feat(retail): Phase B.6 — server-driven auto-walk done right

Closes #63, #69, #74, #75. Replaces the chain of Commit-B workarounds
that compensated for ACE's MoveToChain getting cancelled by a leaked
user-MoveToState packet during inbound auto-walk. The fix is
architectural — auto-walk drives the body directly from the
server-supplied path data, no player-input synthesis, no spurious
wire-packet transitions, no grace-period band-aid.

Architectural change (closes #75):
  PlayerMovementController.ApplyAutoWalkOverlay → DriveServerAutoWalk.
  - Steps Yaw toward target at retail-faithful turn rates.
  - Computes desired forward velocity from path runRate.
  - Calls _motion.DoMotion(WalkForward, speed) directly for the
    motion-interpreter state (drives animation cycle).
  - Sets _body.set_local_velocity directly when grounded.
  - Returns true to gate the user-input motion + velocity section
    in Update so user-input flow doesn't overwrite auto-walk
    velocity or motion state.
  Mirrors retail's MovementManager::PerformMovement case 6 (decomp
  0x00524440) which never touches the user-input pipeline during
  server-controlled auto-walk.

Wire-layer guard at GameWindow.cs:6419 retained as a SEMANTIC
statement (`if (result.MotionStateChanged && !IsServerAutoWalking)`):
user-MoveToState packets are for user-driven motion intent. During
server-controlled auto-walk, the motion-state transitions caused by
the animation override (RunForward / WalkForward / TurnLeft /
TurnRight cycles) must not leak as user-cancellation packets. This
is NOT the deleted 500ms grace-period band-aid; it's the wire-layer
expressing the user-vs-server motion split.

Animation plumbed for auto-walk phases (closes #69):
  - Moving forward → WalkForward (speed=1.0) / RunForward (speed=runRate)
  - Turn-first phase → TurnLeft / TurnRight (sign of yawStep)
  - Aligned-but-pre-step / arrival → no override (idle)
Driven via _autoWalkMovingForwardThisFrame + _autoWalkTurnDirectionThisFrame
fields set in DriveServerAutoWalk and read in the MovementResult
construction at the bottom of Update. UpdatePlayerAnimation picks up
the localAnimCmd as the highest-priority animation source.

Walk/run threshold = 1.0m, retail-observed. ACE's wire-default of
15.0f is too generous; ACE's own physics layer uses 1.0f at
MovementParameters.cs:50 (with the 15.0f line commented out) and
Creature.cs:312 notes "default 15 distance seems too far". The
formula matches retail's MovementParameters::get_command at decomp
0x0052aa00: running = (initialDist - distance_to_object) >=
threshold, evaluated ONCE at chain start and held for the rest of
the auto-walk (matches retail "runs all the way / walks all the way"
behaviour). Wire-supplied threshold is ignored.

Pickup gate (IsPickupableTarget) now uses BF_STUCK
(acclient.h:6435, bit 0x4) to discriminate immovable scenery from
real pickup items that share a Misc ItemType. Sign (pwd=0x14 with
BF_STUCK) → blocked; spell component (pwd=0x10, no BF_STUCK) →
allowed. ACE's PutItemInContainer (Player_Inventory.cs:831-836)
responds with WeenieError.Stuck (0x29) on stuck items so the gate
prevents wasted wire packets + a UX dead-end.

R-key dispatch by target type. UseCurrentSelection's top-level
IsUseableTarget gate was wrong (blocked USEABLE_NO=1 items that
ARE pickupable). Reordered:
  1. Creature → SendUse
  2. Pickupable → SendPickUp
  3. Useable → SendUse
  4. Otherwise → "cannot be used" toast
Each handler keeps its own gate. Matches retail's per-action
server-side validation.

AP cadence revert (closes #74). With the MoveToChain race fixed,
the per-frame "send while moving" cadence is no longer load-bearing.
Reverted to retail's two-branch ShouldSendPositionEvent gate
(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.
Adds _lastSentContactPlane field + ApproxPlaneEqual helper +
PlayerMovementController.ContactPlane public accessor. Extended
NotePositionSent(Vector3, uint, Plane, float) — both outbound sites
(MoveToState + AP) pass _playerController.ContactPlane.
Effective rates: 0 Hz idle, ~1 Hz smooth motion, per-event on
cell/plane changes, 0 Hz airborne.

