Lifts 13 startup-time environment variables out of GameWindow.cs into a
single typed AcDream.App.RuntimeOptions record read once in Program.cs.
Behavior-preservation only — no live behavior change, no visual change.
Verified end-to-end against ACE on 127.0.0.1:9000: full M1 demo loop
(walk Holtburg, click door, click NPC, portal entry) plus DEVTOOLS
ImGui panels load cleanly.
Why: GameWindow.cs is 10,304 LOC and scattered Environment.GetEnvironmentVariable
calls were one of the structural smells called out in the new
"Code Structure Rules" doc. Typed options is the safest cut to make
first because the substitution is mechanical and parsing semantics
get pinned by unit tests.
What lands:
- CLAUDE.md: removed stale R1→R8 execution-phases line, replaced with
pointers to the milestones doc + strategic roadmap (the actual
source of truth). Tightened the "check ALL FOUR references"
section to describe WB as the production rendering base, not
just a reference. New "Code Structure Rules" section (6 rules)
captures the discipline we're committing to.
- docs/architecture/acdream-architecture.md: removed dangling link
to the deleted memory/project_ui_architecture.md.
- docs/architecture/code-structure.md (NEW, 376 LOC): rationale for
the 6 rules + 6-step extraction sequence
(RuntimeOptions → LiveSessionController → LiveEntityRuntime →
SelectionInteractionController → RenderFrameOrchestrator →
GameEntity aggregation). This PR is Step 1.
- src/AcDream.App/RuntimeOptions.cs (NEW, 100 LOC): typed record
with FromEnvironment(string) factory and Parse(datDir, env)
overload for testability. Covers ACDREAM_LIVE, _TEST_HOST/PORT/
USER/PASS, _DEVTOOLS, _DUMP_MOVE_TRUTH, _NO_AUDIO,
_ENABLE_SKY_PES, _HIDE_PART, _RETAIL_CLOSE_DEGRADES,
_DUMP_SCENERY_Z, _STREAM_RADIUS.
- src/AcDream.App/Program.cs: builds RuntimeOptions once, passes
to GameWindow.
- src/AcDream.App/Rendering/GameWindow.cs: ctor takes RuntimeOptions;
7 startup-cached env-var fields become expression-bodied
properties or direct _options.X reads; TryStartLiveSession,
audio init, legacy stream-radius branch all route through
_options.
- tests/AcDream.App.Tests/ (NEW project, 10 unit tests + csproj):
pins parser semantics — default-off bools, the literal "0"
gate for RETAIL_CLOSE_DEGRADES, the >=0 guard for
STREAM_RADIUS, null-vs-empty for user/pass, exact-"1" check
for diagnostic flags. Registered in AcDream.slnx.
Out of scope (per code-structure.md §4):
- Per-call-site ACDREAM_DUMP_* / _REMOTE_VEL_DIAG diagnostic reads
sprinkled through GameWindow (~40 sites). Rule 5 in CLAUDE.md
commits us to migrating these opportunistically as larger
extractions land, not in a bulk pass.
- AcDream.Core's project-reference to Chorizite.OpenGLSDLBackend.
Only the stateless .Lib namespace is used; tightening the project
reference is documented as future work in code-structure.md §2.
Build: green.
Tests: AcDream.App.Tests 10/10 ✓, Core.Net.Tests 294/294 ✓,
UI.Abstractions.Tests 419/419 ✓,
AcDream.Core.Tests 1073/1081 (8 pre-existing failures verified
against pre-refactor baseline by stash-and-rerun).
Visual verification: full M1 demo loop against ACE +Acdream login
including DEVTOOLS panel host load.
