Slice 2 of 2 in the indoor ContactPlane retention phase. Deletes
Transition.TryFindIndoorWalkablePlane + the per-frame synthesis call
+ outdoor-terrain fallthrough + 9 tests. Replaces with bare
return TransitionState.OK; matching retail's BSPTREE::find_collisions
OK path (acclient_2013_pseudo_c.txt:323938). ContactPlane is retained
via the per-tick seed at PhysicsEngine.ResolveWithTransition:583
(init_contact_plane equivalent) or refreshed by BSP Path 3 / Path 4.
Predecessor: de8ffde (Bug B, BSP world-origin fix).
Evidence: launch-cp-probe-postfix-v2.log shows 3150 MISS / 3154
indoor-walkable calls (99.87% miss rate) after Bug B, with user-visible
"stuck falling when brushing upper floor edge" symptom unchanged.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
16 KiB
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:
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
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:
- Stationary indoor player (decomp :273640):
calc_num_stepsreturns 0 → sub-step loop SKIPPED entirely.init_contact_plane(:276183, called fromget_object_info:279984) pre-seedscollision_info.contact_plane{_valid,_cell_id}from the prior tick'sCPhysicsObj::contact_plane. The plane round-trips back toCPhysicsObj::contact_planeunchanged at tick end (:283460). - Moving indoor player (decomp :273733): sub-step loop sets
contact_plane_valid = 0at 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_validstays 0 — momentarily airborne for that sub-step — until the next sub-step's BSP query catches up. - Indoor OK path (decomp :323938): when BSP returns OK without
find_walkablefinding anything,contact_planeis 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):
- Method
Transition.TryFindIndoorWalkablePlane(~lines 1192-1272, ~80 lines including doc-comment). - Constant
INDOOR_WALKABLE_PROBE_DISTANCE(~line 1281, ~7 lines including doc-comment). - Per-frame call block in
FindEnvCollisions(~lines 1486-1521, thebool walkableHit = TryFindIndoorWalkablePlane(...)through the// fallthrough to outdoor terrainblock plus the[indoor-walkable]probe). - Replace the deleted call block with:
// 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 callingTransition.TryFindIndoorWalkablePlane).tests/AcDream.Core.Tests/Physics/TransitionTypesTests.cs— entire file (111 lines, 1 test, callsTransition.TryFindIndoorWalkablePlane).
Keep:
tests/AcDream.Core.Tests/Physics/BSPQueryTests.cs— 5 existingFindWalkableSphere_*tests + the Bug B regression test.BSPQuery.FindWalkableSphereis 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.ValidateWalkablecp-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) andBSPQuery.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:
- Cottage entry — should be smooth.
- Indoor standstill — should be stable (the stationary-player retention path is now in effect).
- 2nd-floor walking — should NOT get stuck in falling animation when brushing upper floor edges (the user's reported symptom).
- Cellar descent — should descend cleanly onto cellar floor.
- 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.ContactPlaneValidis reset by the teleport handler (somewhere inPhysicsEngine's teleport path — must verify).- First tick:
PhysicsEngine.ResolveWithTransition:581skips the seed becausebody.ContactPlaneValidis false.ci.CPis default zero. - BSP runs. With no movement, sub-step loop is SKIPPED (per retail's
calc_num_steps == 0path).ci.CPstays 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 (committed66de00d). 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_collisionscallsfind_walkableinternally (:323924) and writes CP viaset_contact_plane. Our Path 5 only checks for walls viaSphereIntersectsPolyInternal; it does not callfind_walkable. This is a pre-existing divergence that R1 could amplify. Defer: if R1 manifests as a visible problem, addfind_walkableto 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. Callspolygon_hits_sphere_precisewhich has the same|dist| > radius − εtangent-rejection. Confirmed retail-faithful.init_contact_plane— decomp:276183. Our equivalent atPhysicsEngine.ResolveWithTransition:581-587.validate_transitionlast-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) <noreply@anthropic.com>