docs(handoff): pickup prompt for indoor walking doorway investigation

Companion to the Bug A wrong-scope handoff (35c266a). Provides the
boxed copy-paste prompt for a fresh session + quick reference for the
user and the helper:
- Branch state + KEEP/REMOVE recommendation
- Anti-patterns to avoid (don't repeat Bug A, validate risks with
  probe data, stop at three failed verifications)
- Code anchors for Mechanisms A/B/C in our code
- Retail decomp anchors for the doorway investigation
- Probe + diagnostic env var menu
- 5-scenario visual verification list
- Launch command with UTF-8 conversion step

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-05-20 09:55:47 +02:00
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# Indoor walking — doorway-edge investigation pickup prompt
**Status:** Bug B shipped today (`de8ffde`) — indoor BSP world-origin fix. Bug A attempted + reverted (`9f874f4``0a7ce8f`). Real bug is deeper than scoped: indoor cell floor polys don't cover the player's full XY range when crossing thresholds. ISSUES #83 stays OPEN.
This doc is the start-of-session brief for whoever picks up next.
---
## What's on the branch (`claude/sad-aryabhata-2d2479`)
10 commits ahead of `main`. See [`docs/research/2026-05-20-indoor-walking-bug-a-handoff.md`](2026-05-20-indoor-walking-bug-a-handoff.md) for the full table with KEEP/REMOVE recommendations.
**Shippable to main alone:** Bug B fix at `de8ffde` (closes corruption, has tests). The probe at `66de00d` is invaluable and should stay.
**Reverted-but-documented:** Bug A spec/plan/fix/revert. Useful as a "tried this, didn't work, here's why" record. Can clean up later.
---
## How to start a fresh session
Copy the block below into a fresh Claude Code session in this repo (or paste any subset — the boxed prompt is the meat):
---
```
Pick up the acdream indoor walking issue (ISSUES #83). The prior session
on 2026-05-20 shipped Bug B (BSP world-origin fix, de8ffde) but its
attempted Bug A (delete TryFindIndoorWalkablePlane) caused a worse
regression (fell through ground at doorways) and was reverted.
1. Read docs/research/2026-05-20-indoor-walking-bug-a-handoff.md FIRST.
It's comprehensive: what shipped, what failed, the probe evidence,
the deeper diagnosis (cell-geometry, not CP retention), and 5
prioritized investigation targets. The "Investigation targets for
next session" section is the entry point.
2. The current state of the branch is self-consistent post-Bug-B:
world-origin fix shipped, Phase 2 synthesis (TryFindIndoorWalkablePlane)
reinstated as it was before today's session. Indoor walking still
glitches (stuck-falling when brushing upper-floor edges) but doesn't
drop people into the void — that was Bug A's specific regression.
3. Bug A's premise was WRONG. Don't repeat it. "Just delete the
synthesis and trust BSP retention" doesn't work because:
- We already have all three retail CP retention mechanisms
(A: Path 6 land, B: LKCP proximity restore, C: post-OK step-down
probe). They're at BSPQuery.cs:1615, TransitionTypes.cs:2618,
TransitionTypes.cs:896 respectively.
- The actual failure mode is: at doorway thresholds, the indoor
cell's BSP has NO floor poly under the player's new XY. The
step-down probe (Mechanism C) fires correctly but finds nothing.
Step-down returns OK without writing CP. Mechanism B's
proximity check fails because the player moved laterally.
oi.Contact clears. Player free-falls.
4. The investigation priority (per the handoff):
a) PROBE/CDB FIRST. Attach Windows cdb to a live retail acclient
(CLAUDE.md "Retail debugger toolchain" section). Set a breakpoint
at BSPLEAF::find_walkable + BSPTREE::find_collisions. Walk the
SAME Holtburg cottage threshold the failed Bug A run captured.