CLAUDE.md updated with no-workarounds rule (commit `da126f9` on
the worktree branch). Saved as feedback memory at
memory/feedback_no_workarounds.md.

Tests: build green; Core.Net 294/294; Core 1073/1081 (baseline,
8 pre-existing Physics failures unchanged). Visual-verified
end-to-end on 2026-05-16 for far/near Use + PickUp on NPCs,
doors, items, spell components, signs (correctly blocked), corpses,
turn-first animation, run/walk thresholds, idle quiet, smooth-
motion 1Hz.

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>
This commit is contained in:
Erik 2026-05-16 16:14:44 +02:00
parent b5da17db76
commit d640ed74e1
6 changed files with 1317 additions and 200 deletions

View file

@ -46,13 +46,68 @@ Copy this block when adding a new issue:
# Active issues
## #74 — AP cadence is per-frame-while-moving, more chatty than retail
## #75 — [DONE 2026-05-16 · `f035ea3`] Auto-walk should drive body directly, not synthesize player-input
**Status:** OPEN
**Status:** DONE
**Severity:** LOW (functionally correct via grace-period band-aid; architectural cleanup only)
**Filed:** 2026-05-16
**Component:** physics / auto-walk
**Resolution (2026-05-16 · `f035ea3`):** Refactored `ApplyAutoWalkOverlay``DriveServerAutoWalk`. Auto-walk now steps Yaw, sets `_body.set_local_velocity` from runRate, and calls `_motion.DoMotion(WalkForward, speed)` directly — NO `MovementInput` synthesis. `Update` gates the user-input motion + velocity section on `!autoWalkConsumedMotion` to prevent overwrite. The 500ms arrival grace period (band-aid) deleted. The wire-layer `!IsServerAutoWalking` guard at `GameWindow.cs:6419` retained as a semantic statement (user-MoveToState is for user-driven intent only), not as a band-aid for the synthesis leak that no longer exists. Animation cycle plumbed through via `localAnimCmd` / `localAnimSpeed` for both moving-forward and turn-first phases (issue #69 folded in). Walk/run threshold corrected to 1.0m (overrides ACE's wire-supplied 15.0f; matches user-observed retail behaviour + ACE's own physics layer default). `IsPickupableTarget` now checks `BF_STUCK` (`acclient.h:6435`) to correctly block signs/banners that share Misc ItemType with real pickup items.
**Description:** `ApplyAutoWalkOverlay` in `PlayerMovementController`
synthesizes `Forward+Run` `MovementInput` during inbound `MoveToObject`
so the existing motion-interpreter pipeline drives the body. The
synthesis leaks: motion-interpreter sets `MotionStateChanged=true`,
which would fire an outbound `MoveToState` "user is running"
packet to ACE — interpreted as user-took-manual-control and cancels
ACE's `MoveToChain`. We mitigate with a guard
(`!_playerController.IsServerAutoWalking` at `GameWindow.cs:6410`)
plus a 500 ms post-arrival grace period to cover ACE's poll race.
Retail's `MoveToManager::HandleMoveToPosition` (decomp 0x0052xxxx)
steps the body POSITION directly when server `MoveToObject` arrives —
NO player-input synthesis, NO motion-interpreter involvement, NO
outbound MoveToState. Holtburger
([simulation.rs:178-206](references/holtburger/crates/holtburger-core/src/client/simulation.rs))
follows the same pattern (sets `ServerControlledProjection`, advances
the body, returns empty).
**Acceptance:** Refactor auto-walk to step `_body.Position` (or
equivalent) directly from the wire-supplied path data + run rate, NOT
via synthesized input. Motion state during auto-walk becomes a
SERVER-DRIVEN state (similar to how remote players' motion is driven
by inbound MoveToState packets), not a USER-DRIVEN one. The 500 ms
grace period in `EndServerAutoWalk` becomes unnecessary and can be
deleted; same for the `IsServerAutoWalking` guard at the wire layer
(no MoveToState would have been built in the first place).
Animation cycle currently driven by motion-interpreter's
`MotionStateChanged → SetCycle(RunForward)` would need a separate
path: probably mirror how remote-player animation is driven by
inbound motion packets (the sequencer accepts a `SetCycle` directly).
**Files:** `src/AcDream.App/Input/PlayerMovementController.cs`
(`ApplyAutoWalkOverlay` returns synthesized input today; refactor to
step body directly + drive animation via `_animationSequencer.SetCycle`
directly). `src/AcDream.App/Rendering/GameWindow.cs` (delete the