Next: Step 2 — extract LiveSessionController per code-structure.md §4.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
382 lines
17 KiB
Markdown
382 lines
17 KiB
Markdown
# acdream — Comprehensive Architecture Plan
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## Vision
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A modern C# .NET 10 Asheron's Call client that:
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- **Behaves identically to the retail client** — same physics, same
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animations, same terrain, same collision, same network protocol
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- **Looks identical to the retail client** — same meshes, same textures,
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same lighting, same blending, rendered via modern Silk.NET OpenGL
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- **Adds a plugin API** the retail client never had — native C# plugins
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+ Lua macro scripting for player automation
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- **Is NOT a 1:1 C++ port** — uses modern C# patterns (composition over
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inheritance, interfaces, dependency injection) while matching retail
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behavior exactly
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## Guiding Principle
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**The code is modern. The behavior is retail.**
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Every AC-specific algorithm is ported faithfully from the **named retail
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decomp** at `docs/research/named-retail/` — Sept 2013 EoR build PDB
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(18,366 named functions, 5,371 named struct types) + Binary Ninja
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pseudo-C with 99.6% function-name recovery + verbatim retail header
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struct definitions. The older Ghidra `FUN_xxx` chunks at
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`docs/research/decompiled/` (688K lines) remain a fallback for the
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obfuscated/packed minority. The code AROUND those algorithms is modern
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C# with clean architecture. The plugin API exposes game state through
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well-defined interfaces that the retail client never had.
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---
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## Layer Architecture
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```
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┌──────────────────────────────────────────────────────────────┐
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│ LAYER 5: Plugin API │
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│ IGameState, IEvents, IActions, IPacketPipeline, IOverlay │
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│ Plugin host (ALC), Lua macro engine (MoonSharp) │
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│ ► acdream-unique — not in retail client │
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├──────────────────────────────────────────────────────────────┤
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│ LAYER 4: Game Objects │
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│ GameEntity (one per world object) │
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│ ├── PhysicsBody (ported from decompiled) │
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│ ├── AnimSequencer (ported from decompiled) │
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│ ├── CellTracker (ported from decompiled) │
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│ ├── AppearanceState (ObjDesc: palettes, textures, parts)│
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│ └── MotionState (ported from decompiled) │
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│ ► behavior matches retail, code is modern C# composition │
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├──────────────────────────────────────────────────────────────┤
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│ LAYER 3: World Systems │
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│ TerrainSystem (heightmap, blending, scenery) │
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│ CellSystem (LandCells, EnvCells, portals, BSP) │
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│ StreamingSystem (background loading, LOD, frustum cull) │
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│ ► behavior matches retail, streaming is acdream-unique │
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├──────────────────────────────────────────────────────────────┤
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│ LAYER 2: Network │
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│ WorldSession (ISAAC, fragments, game messages) │
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│ MessageRouter (opcode dispatch, sequence tracking) │
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│ ► wire-format identical to retail │
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├──────────────────────────────────────────────────────────────┤
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│ LAYER 1: Renderer │
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│ Silk.NET OpenGL 4.3 core profile │
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│ TerrainRenderer, StaticMeshRenderer, TextureCache │
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│ Shaders (terrain blending, mesh lighting, translucency) │
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│ ► completely different from retail (D3D7), same visual │
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│ output │
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├──────────────────────────────────────────────────────────────┤
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│ LAYER 0: Platform │
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│ .NET 10, Silk.NET window/input, DatReaderWriter │
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│ ► acdream-unique infrastructure │
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└──────────────────────────────────────────────────────────────┘
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```
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### UI Architecture (companion stack, spans Layers 1 & 5)
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The UI is split into its own three-layer stack with a swappable backend,
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designed 2026-04-24. Full design: `docs/plans/2026-04-24-ui-framework.md`.