Watch what retail's BSP iterates over. The answer is one of:
- retail's cell has more floor polys (our dat-decoder bug);
- retail's cell-id changes before the sphere reaches the edge
(our cell-transition timing lag);
- retail uses a portal-traversal mechanism we haven't ported.
b) Cross-reference WorldBuilder's EnvCellRenderManager and
PortalRenderManager to see how WB handles indoor cell boundaries
at thresholds.
c) Add a one-shot [cell-floor-coverage] probe that, when an indoor
cell is loaded, dumps the cell's floor poly count + their XY
bounding boxes. Then compare to the player's XY when step-down
misses. This isolates "no floor poly here" from "wrong floor
poly picked".
5. CLAUDE.md rules apply, especially:
- No workarounds or band-aids. Find the root cause.
- Probe-first, design-second. Don't ship a fix until probe data
validates the hypothesis. (Bug A failed because I skipped this
step for the R1 risk.)
- Visual verification is the acceptance test.
- Three failed visual verifications in a session = stop signal.
Write a handoff, don't push for a fourth.
- For investigation/audit requests, use the /investigate skill
(REPORT-ONLY mode) before touching code.
6. Launch command (same as before — both probes on, log to UTF-8 after):
$env:ACDREAM_PROBE_INDOOR_BSP = "1"
$env:ACDREAM_PROBE_CONTACT_PLANE = "1"
$env:ACDREAM_DEVTOOLS = "1"
dotnet build -c Debug
dotnet run --project src\AcDream.App\AcDream.App.csproj --no-build -c Debug 2>&1 |
Tee-Object -FilePath "launch-doorway.log"
# Convert to UTF-8 after:
Get-Content launch-doorway.log -Encoding Unicode |
Out-File launch-doorway.utf8.log -Encoding utf8
7. M2 ("kill a drudge") is the active milestone. Indoor walking is on
the M2 critical path because dungeons have drudges, but it's
unscoped how many phases this investigation will burn. If this looks
like 3+ phases, consider asking the user whether to pivot to other
M2 work (F.2 / F.3 / F.5a / L.1c / L.1b) and defer indoor walking
to M7 polish.
State the milestone + chosen phase in your first action.
```
---
## Quick reference for the user
To start the new session: open a fresh Claude Code in the acdream worktree and paste the boxed prompt above. Or just say:
> "Read `docs/research/2026-05-21-indoor-walking-doorway-investigation-prompt.md` and start on the next phase."
### Key files for the helper
**Handoff (read first):**
- [`docs/research/2026-05-20-indoor-walking-bug-a-handoff.md`](2026-05-20-indoor-walking-bug-a-handoff.md) — full diagnosis + investigation targets.
**Specs/plans on the branch (for context, don't re-execute Bug A):**
- [`docs/superpowers/specs/2026-05-20-indoor-bsp-worldorigin-fix-design.md`](../superpowers/specs/2026-05-20-indoor-bsp-worldorigin-fix-design.md) — Bug B (shipped).
- [`docs/superpowers/specs/2026-05-20-indoor-walkable-synthesis-removal-design.md`](../superpowers/specs/2026-05-20-indoor-walkable-synthesis-removal-design.md) — Bug A (reverted, wrong-approach).
- [`docs/superpowers/plans/2026-05-20-indoor-bsp-worldorigin-fix.md`](../superpowers/plans/2026-05-20-indoor-bsp-worldorigin-fix.md).
- [`docs/superpowers/plans/2026-05-20-indoor-walkable-synthesis-removal.md`](../superpowers/plans/2026-05-20-indoor-walkable-synthesis-removal.md).
**Code anchors (Mechanisms A/B/C in our code):**
- `src/AcDream.Core/Physics/BSPQuery.cs:1615` — Mechanism A: Path 4 land + `set_contact_plane`.
- `src/AcDream.Core/Physics/TransitionTypes.cs:2618-2662` — Mechanism B: LKCP proximity restore.
- `src/AcDream.Core/Physics/TransitionTypes.cs:896-933` — Mechanism C: post-OK step-down probe.
- `src/AcDream.Core/Physics/TransitionTypes.cs:1442` — Bug B fix site (Matrix4x4.Decompose + worldOrigin pass).
- `src/AcDream.Core/Physics/TransitionTypes.cs:1294``TryFindIndoorWalkablePlane` (the duct-tape Bug A wanted to delete).
