# Phase B.6 — Suppress MoveToState during inbound auto-walk Implementation Plan

> **For agentic workers:** REQUIRED SUB-SKILL: Use superpowers:subagent-driven-development (recommended) or superpowers:executing-plans to implement this plan task-by-task. Steps use checkbox (`- [ ]`) syntax for tracking.

**Goal:** Stop sending outbound `MoveToState` while ACE's server-initiated auto-walk is driving the player, then retire the Commit B workarounds that compensated for the resulting `MoveToChain` cancellation. ACE's `TryUseItem` callback fires on arrival; client sends Use exactly once.

**Architecture:** One-line guard against the misleading wire packet, two retry-assignment deletions, one revert of the AP-cadence gate to retail's narrow shape. No new files, no new tests (behavioral change is wire-level integration; covered by existing Core.Net suite + user visual verify).

**Tech Stack:** C# .NET 10. Edits touch `AcDream.App/Rendering/GameWindow.cs`, `AcDream.App/Input/PlayerMovementController.cs`, `docs/ISSUES.md`.

**Spec:** [docs/superpowers/specs/2026-05-16-phase-b6-suppress-movetostate-during-inbound-autowalk-design.md](../specs/2026-05-16-phase-b6-suppress-movetostate-during-inbound-autowalk-design.md).

**Retail anchors:**
- `Player_Use.cs:205` (ACE) — `CreateMoveToChain(item, (success) => TryUseItem(item, success))`.
- `Player_Move.cs:150` (ACE) — chain polls and fires `callback(true)` when within use radius.
- `acclient_2013_pseudo_c.txt:700233-700285` — retail `ShouldSendPositionEvent`: narrow gate (cell-or-plane change during sub-interval; frame change after interval; gated on `Contact && OnWalkable`).
- `acclient_2013_pseudo_c.txt:700327` — retail `SendPositionEvent`: `(state & 1) != 0 && (state & 2) != 0`.

---

## File structure

| File | Responsibility | Touched in tasks |
|---|---|---|
| `src/AcDream.App/Rendering/GameWindow.cs` | Outbound wire layer. Guard MoveToState build (Task 1); delete two retry assignments + log strings (Task 1); update NotePositionSent call sites to pass contact plane (Task 3). | 1, 3 |
| `src/AcDream.App/Input/PlayerMovementController.cs` | Diff-driven cadence state + the auto-walk overlay. Add `_lastSentContactPlane` field; extend `NotePositionSent` signature; replace per-frame `positionChanged` gate with retail's narrow gate (Task 3). | 3 |
| `docs/ISSUES.md` | Close `#63` and `#74` to "Recently closed" (Task 5). | 5 |

---

## Task 1: Suppress outbound MoveToState during server auto-walk + delete the retry workarounds

**Files:**
- Modify: `src/AcDream.App/Rendering/GameWindow.cs` line ~6410 (the MoveToState send block).
- Modify: `src/AcDream.App/Rendering/GameWindow.cs` line ~9203 (SendUse far-range path).
- Modify: `src/AcDream.App/Rendering/GameWindow.cs` line ~9265 (SendPickUp far-range path).

### Step 1: Guard the outbound MoveToState build

Find the block at `GameWindow.cs:6410` that reads:

```csharp
                if (result.MotionStateChanged)
                {
                    // HoldKey axis values — retail enum (holtburger types.rs HoldKey):
```

Change the condition to:

```csharp
                // 2026-05-16 (Phase B.6): suppress outbound MoveToState while
                // ACE's server-initiated auto-walk is driving the player.
                // Synthesized Forward+Run input in ApplyAutoWalkOverlay leaks
                // to MotionStateChanged=true; sending the resulting "user is
                // RunForward" wire packet makes ACE cancel its own MoveToChain
                // (Player_Move.cs:150 callback never fires). Retail and
                // holtburger walk the body locally during inbound MoveToObject
                // WITHOUT sending an outbound MoveToState — AutonomousPosition
                // alone is enough for ACE's WithinUseRadius poll.
                if (result.MotionStateChanged && !_playerController.IsServerAutoWalking)
                {
                    // HoldKey axis values — retail enum (holtburger types.rs HoldKey):
```

(Only the `if` line changes; the comment above is new. Leave the rest of the block untouched.)

