope path is exercised by
its tests and not yet by a frame. That is recorded in the plan rather than
implied.

The plan's section 5.5.12 also records two blockers measured while scoping the
world arm and not fixed here: terrain_modern.vert declares TerrainClip without
ACDREAM_UBO_SET, so under the Vulkan dialect it lands at set 0 binding 2 where
the layout declares a storage buffer - the same class of gap 5.5.8 recorded for
UniformSkyParams, invisible until a terrain pipeline is created; and the offline
gate's scene takes the retail PView path rather than the flat safety path,
because ClipRoot falls back to Buildings.OutdoorNode, which puts
RetailPViewPassExecutor on the critical path to the first Vulkan Dereth frame and
makes the "terrain only" intermediate no cheaper than the whole arm.

Gates. Strict GL offline pixel gate against b9ab5890: 1.60e-05, 9 differing
pixels of 563,200, at the low end of the documented 9-31 px band and 62x under
the threshold - expected, since no GL file is touched. GL connected
run-repeat-connected-gate.ps1 -Runs 3: 3/3 RENDERED on the desktop witness and
3/3 on the client capture. One offline Vulkan run with VK_LAYER_KHRONOS_validation
proven inserted by the loader: zero errors, zero warnings, captured frame, no
[shutdown] diagnostic on either stream. App tests 4,086 / 3 skips (baseline 4,077
plus nine); complete Release suite 9,149 / 5. Issue #250's
SurfaceOverrideFingerprint_DictionaryHotPathAllocatesNothing failed once in a
whole-suite run and passed run alone, as that issue documents.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-28 13:17:25 +02:00
.github feat(linux): gate graphical backends and capabilities 2026-07-27 12:26:58 +02:00
.vscode ci: add GitHub Agentic Workflows scaffolding + daily hygiene assessment 2026-05-22 23:31:13 +02:00
docs feat(render): Campaign V slice V6i-1 - one descriptor set per renderer scope 2026-07-28 13:17:25 +02:00
memory docs: reconcile project state and refresh README 2026-07-27 12:53:31 +02:00
references chore(submodule): advance WB to acdream-fix-floor-rendering 2026-05-19 13:23:19 +02:00
src feat(render): Campaign V slice V6i-1 - one descriptor set per renderer scope 2026-07-28 13:17:25 +02:00
tests feat(render): Campaign V slice V6i-1 - one descriptor set per renderer scope 2026-07-28 13:17:25 +02:00
tools feat(render): V6e — move the world mesh's texture lookup to where Vulkan can express it 2026-07-28 09:21:22 +02:00
.gitattributes ci: add GitHub Agentic Workflows scaffolding + daily hygiene assessment 2026-05-22 23:31:13 +02:00
.gitignore docs(runtime): close exact world host ownership 2026-07-26 18:41:24 +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(headless): establish portable Linux host boundary 2026-07-27 01:10:45 +02:00
AGENTS.md docs: reconcile project state and refresh README 2026-07-27 12:53:31 +02:00
analyze_flap_live.py diag(render): flap re-diagnosed as portal-flood re-clip DRIFT; physics + camera REFUTED 2026-06-08 11:21:46 +02:00
CLAUDE.md feat(render): Campaign V slice V0 — pin the Vulkan-shaped RHI contract 2026-07-27 14:26:26 +02:00
find_burst.py diag(render): flap re-diagnosed as portal-flood re-clip DRIFT; physics + camera REFUTED 2026-06-08 11:21:46 +02:00
launch-a6-issue98-capture.ps1 docs(research): A6.P3 #98 — comparison harness findings + neighborhood fixtures 2026-05-23 20:12:43 +02:00
launch-a6-issue98-cottage-gfxobj-dump.ps1 test(phys): A6.P3 #98 — comparison harness reproduces cottage-floor cap 2026-05-23 20:44:50 +02:00
launch-a6-issue98-polydump.ps1 docs(research): A6.P3 #98 — comparison harness findings + neighborhood fixtures 2026-05-23 20:12:43 +02:00
launch-flap-capture.ps1 diag(render): flap re-diagnosed as portal-flood re-clip DRIFT; physics + camera REFUTED 2026-06-08 11:21:46 +02:00
launch-flap-churn.ps1 diag(render): launch-flap-churn.ps1 — Phase 1 portal-churn pin capture script 2026-06-08 12:56:44 +02:00
launch-flap-verify.ps1 docs(render): FLAP settled by live-retail measurement — full retail port DECIDED (Option A) + exhaustive handoff 2026-06-08 16:19:34 +02:00
NOTICE.md chore(O-T1): create Core/Rendering/Wb directory + NOTICE.md attribution 2026-05-21 14:59:56 +02:00
README.md docs: reconcile project state and refresh README 2026-07-27 12:53:31 +02:00

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.pak produced by AcDream.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 GameRuntime is hosted by both the graphical client and AcDream.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 13, 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 #225 retains 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.dat
    • client_cell_1.dat
    • client_highres.dat
    • client_local_English.dat
  • A machine-local acdream.pak built 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 modern OpenGL capabilities

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 baseline is a successful Release build with 8,826 passing tests and 5 intentional skips. The build currently reports 17 test-project warnings tracked by #228; production compilation has zero errors.

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 package is approximately 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"
$env:ACDREAM_RETAIL_UI = "1"

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=1 Enable the retained retail gameplay UI
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/:

  1. Search the named retail pseudo-C and headers by class::method.
  2. Use the older Ghidra chunks only when the named oracle is insufficient.
  3. Cross-reference ACE and the relevant client/viewer implementation.
  4. Record readable pseudocode and exact constants/order.
  5. Port the retail mechanism into the correct modern owner.
  6. Add conformance, lifecycle, and failure-boundary tests.
  7. Run the automated gate and the appropriate connected or visual gate.
  8. 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.