# Remove per-frame indoor walkable-plane synthesis (Bug A) **Date:** 2026-05-20 **Status:** Spec — awaiting user review before plan-writing. **Phase:** Indoor walking, ContactPlane retention investigation, **slice 2 of 2**. **Predecessor:** Bug B (indoor BSP world-origin fix), shipped `de8ffde` 2026-05-20. **Author:** Claude Opus 4.7 (session sad-aryabhata-2d2479). ## Summary Indoor cell BSP collision is followed by a per-frame call to `Transition.TryFindIndoorWalkablePlane` that synthesizes a ContactPlane. The synthesis MISSES ~99.87% of the time (3150 MISS / 3154 calls in the 2026-05-20 Holtburg session) because the foot sphere is tangent to the floor — `PolygonHitsSpherePrecise`'s `|dist| > radius − ε` test correctly rejects tangent contact, matching retail's `walkable_hits_sphere` semantics. The synthesis was added 2026-05-19 as a Phase 2 stop-gap to seed a fresh CP every indoor frame. It is not a retail behavior — retail's `BSPTREE::find_collisions` does NOT re-synthesize the contact plane on the OK path. Instead, CP is RETAINED across the OK path from the prior frame's seed (`PhysicsEngine.ResolveWithTransition:583` — `init_contact_plane` equivalent), and is REFRESHED when BSP Path 3 (step_sphere_down) or Path 4 (land-on-surface) actually finds a walkable polygon. With Bug B (slice 1) now shipped, those BSP-internal CP writes are correctly world-space, so removing the synthesis leaves a coherent ContactPlane lifecycle. Fix: delete the per-frame `TryFindIndoorWalkablePlane` call + outdoor terrain fallthrough from the indoor branch of `FindEnvCollisions`. Replace with `return TransitionState.OK;`. Then delete the unused helper method, its constant, its probe line, and the 9 tests covering it. ## Problem ### Evidence Post-Bug-B session capture 2026-05-20 (`launch-cp-probe-postfix-v2.log`, 56 MB / ~64k probe lines). - **Indoor-walkable HIT/MISS:** **4 HIT / 3150 MISS** (99.87% miss rate). - **User-reported visual symptom:** "Walking up the stairs, if I sort of just touch the floor on top of me I get stuck in falling animation." The foot sphere brushes the upper-floor edge from below → tangent contact → epsilon-rejected by `WalkableHitsSphere` → MISS → outdoor terrain fallthrough → wrong CP plane (terrain Z, below indoor floor by ~0.02m due to render Z-bump) → ValidateWalkable marks player as airborne → falling animation never recovers. - Bug B fix did NOT close this symptom because Bug B addressed BSP-internal CP corruption, not the per-frame synthesis path. ### Why TryFindIndoorWalkablePlane misses ~99.87% Phase 2 (commit `eb0f772` 2026-05-19) added the synthesis to seed a fresh ContactPlane after every indoor BSP returned OK. Phase 3 (commit `91b29d1` 2026-05-19) routed the synthesis through the retail-faithful `BSPQuery.FindWalkableSphere` walker. The walker calls `WalkableHitsSphere` → `PolygonHitsSpherePrecise`, which does: ```csharp float dist = Vector3.Dot(polyPlane.Normal, sphereCenter) + polyPlane.D; float rad = sphereRadius - PhysicsGlobals.EPSILON; // ~radius - 1e-4 if (MathF.Abs(dist) > rad) return false; ``` For a foot sphere tangent to the floor (`dist = radius`), `MathF.Abs(radius) > radius − ε` evaluates true → reject. This is correct retail behavior for `walkable_hits_sphere` (decomp `acclient_2013_pseudo_c.txt:323010`) — the function is designed to detect OVERLAP, not tangent contact. Retail only calls `walkable_hits_sphere` from within a downward sphere sweep (`step_sphere_down`), where the sphere is moving and naturally penetrates the plane mid-sweep. A standing-grounded player is tangent to the floor, not overlapping it; retail does NOT call `find_walkable` for that case. The previous handoff [`docs/research/2026-05-19-indoor-walkable-plane-bsp-port-shipped-handoff.md`](../../research/2026-05-19-indoor-walkable-plane-bsp-port-shipped-handoff.md) identifies the same root cause and recommends this fix. ## Retail behavior (from decomp study) Subagent study 2026-05-20 of `acclient_2013_pseudo_c.txt` confirms: 1. **Stationary indoor player** (decomp :273640): `calc_num_steps` returns 0 → sub-step loop SKIPPED entirely. `init_contact_plane` (:276183, called from `get_object_info` :279984) pre-seeds `collision_info.contact_plane{_valid,_cell_id}` from the prior tick's `CPhysicsObj::contact_plane`. The plane round-trips back to `CPhysicsObj::contact_plane` unchanged at tick end (:283460). 