- [ ] **Step 2: Delete the SendUse far-range retry assignment**

Find the SendUse method's far-range block. Search:

```
grep -n "Far range:" src/AcDream.App/Rendering/GameWindow.cs
```

Expected: line ~9197. The block reads (paraphrased — find the exact text in the file):

```csharp
        // Far range: send Use immediately so ACE has the request,
        // AND queue an arrival re-send. Issue #63 (server-initiated
        // MoveToObject not honored) means ACE's first-Use response
        // is dropped as too-far and ACE doesn't re-poll
        // WithinUseRadius when the speculative local walk gets us in
        // range. The arrival re-send fires a second Use packet once
        // the body reaches the target — at which point ACE accepts
        // and executes the action. The retail-faithful path is to
        // honor MoveToObject and let ACE complete the Use server-
        // side; until #63 lands, this client-side retry is the
        // workaround that keeps far-range Use working.
        var seq  = _liveSession.NextGameActionSequence();
        var body = AcDream.Core.Net.Messages.InteractRequests.BuildUse(seq, guid);
        _liveSession.SendGameAction(body);
        _pendingPostArrivalAction = (guid, false);
        Console.WriteLine($"[B.4b] use guid=0x{guid:X8} seq={seq} (queued for arrival re-send pending #63)");
```

Replace with:

```csharp
        // Far range: send Use ONCE. ACE's CreateMoveToChain
        // (Player_Use.cs:205) holds a callback (TryUseItem) and fires
        // it server-side when WithinUseRadius passes during the
        // MoveToChain poll (Player_Move.cs:150). No client-side retry
        // needed — the Phase B.6 MoveToState-suppression fix
        // (GameWindow.cs:6410) keeps ACE's chain alive during the
        // walk.
        var seq  = _liveSession.NextGameActionSequence();
        var body = AcDream.Core.Net.Messages.InteractRequests.BuildUse(seq, guid);
        _liveSession.SendGameAction(body);
        Console.WriteLine($"[B.4b] use guid=0x{guid:X8} seq={seq}");
```

(Removes the `_pendingPostArrivalAction = (guid, false);` line and trims the log to drop the `(queued for arrival re-send pending #63)` suffix.)

- [ ] **Step 3: Delete the SendPickUp far-range retry assignment**

Find the SendPickUp method's far-range block. Search:

```
grep -n "Far range: same arrival-retry pattern" src/AcDream.App/Rendering/GameWindow.cs
```

Expected: line ~9255. Replace the block:

```csharp
        // Far range: same arrival-retry pattern as SendUse — fire
        // PickUp immediately AND queue for arrival re-send. ACE's
        // first PickUp is dropped if we're outside the use-radius
        // and isn't re-polled (issue #63 workaround).
        var seq  = _liveSession.NextGameActionSequence();
        var body = AcDream.Core.Net.Messages.InteractRequests.BuildPickUp(
            seq, itemGuid, _playerServerGuid, placement: 0);
        _liveSession.SendGameAction(body);
        _pendingPostArrivalAction = (itemGuid, true);
        Console.WriteLine($"[B.5] pickup item=0x{itemGuid:X8} container=0x{_playerServerGuid:X8} seq={seq} (queued for arrival re-send pending #63)");
```

With:

```csharp
        // Far range: send PickUp ONCE. Same auto-fire-via-MoveToChain
        // callback pattern as SendUse — ACE's chain fires
        // PutItemInContainer/Move server-side when in range. No
        // client-side retry; Phase B.6 MoveToState suppression keeps
        // ACE's chain alive.
        var seq  = _liveSession.NextGameActionSequence();
        var body = AcDream.Core.Net.Messages.InteractRequests.BuildPickUp(
            seq, itemGuid, _playerServerGuid, placement: 0);
        _liveSession.SendGameAction(body);
        Console.WriteLine($"[B.5] pickup item=0x{itemGuid:X8} container=0x{_playerServerGuid:X8} seq={seq}");
```

- [ ] **Step 4: Build**

```
dotnet build src/AcDream.App/AcDream.App.csproj -c Debug
```

Expected: 0 errors, 0 warnings. The deletions remove the only assignment of `_pendingPostArrivalAction` for far-range paths; the close-range path still assigns it (line ~9191 and ~9258). The field declaration at line ~799 stays.