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```
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┌─────────────────────────────────────────────────────────────┐
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│ UI BACKEND (swappable) │
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│ ImGui.NET + Silk.NET.OpenGL.Extensions.ImGui │
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│ (Phase D.2a, short-term) │
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│ or custom retail-look toolkit (Phase D.2b, later) │
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├─────────────────────────────────────────────────────────────┤
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│ AcDream.UI.Abstractions (stable contract) │
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│ ViewModels, Commands, IPanel, IPanelHost, IPanelRenderer │
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│ ► plugin-facing UI API lives HERE, not in the backend │
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├─────────────────────────────────────────────────────────────┤
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│ Game state + events (unchanged) │
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│ IGameState / IEvents / WorldSession — UI only reads │
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└─────────────────────────────────────────────────────────────┘
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```
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The backend is pluggable; ViewModels / Commands / `IPanelRenderer` are
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stable across the swap. ImGui persists forever as the
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`ACDREAM_DEVTOOLS=1` devtools overlay regardless of which backend owns
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the game UI. The full UI design lives in
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`docs/plans/2026-04-24-ui-framework.md`.
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---
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## Project Structure (current + target)
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```
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src/
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AcDream.Core/ Layer 2-4: no GL, no Silk.NET, pure logic
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Physics/
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PhysicsBody.cs -> body state / integration foundation (done)
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CollisionPrimitives.cs -> retail primitive helpers (partial, active)
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MotionInterpreter.cs -> motion state machine (done, still L.1 polish)
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AnimationSequencer.cs -> animation playback + root-motion data (done, L.1 active)
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TerrainSurface.cs -> triangle-aware terrain contact (done)
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BSPQuery.cs -> partial retail BSP dispatcher (active in L.2)
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TransitionTypes.cs -> SpherePath / CollisionInfo / transition helpers (active in L.2)
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PhysicsDataCache.cs -> GfxObj / Setup / CellStruct collision data (done, active)
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ShadowObjectRegistry.cs -> broadphase for nearby physics objects (active)
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PhysicsEngine.cs -> ResolveWithTransition active player path
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CellBsp.cs -> not a first-class runtime owner yet (L.2e)
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World/
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GameEntity.cs -> target unified entity, not current reality
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WorldState.cs -> target entity owner
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CellTracker.cs -> target per-entity cell management
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SceneryGenerator.cs -> verified against decompiled (done)
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LandblockLoader.cs -> done
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Terrain/
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LandblockMesh.cs -> verified against ACME (done)
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TerrainBlending.cs -> verified against ACME (done)
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Meshing/
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GfxObjMesh.cs -> cross-checked against ACME (done)
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SetupMesh.cs -> cross-checked (done)
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Textures/
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SurfaceDecoder.cs -> done
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Dat/
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MotionResolver.cs -> done (target move from Meshing/)
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AcDream.Core.Net/ Layer 2: networking
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WorldSession.cs -> done (wire-compatible with ACE)
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NetClient.cs -> done
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Messages/ -> done (CreateObject, MoveToState, etc.)
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AcDream.Plugin.Abstractions/ Layer 5: plugin interfaces
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IAcDreamPlugin.cs -> done
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IPluginHost.cs -> done
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IGameState.cs -> done
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IEvents.cs -> done
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AcDream.App/ Layer 1 + Layer 4 wiring
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Rendering/
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GameWindow.cs -> still owns too much runtime wiring
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TerrainRenderer.cs -> done
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StaticMeshRenderer.cs -> done
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TextureCache.cs -> done
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ChaseCamera.cs -> done
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FlyCamera.cs -> done
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Streaming/
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StreamingController.cs -> done
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GpuWorldState.cs -> done
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Input/
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PlayerMovementController.cs -> active movement driver
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Plugins/
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AppPluginHost.cs -> done
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```
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---
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## Movement And Collision Architecture
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Phase L.2 is the current organizing program for physics, collision,
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boundaries, buildings, sliding, cell ownership, movement packets, and server
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authority. Detailed plan: `docs/plans/2026-04-29-movement-collision-conformance.md`.
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The active player movement spine is:
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```text
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InputDispatcher / PlayerMovementController
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-> MotionInterpreter + local body prediction
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-> PhysicsEngine.ResolveWithTransition
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-> TransitionTypes + BSPQuery + ShadowObjectRegistry
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-> ResolveResult contact/cell state
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-> MoveToState / AutonomousPosition outbound messages
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-> WorldSession server echo or correction handling
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```
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What exists and is active:
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- `PhysicsEngine.ResolveWithTransition` is the path used for local player
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collision resolution.