- `src/AcDream.Core/Physics/PhysicsDiagnostics.cs``[cp-write]`, `[indoor-bsp]`, `[indoor-walkable]` probe gates.
**Retail decomp anchors:**
- `acclient_2013_pseudo_c.txt:323725-323939``BSPTREE::find_collisions` full body.
- `:323924``set_contact_plane` write in Path 6 collide-path land.
- `:323565-323579``BSPTREE::step_sphere_up`.
- `:323665-323721``BSPTREE::step_sphere_down` (directly writes `contact_plane_valid = 1` at :323711).
- `:326211 / :326793``BSPNODE::find_walkable` + `BSPLEAF::find_walkable`.
- `:323006-323028``CPolygon::walkable_hits_sphere` (the slope filter + overlap test).
- `:272565-272578``validate_transition` LKCP proximity restore (Mechanism B in retail).
- `:273242-273307``transitional_insert` post-OK step-down probe (Mechanism C in retail).
- `:276183``init_contact_plane` (the seed equivalent of our PhysicsEngine.cs:583).
**Probe + diagnostic env vars:**
- `ACDREAM_PROBE_INDOOR_BSP=1` — one `[indoor-bsp]` line per indoor cell BSP query.
- `ACDREAM_PROBE_CONTACT_PLANE=1` — one `[cp-write]` line per CP/LKCP field mutation.
- `ACDREAM_PROBE_CELL=1` — one `[cell-transit]` line per `PlayerMovementController.CellId` change.
- `ACDREAM_PROBE_BUILDING=1``[resolve-bldg]` lines for building BSP collision attribution.
---
## Visual verification scenarios (re-use for the next phase)
The same 5 scenarios from today, in order of severity:
1. **Cottage entry** (outdoor → indoor) — should be smooth.
2. **Cottage exit** (indoor → outdoor through the same doorway) — should NOT cause fall-through-ground. This is the regression Bug A introduced.
3. **2nd-floor walking** — should NOT get stuck in falling animation when brushing upper-floor edges. The original symptom we set out to fix.
4. **Cellar descent** — walk down stairs into a cellar. Should descend smoothly.
5. **Single-floor cottage walk** (regression check) — confirm M1 baseline holds.
Acceptance: at minimum, scenarios 1 + 2 + 5 work (no fall-through-ground). Scenarios 3 + 4 are the M2-blocking targets.
---
## Anti-patterns to avoid (carry forward from today)
1. **Don't re-attempt Bug A.** "Just delete the synthesis" doesn't work — the BSP genuinely has no floor poly past doorway thresholds. Some replacement is needed; what replacement is the open question.
2. **Don't trust the previous handoff's recommendation blindly.** The 2026-05-19 handoff said "delete TryFindIndoorWalkablePlane"; that recommendation was based on incomplete decomp analysis. Validate hypotheses against probe data BEFORE designing.
3. **Don't fix two related bugs in one phase.** Bug B + Bug A were both indoor-CP issues but had different root causes. Slicing them was the right call; the failure was Bug A's design.
4. **Don't skip a probe spike when a risk is flagged in the spec.** Bug A's R1 risk ("flat floor, no step-down momentary airborne") was the actual failure mode. A small probe spike to validate "will Mechanism C catch it?" before deleting the synthesis would have surfaced this.
5. **Stop at three failed visual verifications.** Today: stuck-falling (Bug B verification, pre-Bug-A) → can't exit building (Bug A first run) → fell through ground (Bug A second run). The third should have been the trigger to revert + handoff, not "let's gather more data".
---
## Launch command (with probes)
```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_INDOOR_BSP = "1"
$env:ACDREAM_PROBE_CONTACT_PLANE = "1"
dotnet build -c Debug
dotnet run --project src\AcDream.App\AcDream.App.csproj --no-build -c Debug 2>&1 |
Tee-Object -FilePath "launch-doorway.log"
```
After the client closes, convert the UTF-16LE log to UTF-8 before grepping:
```powershell
Get-Content launch-doorway.log -Encoding Unicode |
Out-File launch-doorway.utf8.log -Encoding utf8
```
Then grep against `launch-doorway.utf8.log` from Bash.