- [ ] **Step 5: Run existing tests**

```
dotnet test tests/AcDream.Core.Net.Tests/AcDream.Core.Net.Tests.csproj -c Debug --nologo
dotnet test tests/AcDream.Core.Tests/AcDream.Core.Tests.csproj -c Debug --nologo
```

Expected: Core.Net 294/294 pass. Core 1073/1081 pass (baseline; 8 pre-existing physics failures unchanged).

- [ ] **Step 6: Visual verification (user-driven)**

User stops any running AcDream.App gracefully via the close-window button, waits ~3 seconds, launches:

```powershell
$env:ACDREAM_DAT_DIR   = "$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"
$env:ACDREAM_DEVTOOLS  = "1"
$env:ACDREAM_PROBE_AUTOWALK = "1"
dotnet run --project src\AcDream.App\AcDream.App.csproj --no-build -c Debug 2>&1 | Tee-Object -FilePath "launch.log"
```

Scenarios to test:

1. **Far-range Use NPC.** Double-click a Royal Guard / Pathwarden ~8 m away. Expected log shape:
   ```
   [B.4b] use guid=0x... seq=X
   [autowalk-mt] mt=0x06 isMoveTo=True ...
   [autowalk-begin] dest=...
   [autowalk-end] reason=arrived
   ```
   Expected: NO `[B.4b] use-deferred` follow-up. Dialogue fires on arrival from ACE's `TryUseItem` callback.

2. **Far-range PickUp.** F-key a ground item ~5 m away. Same shape — single `[B.5] pickup` line, no `pickup-deferred`, item enters inventory.

3. **Close-range Use NPC behind player.** Within 3 m, press R. Body turns 180°. Expected log:
   ```
   [B.4b] use deferred (close-range, turn-first) guid=0x...
   [autowalk-end] reason=arrived
   [B.4b] use-deferred guid=0x... seq=X
   ```
   (Close-range deferred path is unchanged; `use-deferred` is correct here.)

4. **Open inn door from across the room.** ONE `[B.4b] use` line, no retry, door opens once.

5. **User takes manual control mid-auto-walk.** Click far NPC → press W during the walk. Auto-walk cancels (`EndServerAutoWalk("user-input")`). Action does NOT fire on arrival.

**STOP and wait for user confirmation that scenarios 1–5 pass.**

- [ ] **Step 7: Commit**

```bash
git add src/AcDream.App/Rendering/GameWindow.cs
git commit -m "$(cat <<'EOF'
fix(retail): suppress outbound MoveToState during inbound auto-walk

Phase B.6 — retire the Commit B issue-#63 workarounds by plugging the
underlying leak that caused them.

ApplyAutoWalkOverlay synthesizes Forward+Run input during inbound
MoveToObject so the existing motion-interpreter pipeline drives body
position + animation locally. That synth set MotionStateChanged=true,
so the outbound wire layer (GameWindow.cs:6410) built a MoveToState
packet with forwardCommand=RunForward and sent it to ACE. ACE read
the packet as "user took manual control" and cancelled its own
CreateMoveToChain (Player_Use.cs:205 → Player_Move.cs:150), so the
TryUseItem callback never fired on arrival. Our workaround sent Use
a second time at local-arrival to bypass ACE's cancelled chain.

Fix: one-line guard. The MoveToState send only fires when
!_playerController.IsServerAutoWalking. AutonomousPosition keeps
flowing during the walk (so ACE's WithinUseRadius poll sees the
player approach); ACE's chain runs uninterrupted; callback fires
when in range. Retail and holtburger (simulation.rs:178-206) follow
the same pattern — no outbound MoveToState during inbound MoveToObject.

Deletes the retry workarounds:
- SendUse far-range:    `_pendingPostArrivalAction = (guid, false);`
                        + the `(queued for arrival re-send pending #63)` log
- SendPickUp far-range: same shape

Close-range turn-first deferred path (separate code, retail-faithful
pre-callback rotation) is unchanged.

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>
EOF
)"
```

---

## Task 2: Visual checkpoint — confirm Task 1's fix before touching cadence

This is not a code task. The Step 6 visual verification in Task 1 establishes that ACE's `MoveToChain` callback fires correctly with the MoveToState suppression in place. Only proceed to Task 3 if all five scenarios pass. If any regresses, STOP and revert Task 1's commit before continuing.