2. **Moving indoor player** (decomp :273733): sub-step loop sets `contact_plane_valid = 0` at top of each sub-step. BSP fires; if step-down (Path 3) or land-on-surface (Path 4) detects a polygon, `set_contact_plane` (:271925) writes a fresh world-space plane. If nothing detected (e.g., player is on a flat floor with no step-down), `contact_plane_valid` stays 0 — momentarily airborne for that sub-step — until the next sub-step's BSP query catches up. 3. **Indoor OK path** (decomp :323938): when BSP returns OK without `find_walkable` finding anything, `contact_plane` is NOT touched. No synthesis, no terrain fallthrough. Our `acdream` flow already matches retail at points 1 and 2. Point 3 is where Bug A lives — we currently synthesize on the OK path. The fix removes that synthesis. ## Fix ### Code changes — `src/AcDream.Core/Physics/TransitionTypes.cs` **Delete (4 sites):** 1. **Method `Transition.TryFindIndoorWalkablePlane`** (~lines 1192-1272, ~80 lines including doc-comment). 2. **Constant `INDOOR_WALKABLE_PROBE_DISTANCE`** (~line 1281, ~7 lines including doc-comment). 3. **Per-frame call block in `FindEnvCollisions`** (~lines 1486-1521, the `bool walkableHit = TryFindIndoorWalkablePlane(...)` through the `// fallthrough to outdoor terrain` block plus the `[indoor-walkable]` probe). 4. **Replace the deleted call block with**: ```csharp // Indoor BSP returned OK — no wall collision. ContactPlane // is RETAINED from the prior tick's seed // (PhysicsEngine.ResolveWithTransition:583, the // init_contact_plane equivalent), OR refreshed by Path 3 // step-down / Path 4 land if those fired this tick. Either // way, no synthesis is needed here — matches retail's // BSPTREE::find_collisions OK path // (acclient_2013_pseudo_c.txt:323938). // // Do NOT fall through to outdoor terrain backstop: the // player is in an indoor cell, and the outdoor terrain // Z is below the indoor floor by ~0.02m (the render Z-bump), // which would mark the player as airborne. Bug A // (2026-05-20 slice 2 of indoor ContactPlane retention). return TransitionState.OK; } } ``` The exact byte-range and surrounding text will be locked down in the plan; the conceptual change is the OK path now returns immediately. ### Test changes **Delete:** - `tests/AcDream.Core.Tests/Physics/IndoorWalkablePlaneTests.cs` — entire file (291 lines, 8 tests, all calling `Transition.TryFindIndoorWalkablePlane`). - `tests/AcDream.Core.Tests/Physics/TransitionTypesTests.cs` — entire file (111 lines, 1 test, calls `Transition.TryFindIndoorWalkablePlane`). **Keep:** - `tests/AcDream.Core.Tests/Physics/BSPQueryTests.cs` — 5 existing `FindWalkableSphere_*` tests + the Bug B regression test. `BSPQuery.FindWalkableSphere` is the underlying API; we keep it for any future out-of-band use (the spec for Bug B's "out of scope" section listed spawn-placement / teleport-verification as possible consumers — none exist yet, but the API stays). ## Acceptance criteria ### Probe-equivalence Rerun the post-fix Holtburg scenarios with `ACDREAM_PROBE_CONTACT_PLANE=1 ACDREAM_PROBE_INDOOR_BSP=1`. Expect: - `[indoor-walkable]` lines: **zero** (the line is deleted). - `Transition.ValidateWalkable` cp-write counts: drop dramatically. Pre-fix counts were 224+146 = 370 (the 224 from the indoor synthesis HIT path, the 146 from outdoor fallthrough). Post-fix expects ~0–10 for the outdoor terrain calls that legitimately fire when the player IS outdoors. - `BSPQuery.FindCollisions:1615` (Path 4) and `BSPQuery.StepSphereDown:1123` (Path 3): unchanged or slightly higher (the resolver still drives Path 3/4 from the existing step-down mechanism — no change to that path). - `PhysicsEngine.ResolveWithTransition:583` (the per-tick seed): unchanged. ### Visual verification User drives the client through the same 5 scenarios: 1. **Cottage entry** — should be smooth. 