`!IsServerAutoWalking` guard once the leak is gone).
**Estimated scope:** Medium (~50-100 LOC + careful testing of
animation cycle continuity). Not blocking M1 — the grace-period
band-aid produces retail-faithful behaviour empirically.
---
## #74 — [DONE 2026-05-16 · `de44358`] AP cadence is per-frame-while-moving, more chatty than retail
**Status:** DONE
**Severity:** LOW (works; just sends ~60× the packets retail would during smooth motion)
**Filed:** 2026-05-16
**Component:** physics / net cadence
**Resolution (2026-05-16 · `de44358`):** With #75 (MoveToState suppression refactor) closing the MoveToChain-cancellation race, the per-frame "send while moving" cadence is no longer load-bearing. Reverted to retail's two-branch `ShouldSendPositionEvent` gate (`acclient_2013_pseudo_c.txt:700233-700285`): cell/plane change during the sub-interval; cell-or-frame change after the 1s heartbeat. Added `_lastSentContactPlane` field + extended `NotePositionSent(Vector3, uint, Plane, float)` + added `ApproxPlaneEqual` helper + `PlayerMovementController.ContactPlane` public accessor. Effective rates now match retail: 0 Hz idle, ~1 Hz smooth motion, per-event on cell/plane changes, 0 Hz airborne.
**Description:** The diff-driven AP cadence shipped in Commit B fires
`HeartbeatDue` on **any** position change each frame while grounded
on walkable (effective ~60 Hz during smooth movement) and a 1 Hz
@ -214,13 +269,15 @@ Not blocking M1.
---
## #69 — Local player rotation isn't animated (no leg/arm cycle while pivoting)
## #69 [DONE 2026-05-16 · `f035ea3`] Local player rotation isn't animated (no leg/arm cycle while pivoting)
**Status:** OPEN
**Status:** DONE
**Severity:** LOW (visual polish — rotation works, just looks stiff)
**Filed:** 2026-05-15 (B.6 close-range turn-to-face)
**Component:** motion / animation cycle
**Resolution (2026-05-16 · `f035ea3`):** Fixed as part of the auto-walk architectural refactor (issue #75). `DriveServerAutoWalk` now records the per-frame rotation direction in `_autoWalkTurnDirectionThisFrame` (+1 / -1 / 0); the animation override at the bottom of `Update` reads that flag and sets `localAnimCmd` to `TurnLeft` / `TurnRight` during the turn-first phase. User confirmed 2026-05-16 that the auto-walk turn-first case (click target, body rotates before walking) now plays the leg-shuffle animation. User-driven A/D rotation was always working — the original issue description was specific to the auto-walk turn-first case.
**Description:** When the auto-walk overlay rotates the local player
(close-range Use turn-to-face, or turn-first phase of a far-range walk),
the body's Yaw rotates smoothly but no leg / arm animation plays —
@ -422,14 +479,20 @@ locally on send (mirroring retail's client behavior).
---
## #63 — Server-initiated auto-walk (MoveToObject) not honored
## #63 [DONE 2026-05-16 · `f035ea3`] Server-initiated auto-walk (MoveToObject) not honored
**Status:** OPEN
**Status:** DONE
**Severity:** MEDIUM (blocks out-of-range Use + Pickup; close-range
works fine)
**Filed:** 2026-05-14 (B.5 visual verification)
**Component:** motion / inbound MoveToObject handling
**Resolution (2026-05-16):** Closed in two parts:
1. **B.6 slice 2 (2026-05-14):** inbound MoveToObject parsing + `BeginServerAutoWalk` wiring at `GameWindow.cs:3389` — body auto-walks toward the server-supplied destination.
2. **B.6 #75 refactor (`f035ea3`, 2026-05-16):** `ApplyAutoWalkOverlay → DriveServerAutoWalk` drives the body directly from path data, no input synthesis. The `MoveToState` leak that previously cancelled ACE's `MoveToChain` callback is gone; the chain runs uninterrupted and `TryUseItem` / `TryPickUp` fires server-side on arrival. No client-side retry needed. Walk/run threshold corrected to 1.0m (matches retail-observed; overrides ACE's wire-default 15m).
Visual-verified end-to-end: far-range Use on NPCs / doors / spell components / corpses all complete via ACE's server-side callback. The far-range retry workaround from Task 1's first iteration (`c61d049`'s `_pendingPostArrivalAction` arming) was deleted as part of #75 (`f035ea3`).
**Description:** When the player triggers a Use or PutItemInContainer
on a target outside ACE's `WithinUseRadius` (default 0.6 m), ACE
runs server-side auto-walk via `CreateMoveToChain`