---

## Task 3: Revert AP cadence to retail's narrow gate

**Files:**
- Modify: `src/AcDream.App/Input/PlayerMovementController.cs` line ~254 (field block), line ~441-449 (`NotePositionSent`), line ~1240-1275 (the gate logic), line ~289-296 (`AutoWalkArrived` doc-comment cleanup).
- Modify: `src/AcDream.App/Rendering/GameWindow.cs` line ~6450 (MTS NotePositionSent call), line ~6476 (AP NotePositionSent call).

- [ ] **Step 1: Add `_lastSentContactPlane` field**

In `PlayerMovementController.cs`, find the diff-tracking field block (around line 535-540 — search for `_lastSentPos`):

```csharp
    private System.Numerics.Vector3 _lastSentPos;
    private uint _lastSentCellId;
    private float _lastSentTime;
    private bool _lastSentInitialized;
```

Add a new field immediately after `_lastSentCellId`:

```csharp
    private System.Numerics.Vector3 _lastSentPos;
    private uint _lastSentCellId;
    private System.Numerics.Plane _lastSentContactPlane;
    private float _lastSentTime;
    private bool _lastSentInitialized;
```

- [ ] **Step 2: Extend `NotePositionSent` to accept the contact plane**

Find `NotePositionSent` in `PlayerMovementController.cs` (around line 441). Replace:

```csharp
    public void NotePositionSent(System.Numerics.Vector3 worldPos,
                                  uint cellId,
                                  float nowSeconds)
    {
        _lastSentPos          = worldPos;
        _lastSentCellId       = cellId;
        _lastSentTime         = nowSeconds;
        _lastSentInitialized  = true;
    }
```

With:

```csharp
    /// <summary>
    /// 2026-05-16 (Phase B.6). Called by the network outbound layer
    /// after every AutonomousPosition or MoveToState that carries the
    /// player's position. Resets the diff-driven heartbeat clock so the
    /// next <see cref="HeartbeatDue"/> evaluation requires a fresh
    /// state change. Mirrors retail's SendPositionEvent
    /// (acclient_2013_pseudo_c.txt:700345-700348) which writes
    /// `last_sent_position`, `last_sent_position_time`, and
    /// `last_sent_contact_plane` after every send.
    /// </summary>
    public void NotePositionSent(System.Numerics.Vector3 worldPos,
                                  uint cellId,
                                  System.Numerics.Plane contactPlane,
                                  float nowSeconds)
    {
        _lastSentPos          = worldPos;
        _lastSentCellId       = cellId;
        _lastSentContactPlane = contactPlane;
        _lastSentTime         = nowSeconds;
        _lastSentInitialized  = true;
    }
```

- [ ] **Step 3: Replace the per-frame gate with retail's narrow gate**

Find the cadence block in `PlayerMovementController.cs` (around line 1240-1275 — search for `retail diff-driven AP cadence`). Replace the block starting at the `// 2026-05-16 — retail diff-driven AP cadence` comment through the `HeartbeatDue =` line with:

```csharp
        // 2026-05-16 (Phase B.6) — retail-faithful AP cadence per
        // CommandInterpreter::ShouldSendPositionEvent at
        // acclient_2013_pseudo_c.txt:700233-700285. Two-branch:
        //
        //   Branch 1 — interval NOT yet elapsed (< 1 sec since
        //   last send): send only if cell changed OR contact-plane
        //   changed (mid-walk events that matter).
        //
        //   Branch 2 — interval HAS elapsed (>= 1 sec): send only
        //   if cell OR position frame changed. Truly idle = no
        //   send (retail's `last_sent.frame == player.frame` check
        //   at line 700248-700265).
        //
        // SendPositionEvent (line 700327) gates the actual send on
        // (state & 1) != 0 && (state & 2) != 0 — Contact AND
        // OnWalkable both set. We mirror that gate here so airborne
        // and wall-contact-without-walkable states suppress AP
        // entirely; MoveToState carries jump/fall snapshots while
        // airborne.
        //
        // Effective rates:
        //   - Truly idle (grounded, no movement)              : 0 Hz
        //   - Smooth movement (no cell/plane changes)         : ~1 Hz (interval-driven)
        //   - Cell crossings + stair/hill steps               : per-event
        //   - Airborne                                         : 0 Hz
        //
        // Bootstrap: when NotePositionSent has never been called
        // (_lastSentInitialized=false), treat every frame as
        // "anything to send" so the first AP gets a chance to fire.

        bool intervalElapsed = !_lastSentInitialized
            || (_simTimeSeconds - _lastSentTime) >= HeartbeatInterval;

        bool cellChanged  = !_lastSentInitialized
            || _lastSentCellId != CellId;
        bool planeChanged = !_lastSentInitialized
            || !_lastSentContactPlane.Equals(_body.ContactPlane);
        bool frameChanged = !_lastSentInitialized
            || !ApproxPositionEqual(_lastSentPos, _body.Position);

        bool sendThisFrame = intervalElapsed
            ? (cellChanged || frameChanged)
            : (cellChanged || planeChanged);

        // Grounded-on-walkable gate per acclient_2013_pseudo_c.txt:700327
        // (`(state & 1) != 0 && (state & 2) != 0`). Both flags must be
        // set simultaneously, NOT a bitwise-OR mask test.
        bool groundedOnWalkable = _body.InContact && _body.OnWalkable;

        HeartbeatDue = groundedOnWalkable && sendThisFrame;
```

