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>
29 KiB
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.
Retail anchors:
Player_Use.cs:205(ACE) —CreateMoveToChain(item, (success) => TryUseItem(item, success)).Player_Move.cs:150(ACE) — chain polls and firescallback(true)when within use radius.acclient_2013_pseudo_c.txt:700233-700285— retailShouldSendPositionEvent: narrow gate (cell-or-plane change during sub-interval; frame change after interval; gated onContact && OnWalkable).acclient_2013_pseudo_c.txt:700327— retailSendPositionEvent:(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.csline ~6410 (the MoveToState send block). - Modify:
src/AcDream.App/Rendering/GameWindow.csline ~9203 (SendUse far-range path). - Modify:
src/AcDream.App/Rendering/GameWindow.csline ~9265 (SendPickUp far-range path).
Step 1: Guard the outbound MoveToState build
Find the block at GameWindow.cs:6410 that reads:
if (result.MotionStateChanged)
{
// HoldKey axis values — retail enum (holtburger types.rs HoldKey):
Change the condition to:
// 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):
// 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($"[B.4b] use guid=0x{guid:X8} seq={seq} (queued for arrival re-send pending #63)");
Replace with:
// Far range: send Use ONCE. ACE's CreateMoveToChain
// (Player_Use.cs:205) holds a callback (TryUseItem) and fires
// it server-side when WithinUseRadius passes during the
// MoveToChain poll (Player_Move.cs:150). No client-side retry
// needed — the Phase B.6 MoveToState-suppression fix
// (GameWindow.cs:6410) keeps ACE's chain alive during the
// walk.
var seq = _liveSession.NextGameActionSequence();
var body = AcDream.Core.Net.Messages.InteractRequests.BuildUse(seq, guid);
_liveSession.SendGameAction(body);
Console.WriteLine($"[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:
// 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($"[B.5] pickup item=0x{itemGuid:X8} container=0x{_playerServerGuid:X8} seq={seq} (queued for arrival re-send pending #63)");
With:
// Far range: send PickUp ONCE. Same auto-fire-via-MoveToChain
// callback pattern as SendUse — ACE's chain fires
// PutItemInContainer/Move server-side when in range. No
// client-side retry; Phase B.6 MoveToState suppression keeps
// ACE's chain alive.
var seq = _liveSession.NextGameActionSequence();
var body = AcDream.Core.Net.Messages.InteractRequests.BuildPickUp(
seq, itemGuid, _playerServerGuid, placement: 0);
_liveSession.SendGameAction(body);
Console.WriteLine($"[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:
$env:ACDREAM_DAT_DIR = "$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"
$env:ACDREAM_PROBE_AUTOWALK = "1"
dotnet run --project src\AcDream.App\AcDream.App.csproj --no-build -c Debug 2>&1 | Tee-Object -FilePath "launch.log"
Scenarios to test:
-
Far-range Use NPC. Double-click a Royal Guard / Pathwarden ~8 m away. Expected log shape:
[B.4b] use guid=0x... seq=X [autowalk-mt] mt=0x06 isMoveTo=True ... [autowalk-begin] dest=... [autowalk-end] reason=arrivedExpected: NO
[B.4b] use-deferredfollow-up. Dialogue fires on arrival from ACE'sTryUseItemcallback. -
Far-range PickUp. F-key a ground item ~5 m away. Same shape — single
[B.5] pickupline, nopickup-deferred, item enters inventory. -
Close-range Use NPC behind player. Within 3 m, press R. Body turns 180°. Expected log:
[B.4b] use deferred (close-range, turn-first) guid=0x... [autowalk-end] reason=arrived [B.4b] use-deferred guid=0x... seq=X(Close-range deferred path is unchanged;
use-deferredis correct here.) -
Open inn door from across the room. ONE
[B.4b] useline, no retry, door opens once. -
User takes manual control mid-auto-walk. Click far NPC → press W during the walk. Auto-walk cancels (
EndServerAutoWalk("user-input")). Action does NOT fire on arrival.
STOP and wait for user confirmation that scenarios 1–5 pass.
- Step 7: Commit
git add src/AcDream.App/Rendering/GameWindow.cs
git commit -m "$(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.csline ~254 (field block), line ~441-449 (NotePositionSent), line ~1240-1275 (the gate logic), line ~289-296 (AutoWalkArriveddoc-comment cleanup). -
Modify:
src/AcDream.App/Rendering/GameWindow.csline ~6450 (MTS NotePositionSent call), line ~6476 (AP NotePositionSent call). -
Step 1: Add
_lastSentContactPlanefield
In PlayerMovementController.cs, find the diff-tracking field block (around line 535-540 — search for _lastSentPos):
private System.Numerics.Vector3 _lastSentPos;
private uint _lastSentCellId;
private float _lastSentTime;
private bool _lastSentInitialized;
Add a new field immediately after _lastSentCellId:
private System.Numerics.Vector3 _lastSentPos;
private uint _lastSentCellId;
private System.Numerics.Plane _lastSentContactPlane;
private float _lastSentTime;
private bool _lastSentInitialized;
- Step 2: Extend
NotePositionSentto accept the contact plane
Find NotePositionSent in PlayerMovementController.cs (around line 441). Replace:
public void NotePositionSent(System.Numerics.Vector3 worldPos,
uint cellId,
float nowSeconds)
{
_lastSentPos = worldPos;
_lastSentCellId = cellId;
_lastSentTime = nowSeconds;
_lastSentInitialized = true;
}
With:
/// <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:
// 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:
_playerController.NotePositionSent(
worldPos: _playerController.Position,
cellId: _playerController.CellId,
nowSeconds: _playerController.SimTimeSeconds);
With:
_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):
/// <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:
_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:
-
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.
-
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.
-
Cell-crossing test. Run across a landblock boundary (every ~192 m). Should see a burst of AP packets at the crossing — both the
cellChangedpath and theintervalElapsed && frameChangedpath can fire here. -
Far-range Use re-test. Repeat Task 1 Step 6 scenario 1 (far-range NPC Use). Should still work — ACE's
MoveToChaincallback fires on arrival, dialogue plays, single Use packet. -
Hill / stair test. Walk up a slope or stairs. Contact-plane changes per step → sub-interval AP sends fire on plane change. Behavior should look smooth to remote observers.
STOP and wait for user confirmation that scenarios 1–5 pass. If scenario 2 produces visible remote-jitter, the spec's ApproxPositionEqual epsilon may need tightening, or we may need a higher heartbeat rate; document the finding and tune before continuing.
- Step 9: Commit
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:
-
Change the title line from:
## #63 — Server-initiated auto-walk (MoveToObject) not honoredto:
## #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 viagit log --oneline -5.) -
Change
Status: OPENtoStatus: DONE. -
Append a "Resolution" paragraph after the existing "Acceptance":
**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:
## #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:
**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
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:
IsServerAutoWalkingreferenced Task 1 Step 1 — already exists in code (verified at PlayerMovementController.cs:273). ✅_lastSentContactPlane : System.Numerics.Planedefined 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.PhysicsBodyproperty 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:
-
Subagent-Driven (recommended) — Dispatch fresh subagent per task. Two-stage review (spec compliance + code quality) between tasks. ~3 implementer + 6 reviewer dispatches.
-
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.