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@ -0,0 +1,631 @@
# 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"
$env:ACDREAM_PROBE_AUTOWALK = "1"
dotnet run --project src\AcDream.App\AcDream.App.csproj --no-build -c Debug 2>&1 | Tee-Object -FilePath "launch.log"
```
Scenarios to test:
1. **Far-range Use NPC.** Double-click a Royal Guard / Pathwarden ~8 m away. Expected log shape:
```
[B.4b] use guid=0x... seq=X
[autowalk-mt] mt=0x06 isMoveTo=True ...
[autowalk-begin] dest=...
[autowalk-end] reason=arrived
```
Expected: NO `[B.4b] use-deferred` follow-up. Dialogue fires on arrival from ACE's `TryUseItem` callback.
2. **Far-range PickUp.** F-key a ground item ~5 m away. Same shape — single `[B.5] pickup` line, no `pickup-deferred`, item enters inventory.
3. **Close-range Use NPC behind player.** Within 3 m, press R. Body turns 180°. Expected log:
```
[B.4b] use deferred (close-range, turn-first) guid=0x...
[autowalk-end] reason=arrived
[B.4b] use-deferred guid=0x... seq=X
```
(Close-range deferred path is unchanged; `use-deferred` is correct here.)
4. **Open inn door from across the room.** ONE `[B.4b] use` line, no retry, door opens once.
5. **User takes manual control mid-auto-walk.** Click far NPC → press W during the walk. Auto-walk cancels (`EndServerAutoWalk("user-input")`). Action does NOT fire on arrival.
**STOP and wait for user confirmation that scenarios 15 pass.**
- [ ] **Step 7: Commit**
```bash
git add src/AcDream.App/Rendering/GameWindow.cs
git commit -m "$(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 15 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.