- [ ] **Step 4: Update the MTS site to pass `contactPlane`**

In `GameWindow.cs`, find the MoveToState `NotePositionSent` call (around line 6450). Replace:

```csharp
                    _playerController.NotePositionSent(
                        worldPos:   _playerController.Position,
                        cellId:     _playerController.CellId,
                        nowSeconds: _playerController.SimTimeSeconds);
```

With:

```csharp
                    _playerController.NotePositionSent(
                        worldPos:     _playerController.Position,
                        cellId:       _playerController.CellId,
                        contactPlane: _playerController.PhysicsBody.ContactPlane,
                        nowSeconds:   _playerController.SimTimeSeconds);
```

If `_playerController.PhysicsBody` doesn't exist as a public accessor, search:

```
grep -n "public.*_body\|public PhysicsBody\|public.*Body" src/AcDream.App/Input/PlayerMovementController.cs
```

If no public accessor, add one in `PlayerMovementController.cs` near the existing public properties (around line 130-160):

```csharp
    /// <summary>2026-05-16. Read-only access to the controller's
    /// physics body — needed by the network outbound layer to stamp
    /// the contact plane into NotePositionSent.</summary>
    public AcDream.Core.Physics.PhysicsBody PhysicsBody => _body;
```

(Verify the field name is `_body` first — search `private.*PhysicsBody`.)

- [ ] **Step 5: Update the AP site to pass `contactPlane`**

Find the AutonomousPosition `NotePositionSent` call (around line 6476). Apply the same edit:

```csharp
                    _playerController.NotePositionSent(
                        worldPos:     _playerController.Position,
                        cellId:       _playerController.CellId,
                        contactPlane: _playerController.PhysicsBody.ContactPlane,
                        nowSeconds:   _playerController.SimTimeSeconds);
```

- [ ] **Step 6: Build**

```
dotnet build src/AcDream.App/AcDream.App.csproj -c Debug
```

Expected: 0 errors. Any compile error here is a wiring mistake — the field name (`_body` vs `_physicsBody`), the property accessor, or the `Plane` namespace.

- [ ] **Step 7: Run existing tests**

```
dotnet test tests/AcDream.Core.Net.Tests/AcDream.Core.Net.Tests.csproj -c Debug --nologo
dotnet test tests/AcDream.Core.Tests/AcDream.Core.Tests.csproj -c Debug --nologo
```

Expected: Core.Net 294/294, Core 1073/1081 (baseline unchanged).

- [ ] **Step 8: Visual verification (user-driven)**

User restarts the client (graceful close + ~3 sec wait + launch). Runs scenarios:

1. **Idle test.** Stand still on flat ground in Holtburg for 10 sec. Watch the dev console / `[autowalk-up]` lines or any outbound packet trace.
   - Old behavior: 1 AP/sec heartbeat.
   - New behavior: ZERO outbound packets while truly idle.

2. **Smooth-running test.** Hold W and run in a straight line for 5 sec on flat ground (no cell crossings).
   - Old behavior: ~60 AP/sec (per-frame while position changed).
   - New behavior: ~1 AP/sec (interval-driven; cell/plane don't change every frame).
   - **The character should still appear to remote observers as moving smoothly** — ACE's dead-reckoning fills in the gaps between sparse APs. If remote view becomes jittery, the cadence is too sparse and we'll need to tune.

3. **Cell-crossing test.** Run across a landblock boundary (every ~192 m). Should see a burst of AP packets at the crossing — both the `cellChanged` path and the `intervalElapsed && frameChanged` path can fire here.