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- `BSPQuery` contains the partial retail-style BSP collision dispatcher used by
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the transition path.
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- `TransitionTypes` carries `SpherePath`, `CollisionInfo`, `ObjectInfo`,
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transition validation, step-up/down, contact-plane handling, and partial
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slide behavior.
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- `PhysicsDataCache` loads GfxObj, Setup, and CellStruct physics data from DATs.
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- `ShadowObjectRegistry` gives movement a broadphase over nearby objects and
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buildings.
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- `TerrainSurface` uses triangle-aware terrain contact; older "bilinear terrain
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Z" descriptions are historical B.3 language, not current architecture.
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What remains incomplete:
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- `CELLARRAY`, `CObjCell::find_cell_list`, adjacent-cell checks, and low outdoor
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cell id updates across 24m seams.
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- `cell_bsp` / `CellBSP` as the authoritative runtime owner for indoor and
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building collision.
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- Building portal transit and normal walking through building entry/exit
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boundaries.
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- Full retail `edge_slide`, `cliff_slide`, `precipice_slide`, and `NegPolyHit`
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dispatch behavior.
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- Exact `CSphere` / `CCylSphere` object-shape parity, especially for live
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entities that currently collapse to a simplified cylinder fallback.
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- Routine local/server correction diagnostics. ACE accepting a position is a
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compatibility signal, not proof of fine retail collision parity.
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Ownership by phase:
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- B.3 is shipped MVP history: first resolver foundation and tests.
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- L.1 owns animation/motion parity, including root-motion coupling.
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- L.2 owns the movement/collision conformance stack listed above.
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- G.3 owns dungeon streaming and portal-space delivery after L.2e gives it
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trustworthy cell/building boundaries.
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---
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## GameEntity: The Unified Entity (target refactor)
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Currently, entity state is scattered across:
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- `WorldEntity` (position, rotation, mesh refs)
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- `AnimatedEntity` (animation frame, setup, sequencer)
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- `_entitiesByServerGuid` dict (server GUID lookup)
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- `GpuWorldState._loaded[lb].Entities` (per-landblock lists)
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- `_playerController` (player-specific movement)
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This should become ONE class:
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```csharp
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public sealed class GameEntity
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{
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// Identity
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public uint ServerGuid { get; }
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public uint SetupId { get; }
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public string? Name { get; }
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// Spatial (ported from CPhysicsObj)
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public PhysicsBody Physics { get; } // position, velocity, gravity
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public CellTracker Cell { get; } // which cell we're in
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// Appearance (ported from CPartArray)
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public AnimationSequencer Animation { get; } // frame playback
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public AppearanceState Appearance { get; } // ObjDesc overrides
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// Motion (ported from CMotionInterp)
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public MotionInterpreter Motion { get; } // walk/run/turn state
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// Render output (consumed by StaticMeshRenderer)
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public IReadOnlyList<MeshRef> MeshRefs { get; }
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// Per-frame update (matches retail update_object)
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public void Update(float dt)
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{
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Motion.ApplyCurrentMovement(); // set velocity from motion state
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Physics.UpdateObject(dt); // integrate position
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PhysicsEngine.ResolveWithTransition(); // current L.2 collision spine
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Cell.UpdateCell(Physics.Position); // target: retail cell ownership
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Animation.Advance(dt); // advance animation frames
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RebuildMeshRefs(); // compute per-part transforms
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}
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}
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```
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Target state: every entity in the world — player, NPC, monster, lifestone,
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door, chest — becomes a `GameEntity`. The renderer iterates them and draws.
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The plugin API exposes them as `WorldEntitySnapshot`. GameWindow becomes thin.