View file

@ -0,0 +1,156 @@
# Phase B.6 — Suppress outbound `MoveToState` during inbound MoveToObject auto-walk
**Date:** 2026-05-16
**Closes:** [#63](../../ISSUES.md) (server-initiated auto-walk not honored — the half about ACE's `MoveToChain` callback never firing), [#74](../../ISSUES.md) (AP cadence chattier than retail)
**Milestone:** M1 — Walkable + clickable world
## Goal
Make ACE's server-side `MoveToChain` callback fire the Use action on arrival, eliminating the client-side retry workaround that today's `feat(retail): Commit B` (`b5da17d`) restored as an issue-#63 mitigation.
## Background
When the player double-clicks an NPC across the room in our current build:
1. We send `Use(guid)` wire packet immediately at click.
2. ACE: player not in `WithinUseRadius` → server-side `CreateMoveToChain(item, (success) => TryUseItem(item, success))` ([`Player_Use.cs:205`](../../../references/ACE/Source/ACE.Server/WorldObjects/Player_Use.cs)).
3. ACE broadcasts `UpdateMotion` with `MovementType=6` (MoveToObject) targeting our player.
4. Our client honors it via `BeginServerAutoWalk(...)` at [`GameWindow.cs:3389-3414`](../../../src/AcDream.App/Rendering/GameWindow.cs).
5. The auto-walk overlay at [`PlayerMovementController.ApplyAutoWalkOverlay`](../../../src/AcDream.App/Input/PlayerMovementController.cs) synthesizes `input.Forward = true, input.Run = true` (line 611-619) so the rest of `Update` runs as if the user pressed W.
6. **Bug:** the rest of `Update` computes `MotionStateChanged = true` and the outbound wire layer at [`GameWindow.cs:6410-6445`](../../../src/AcDream.App/Rendering/GameWindow.cs) builds and sends a `MoveToState` packet with `forwardCommand=RunForward, holdKey=Run`.
7. ACE reads that as **user took manual control** and cancels its own `MoveToChain` — the `TryUseItem` callback never fires.
8. We've worked around this by sending `Use` a second time on local-arrival (`_pendingPostArrivalAction` in [`GameWindow.SendUse` far-range path](../../../src/AcDream.App/Rendering/GameWindow.cs)). ACE accepts the second Use because we're now in range. **This is what we're retiring.**
The retail client and holtburger's Rust client don't have this bug: neither synthesizes player-input MoveToState during inbound MoveToObject. Their auto-walk is body-level only; ACE's chain runs uninterrupted; the callback fires on arrival.
### Retail anchor
- ACE `Player_Use.cs:205``CreateMoveToChain(item, (success) => TryUseItem(item, success))`.
- ACE `Player_Move.cs:150` — chain polls and fires `callback(true)` when within use radius.
- Holtburger [`simulation.rs:178-206`](../../../references/holtburger/crates/holtburger-core/src/client/simulation.rs) — `MoveToObject` handler returns `Ok(Vec::new())`, no outbound packets in response. No retry mechanism anywhere in its codebase.
## Design
Single-flag suppression of the outbound `MoveToState` send while a server-initiated auto-walk is active. The body keeps walking locally (synth still drives the animation cycle + per-frame position update), `AutonomousPosition` keeps flowing (so ACE's `WithinUseRadius` poll sees us approach), but the misleading "user is RunForward" packet is silenced.
### Wire-level changes
**File: [`src/AcDream.App/Input/PlayerMovementController.cs`](../../../src/AcDream.App/Input/PlayerMovementController.cs)**
No new field needed — [`IsServerAutoWalking`](../../../src/AcDream.App/Input/PlayerMovementController.cs:273) already exists, added by B.6 slice 2 (2026-05-14) for this purpose. Backs onto private `_autoWalkActive` (line 254). Set true by `BeginServerAutoWalk`, false by `EndServerAutoWalk`. User-input cancellation at line 478-482 already clears the flag, so manual takeover transitions correctly to "user is in control, send MoveToState normally."
**File: [`src/AcDream.App/Rendering/GameWindow.cs`](../../../src/AcDream.App/Rendering/GameWindow.cs)**
Guard the `MoveToState.Build` block at lines 6410-6445 with a second condition:
```csharp
if (result.MotionStateChanged && !_playerController.IsServerAutoWalking)
{
// ... existing MoveToState build + SendGameAction ...
}
```
No other path needs adjustment; the AutonomousPosition path remains unchanged (heartbeat-driven, gated on `Contact && OnWalkable`).
Single-clause add; `IsServerAutoWalking` already documented at line 267-273 as the predicate for "the next Update synthesizes Forward+Run."
### Workaround retirement
After the wire fix is verified, the following Commit B safeguards are deleted:
1. **Far-range Use retry.** In [`GameWindow.SendUse`](../../../src/AcDream.App/Rendering/GameWindow.cs) (~line 9201-9204), remove the `_pendingPostArrivalAction = (guid, false);` assignment from the far-range path and rewrite the comment block to say "ACE auto-fires Use via MoveToChain callback; client sends Use exactly once."
2. **Far-range PickUp retry.** Same shape in [`GameWindow.SendPickUp`](../../../src/AcDream.App/Rendering/GameWindow.cs) (~line 9265).
3. **Log strings.** Drop `(queued for arrival re-send pending #63)` from the same paths.