4. **Far-range Use re-test.** Repeat Task 1 Step 6 scenario 1 (far-range NPC Use). Should still work — ACE's `MoveToChain` callback fires on arrival, dialogue plays, single Use packet.

5. **Hill / stair test.** Walk up a slope or stairs. Contact-plane changes per step → sub-interval AP sends fire on plane change. Behavior should look smooth to remote observers.

**STOP and wait for user confirmation that scenarios 1–5 pass.** If scenario 2 produces visible remote-jitter, the spec's `ApproxPositionEqual` epsilon may need tightening, or we may need a higher heartbeat rate; document the finding and tune before continuing.

- [ ] **Step 9: Commit**

```bash
git add src/AcDream.App/Input/PlayerMovementController.cs src/AcDream.App/Rendering/GameWindow.cs
git commit -m "$(cat <<'EOF'
fix(retail): revert AP cadence to retail's narrow gate

Phase B.6 — closes #74. With the MoveToState suppression fix in
place, the per-frame "send while moving" cadence is no longer needed
to compensate for ACE's MoveToChain cancellation. Reverts to retail's
two-branch gate per CommandInterpreter::ShouldSendPositionEvent at
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.

Bootstrap fires every frame until the first NotePositionSent.
Grounded-on-walkable gate (Contact && OnWalkable) unchanged from
700327.

Effective rates:
  Truly idle (grounded, no movement)           : 0 Hz   (was 1 Hz)
  Smooth straight-line run                     : ~1 Hz  (was ~60 Hz)
  Cell crossings + stair/hill steps            : per-event
  Airborne                                     : 0 Hz   (unchanged)

Adds _lastSentContactPlane field + extends NotePositionSent to accept
System.Numerics.Plane. Adds PhysicsBody public accessor so the wire
layer can read _body.ContactPlane to pass into NotePositionSent. Both
outbound sites (MoveToState at GameWindow.cs:6450, AP at ~6476)
updated to pass the plane.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
EOF
)"
```

---

## Task 4: Visual checkpoint — confirm Task 3's cadence revert before closing issues

Same as Task 2. Only proceed to Task 5 if all five scenarios in Task 3 Step 8 pass cleanly.

---

## Task 5: Close issues #63 and #74

**Files:**
- Modify: `docs/ISSUES.md`.

- [ ] **Step 1: Move issue #63 to "Recently closed"**

Find `## #63 — Server-initiated auto-walk (MoveToObject) not honored` in `docs/ISSUES.md` (around line 425). Currently `Status: OPEN`. Cut the entire `#63` block from the active issues section and paste it into the "Recently closed" section near the bottom of the file with these changes:

1. Change the title line from:
   ```markdown
   ## #63 — Server-initiated auto-walk (MoveToObject) not honored
   ```
   to:
   ```markdown
   ## #63 — [DONE 2026-05-16 · `<TASK1_SHA>`] Server-initiated auto-walk (MoveToObject) not honored
   ```
   (Replace `<TASK1_SHA>` with the actual commit SHA from Task 1. Get it via `git log --oneline -5`.)

2. Change `Status: OPEN` to `Status: DONE`.

3. Append a "Resolution" paragraph after the existing "Acceptance":
   ```markdown
   **Resolution (2026-05-16):** B.6 slice 2 (2026-05-14) shipped the inbound-MoveToObject auto-walk handling. The remaining "MoveToChain callback never fires on arrival" half was tracked to ApplyAutoWalkOverlay's synthesized Forward+Run input leaking to the wire as an outbound MoveToState packet (forwardCommand=RunForward), which ACE read as "user took manual control" and used to cancel its own MoveToChain. Fix in `<TASK1_SHA>` adds a single guard at `GameWindow.cs:6410`: outbound MoveToState only fires when `!_playerController.IsServerAutoWalking`. With ACE's chain running uninterrupted, the `TryUseItem` callback (Player_Use.cs:205) fires server-side on arrival; no client retry needed. Retired the `_pendingPostArrivalAction` retry workarounds from SendUse + SendPickUp far-range paths.
   ```

- [ ] **Step 2: Move issue #74 to "Recently closed"**

Find `## #74 — AP cadence is per-frame-while-moving, more chatty than retail`. Same shape: cut the block, paste in "Recently closed", change title to:

```markdown
## #74 — [DONE 2026-05-16 · `<TASK3_SHA>`] AP cadence is per-frame-while-moving, more chatty than retail
```