2. **Indoor standstill** — should be **stable** (the stationary-player retention path is now in effect). 3. **2nd-floor walking** — should NOT get stuck in falling animation when brushing upper floor edges (the user's reported symptom). 4. **Cellar descent** — should descend cleanly onto cellar floor. 5. **Single-floor cottage walk** — regression check (must not degrade). **Primary success criterion:** scenarios 2 + 3 (standstill + 2nd-floor walking) work without falling-stuck. If 2 or 3 still glitch, the hypothesis is wrong — investigate further. ### M1-baseline regression check Walk Holtburg outdoor → enter inn → walk to NPC → click NPC → press F on an item near the NPC. The M1 baseline ("Walkable + clickable world") must not regress. ## Risks ### R1: "Flat floor, no step-down" momentary-airborne edge case For a moving player on a perfectly flat indoor floor with no step-down configured AND no wall collision, Path 5 (Contact) returns OK without writing CP. After Bug A, `ci.ContactPlane` retains the seed value from `PhysicsEngine.ResolveWithTransition:583`, BUT the sub-step `FindTransitionalPosition:663` zeros `ci.ContactPlaneValid` first. If BSP doesn't re-set it, the resolver sees CPV=false → marks airborne for that sub-step. **Mitigation:** retail has the same behavior (decomp study point 2 above). The "momentary airborne" only lasts a sub-step; the next tick's `init_contact_plane` re-seeds CPV=true from the body. Visual verification will surface this if it's a problem in practice. **Fallback if R1 hits:** after `return TransitionState.OK;`, explicitly preserve `ci.ContactPlaneValid = ci.LastKnownContactPlaneValid` and write `ci.ContactPlane = ci.LastKnownContactPlane` if the BSP didn't update it during the sub-step. This adds the "last-known recovery" branch from retail's `validate_transition` (:272565), which fires when result != OK_TS but could be extended to OK too. Out of scope for this slice; file as follow-up if symptoms appear. ### R2: Outdoor → indoor first-frame stale CP When the player walks through a door (outdoor cell → indoor cell), the first indoor frame's seed comes from the prior outdoor terrain plane. After Bug A, if no step-down fires that frame, `ci.CP` stays as outdoor terrain plane (slightly below indoor floor). The player may visually flicker airborne for one frame. **Mitigation:** the resolver's step-down configuration is usually active for any vertical motion. The player walking through a door likely has enough vertical change to trigger Path 3 → CP refreshed to indoor floor. **Falsification test:** if visual verification shows a one-frame flicker on outdoor → indoor transition, that's R2 manifesting. File as follow-up; impact is one frame, not the indefinite stuck-falling of Bug A. ### R3: Spawn / teleport into indoor cell with no movement If the player teleports inside (e.g., admin command, recall portal) and stands still: - `body.ContactPlaneValid` is reset by the teleport handler (somewhere in `PhysicsEngine`'s teleport path — must verify). - First tick: `PhysicsEngine.ResolveWithTransition:581` skips the seed because `body.ContactPlaneValid` is false. `ci.CP` is default zero. - BSP runs. With no movement, sub-step loop is SKIPPED (per retail's `calc_num_steps == 0` path). `ci.CP` stays default zero. - ValidateTransition end: CPV=false. body.CP stays invalid. Player treated as airborne. - Gravity applies. Sphere drops. Next tick: step-down fires → CP set. The one-tick flicker is the same as R2. Acceptable. **However:** if the teleport handler does NOT reset `body.ContactPlaneValid`, the seed fires with stale data (the pre-teleport plane). That's pre-existing behavior, unrelated to Bug A. Out of scope. ### R4: BSPQuery.FindWalkableSphere usage post-deletion After deleting `Transition.TryFindIndoorWalkablePlane`, the `BSPQuery.FindWalkableSphere` wrapper has no callers in production code but does have 5 unit tests. The function remains alive via tests. **Decision:** keep it. The 5 tests document the contract; the function is a faithful port of `BSPTREE::find_walkable_sphere`. If future needs arise (e.g., spawn-placement validation when adding a "summon to indoor cell" feature), the API is ready. If it stays unused for a phase or two, file a cleanup follow-up. ## Out of scope (file as follow-ups if observed) - **`[cp-write]` probe (committed `66de00d`).