4. **AP cadence revert.** Replace the per-frame `positionChanged` gate in [`PlayerMovementController.cs:1261-1275`](../../../src/AcDream.App/Input/PlayerMovementController.cs:1261) with retail's narrow gate per `acclient_2013_pseudo_c.txt:700233-700285`:
```csharp
// During sub-interval: send only on cell-or-contact-plane change.
// After interval elapses: send only if position/frame changed.
// Retail-faithful per acclient_2013_pseudo_c.txt:700233 ShouldSendPositionEvent.
bool intervalElapsed = !_lastSentInitialized
|| (_simTimeSeconds - _lastSentTime) >= HeartbeatInterval;
bool cellChanged = _lastSentCellId != CellId;
bool planeChanged = !_lastSentContactPlane.Equals(_body.ContactPlane);
bool frameChanged = !ApproxPositionEqual(_lastSentPos, _body.Position);
bool sendThisFrame = intervalElapsed
? (cellChanged || frameChanged)
: (cellChanged || planeChanged);
HeartbeatDue = _body.InContact && _body.OnWalkable && sendThisFrame;
```
`_lastSentContactPlane` requires adding a `System.Numerics.Plane _lastSentContactPlane;` field next to the other `_lastSent*` fields. `System.Numerics.Plane` is a struct with `IEquatable<Plane>` so direct `!_lastSentContactPlane.Equals(_body.ContactPlane)` works. Extend `NotePositionSent` to accept a `Plane` and stamp it alongside position/cell/time. The outbound layer at `GameWindow.cs:6410-6445` (MoveToState) and `~line 6310` (AutonomousPosition) both gain a `contactPlane: _body.ContactPlane` argument.
### Issues closed
- **#63** — server-initiated auto-walk not honored. (Both halves: B.6 slice 2 shipped the inbound handling on 2026-05-14; this commit fixes the MoveToChain callback-cancellation gap.)
- **#74** — AP cadence chattier than retail. (Direct revert to retail's narrow gate enabled by the workaround retirement.)
## Out of scope (file as new issues)
- **Retail status messages** ("Approaching {target}" / "Using the {target}" on screen). Client-side UX polish; not wire-critical. Mentioned by user during brainstorm 2026-05-16 as nice-to-have to match retail feel. File as `#75 — Retail-faithful pending-action status messages on screen`.
## Testing plan
### Unit tests
No new unit tests required. The behavioral change is wire-level integration; existing Core.Net 294 baseline must hold. Existing 1073 Core tests baseline must hold (8 pre-existing physics failures unchanged).
### Visual verification (user-driven)
1. **Far-range Use NPC.** Double-click a Pathwarden / Royal Guard ~8-15 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` line.** Dialogue fires from ACE's callback. One Use packet on the wire, not two.
2. **Far-range PickUp item.** F-key a ground item ~5-10 m away. Same shape — one PickUp, no retry.
3. **Close-range Use NPC behind player.** Within 3 m of an NPC facing away, press R. Body turns 180°, then dialogue fires. The close-range deferred path is unchanged by this work; should still produce:
```
[B.4b] use deferred (close-range, turn-first)
[autowalk-end] reason=arrived
[B.4b] use-deferred
```
(`use-deferred` is correct here — close-range deferral is retail-faithful turn-first, not a workaround.)
4. **Open inn door from across the room.** Walks, opens. ONE `[B.4b] use` line, no retry, no double-open.
5. **User takes manual control mid-auto-walk.** Click far NPC → during the walk, press W. Auto-walk cancels via `user-input`, normal MoveToState resumes firing. The action does NOT fire on arrival (user cancelled).
6. **Rapid click between two targets.** Click NPC, before arrival click a second NPC. ACE re-broadcasts MoveToObject with the new target. Our overlay re-targets (existing `BeginServerAutoWalk` overwrite). Action fires on arrival at the SECOND target. No stale `_pendingPostArrivalAction` from the first click (close-range path keeps its handling; far-range no longer queues anything).
### Pre-conditions
- ACE running on `127.0.0.1:9000`.
- `+Acdream` character at Holtburg (test character).
- `ACDREAM_PROBE_AUTOWALK=1` for the trace lines.
- Build green: `dotnet build src/AcDream.App/AcDream.App.csproj -c Debug`.
## Acceptance criteria
- All six visual-verify scenarios pass.
- No `use-deferred` log line for FAR-range Use (only for close-range turn-first defer, which is correct).
- Core.Net tests pass (294/294).
- Core tests baseline holds (1073/1081).
- Issues #63 and #74 close with this commit's SHA.
## Risk + rollback
**Risk:** If ACE's `MoveToChain` somehow STILL doesn't fire the callback (e.g., a separate ACE bug we haven't identified), Use action breaks for far-range targets. The user would observe "walked to NPC, no dialogue."
**Rollback:** trivial git revert. The fix is one guard clause + workaround deletions. Reverting restores the working-but-chatty Commit B state at `b5da17d`.
**Detection during visual verify:** if scenario 1 fails (no dialogue after arrival), revert before merging.
## Plan handoff
This design is the input for `superpowers:writing-plans`, which produces the task-by-task plan with code blocks ready to paste.