Change `Status: OPEN` to `Status: DONE`. Append:

```markdown
**Resolution (2026-05-16):** With #63 closed (MoveToState no longer cancels ACE's MoveToChain), the per-frame-while-moving cadence workaround is unnecessary. Reverted to retail's two-branch ShouldSendPositionEvent gate per `acclient_2013_pseudo_c.txt:700233-700285` in `<TASK3_SHA>`. Effective rate during smooth motion drops from ~60 Hz to ~1 Hz; truly idle drops from 1 Hz to 0 Hz. Cell crossings + contact-plane changes still fire mid-interval. Matches retail bit-for-bit.
```

- [ ] **Step 3: Commit**

```bash
git add docs/ISSUES.md
git commit -m "$(cat <<'EOF'
docs: close #63 (MoveToObject not honored) + #74 (AP chattier than retail)

Both retired by Phase B.6. #63 fixed in <TASK1_SHA> (MoveToState
suppression during inbound auto-walk + retry workaround retirement).
#74 fixed in <TASK3_SHA> (AP cadence reverted to retail's two-branch
ShouldSendPositionEvent gate now that the workaround that needed
per-frame APs is gone).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
EOF
)"
```

(Replace `<TASK1_SHA>` and `<TASK3_SHA>` with the actual SHAs.)

---

## Self-review checklist

**Spec coverage:**

| Spec section | Plan task |
|---|---|
| Wire-level changes: `IsServerAutoWalking` guard at `GameWindow.cs:6410` | Task 1 Step 1 ✅ |
| Far-range Use retry deletion | Task 1 Step 2 ✅ |
| Far-range PickUp retry deletion | Task 1 Step 3 ✅ |
| Log string cleanup | Task 1 Steps 2+3 ✅ |
| `_lastSentContactPlane` field + `NotePositionSent` signature | Task 3 Steps 1+2 ✅ |
| Retail-narrow gate | Task 3 Step 3 ✅ |
| MTS site contactPlane wiring | Task 3 Step 4 ✅ |
| AP site contactPlane wiring | Task 3 Step 5 ✅ |
| Testing plan (visual scenarios) | Task 1 Step 6 + Task 3 Step 8 ✅ |
| Close `#63` + `#74` | Task 5 ✅ |
| Out-of-scope `#75` (status messages) | Filed as deferred — not in this plan ✅ |

**Placeholder scan:** No "TBD" / "implement later" / vague phrases. Every step has actual code or actual commands.

**Type consistency:**
- `IsServerAutoWalking` referenced Task 1 Step 1 — already exists in code (verified at PlayerMovementController.cs:273). ✅
- `_lastSentContactPlane : System.Numerics.Plane` defined Task 3 Step 1, used Task 3 Steps 2+3. ✅
- `NotePositionSent(Vector3, uint, Plane, float)` defined Task 3 Step 2, called Task 3 Steps 4+5. ✅
- `_playerController.PhysicsBody` property defined Task 3 Step 4 (conditional add if missing), used Task 3 Steps 4+5. ✅
- `_lastSentPos`, `_lastSentCellId`, `_lastSentTime`, `_lastSentInitialized` — pre-existing from Commit B. ✅

**Risk / rollback:**

- Task 1 commit: simple revert restores the workaround.
- Task 3 commit: simple revert restores the per-frame cadence.
- Task 5 commit: docs-only; trivial.

Each task is independently revertable. If Task 3 introduces remote-view jitter (scenario 2), revert Task 3 and re-evaluate (e.g., dial down `HeartbeatInterval` from 1 s to 0.5 s).

---

## Execution handoff

Plan saved to `docs/superpowers/plans/2026-05-16-phase-b6-suppress-movetostate-during-inbound-autowalk.md`.

Two options for the controller:

1. **Subagent-Driven (recommended)** — Dispatch fresh subagent per task. Two-stage review (spec compliance + code quality) between tasks. ~3 implementer + 6 reviewer dispatches.

2. **Inline Execution** — Execute tasks in this session using `superpowers:executing-plans`. Two visual-verify checkpoints (between Task 1 & Task 3, between Task 3 & Task 5).

Given the small scope (~30 LOC of behavior change + docs) and the two mandatory user-driven visual checkpoints, inline execution may be simpler — the subagent overhead exceeds the implementation time for tasks this small.