** The spike spec said "remove when the retention fix lands." That's now (Bug A is the retention fix). However, the probe is gated on a flag, zero-cost when off, and remains useful for future ContactPlane debugging. **Decision:** KEEP. The cost (8 fields → 8 properties on CollisionInfo) is small and the value is high. File a separate cleanup task if it ever becomes a burden. - **Sub-step CPV=0 reset at FindTransitionalPosition:663.** Retail also does this (decomp :273733). Not a bug. - **Per-tick seeding at PhysicsEngine.cs:583.** Working correctly. Not touched. - **Path 5 not writing CP.** Retail's normal-movement `BSPTREE::find_collisions` calls `find_walkable` internally (:323924) and writes CP via `set_contact_plane`. Our Path 5 only checks for walls via `SphereIntersectsPolyInternal`; it does not call `find_walkable`. This is a pre-existing divergence that R1 could amplify. **Defer**: if R1 manifests as a visible problem, add `find_walkable` to Path 5's OK branch as a follow-up slice. ## Retail anchors - `BSPTREE::find_collisions` — decomp `:323924` (set_contact_plane on find_walkable hit); `:323938` (return OK without touching CP). - `walkable_hits_sphere` — decomp `:323010`. Calls `polygon_hits_sphere_precise` which has the same `|dist| > radius − ε` tangent-rejection. Confirmed retail-faithful. - `init_contact_plane` — decomp `:276183`. Our equivalent at `PhysicsEngine.ResolveWithTransition:581-587`. - `validate_transition` last-known recovery — decomp `:272565`. Reference for R1's fallback design if needed. ## Files touched - `src/AcDream.Core/Physics/TransitionTypes.cs` — delete ~80 lines (method + constant + per-frame call block + probe). - `tests/AcDream.Core.Tests/Physics/IndoorWalkablePlaneTests.cs` — delete entire file (291 lines). - `tests/AcDream.Core.Tests/Physics/TransitionTypesTests.cs` — delete entire file (111 lines). Net delta: roughly -480 lines (no additions besides the 8-line replacement block). ## Commit shape Single commit: ``` fix(physics): remove per-frame indoor walkable-plane synthesis The indoor branch of FindEnvCollisions called Transition.TryFindIndoorWalkablePlane every frame to re-synthesize the ContactPlane after BSP returned OK. The synthesis routed through BSPQuery.FindWalkableSphere → walkable_hits_sphere, which correctly rejects tangent contact via |dist| > radius − ε. For a grounded player standing on or brushing a floor, the foot sphere is tangent — 99.87% MISS rate per the 2026-05-20 [cp-write] probe. Each MISS fell through to outdoor terrain backstop, writing a ContactPlane that's below the indoor floor by ~0.02m, marking the player airborne and triggering the falling-animation stuck symptom. Fix: delete the synthesis + outdoor-fallthrough from the indoor OK path. ContactPlane is retained from the prior tick's seed (PhysicsEngine.ResolveWithTransition:583, init_contact_plane equivalent) or refreshed by BSP Path 3 / Path 4 during the same tick. Matches retail's BSPTREE::find_collisions OK path (acclient_2013_pseudo_c.txt:323938). Also deletes: - Transition.TryFindIndoorWalkablePlane (~80 lines) - INDOOR_WALKABLE_PROBE_DISTANCE - [indoor-walkable] probe log line - IndoorWalkablePlaneTests.cs (8 tests, the helper's coverage) - TransitionTypesTests.cs (1 test, also tested the helper) Net: -480 lines. BSPQuery.FindWalkableSphere + its 5 tests retained as the underlying retail-faithful walkable-finder API. Closes Bug A in the indoor ContactPlane retention phase. Spec: docs/superpowers/specs/2026-05-20-indoor-walkable-synthesis-removal-design.md. Predecessor: de8ffde (Bug B, BSP world-origin fix). Co-Authored-By: Claude Opus 4.7 (1M context) ```