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---
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## Per-Frame Update Order (current runtime)
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```
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1. Network tick
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└── Drain inbound queue → process CreateObject, UpdateMotion,
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UpdatePosition, PlayerTeleport → create/update GameEntities
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2. Streaming tick
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└── Compute observer position → load/unload landblocks →
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create terrain + scenery GameEntities
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3. Input tick (player mode only)
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└── InputDispatcher scopes → PlayerMovementController →
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MotionInterpreter/body prediction → ResolveWithTransition →
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send MoveToState/AutonomousPosition to server
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4. Entity / animation tick
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└── Current code still has scattered world/entity state. L.1 owns
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animation parity; L.2 owns movement/collision conformance.
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5. Render tick
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└── Read current entity mesh refs, draw
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TerrainRenderer.Draw, StaticMeshRenderer.Draw
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(frustum cull, translucency pass, etc.)
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6. Plugin tick
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└── Fire IEvents, drain IActions queue
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6a. UI tick
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IPanelHost.Draw → iterate registered IPanel instances, build
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ViewModels from IGameState, dispatch user Commands via ICommandBus.
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Backend-agnostic — ImGui or custom retail-look draws here depending
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on which is compiled in. See docs/plans/2026-04-24-ui-framework.md.
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```
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---
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## Roadmap Model
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The old R1-R8 architecture sequence was a useful early refactor sketch, but it
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is no longer the execution plan. The strategic source of truth is now
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`docs/plans/2026-04-11-roadmap.md`, with per-phase details in `docs/plans/`
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and `docs/superpowers/specs/`.
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Current movement/collision ownership:
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- **B.3** is shipped MVP history: first collision resolver foundation.
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- **L.1** owns animation/motion parity, including root-motion coupling.
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- **L.2** owns movement and collision conformance:
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`docs/plans/2026-04-29-movement-collision-conformance.md`.
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- **G.3** owns dungeon streaming and portal-space delivery after L.2e lands
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trustworthy `cell_bsp`, `CELLARRAY`, adjacent-cell checks, and building
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entry/exit boundaries.
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The GameEntity / thin GameWindow refactor remains a valid target architecture,
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but it is not a prerequisite for L.2. Do not resurrect old R1-R8 phase numbers
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for new work; add or update roadmap phases instead.
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---
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## Development Workflow (mandatory for ALL work)
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```
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For every AC-specific behavior:
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0. GREP NAMED → Search docs/research/named-retail/ by class::method
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1. FALLBACK → Use older docs/research/decompiled/ chunks only if needed
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2. CROSS-CHECK → Verify against ACE + ACME + holtburger where relevant
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3. PSEUDOCODE → Translate to readable pseudocode
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4. PORT → Faithful C# translation
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5. TEST → Conformance test against retail/decomp golden values
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6. INTEGRATE → Surgical wiring into the existing system
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7. VERIFY → Visual + functional test
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```
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For acdream-specific code (renderer, plugin API, streaming):
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- Design for clean interfaces
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- Test independently
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- No AC-specific magic — those live in the ported layer
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---
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## Reference Hierarchy
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| Domain | Primary Oracle | Secondary |
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|--------|---------------|-----------|
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| Physics/collision | `docs/research/named-retail/` | ACE Physics/ + older decompiled chunks |
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| Animation | `docs/research/named-retail/` + ACE Animation/ | — |
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| Terrain | ACME ClientReference.cs | named retail / older decompiled chunks |
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| Rendering | WorldBuilder (Silk.NET) | ACViewer |
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| Protocol | holtburger | AC2D |
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| Server behavior | ACE | — |
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---
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## Success Criteria
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The client is "done" when:
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1. You can log in to an ACE server
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2. Walk around the entire world (streaming loads new areas)
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3. Enter and exit buildings through doorways
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4. See all NPCs, monsters, and players animated correctly
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5. Open doors, talk to NPCs, pick up items
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6. Send and receive chat
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7. A Lua macro can automate gameplay
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8. Side-by-side with the retail client, the world looks the same
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