feat(runtime) Campaign CA CA3 #431: live derived-stat recompute — a raise is visible without a relog
The recompute half of #431, on the CA1 verdict that retail computes derived values LIVE at inquiry (Set* writes raw; InqSkillBaseLevel 0x00592140 -> SkillFormula::Calculate 0x00591960 re-derive per call; InqRunRate 0x00592800 runs every motion tick; UI notifications carry no value and widgets re-pull): - LocalPlayerState gains the SkillTable formula resolver — the same delegate shape (and App-side implementation, RetailSkillFormula over the loaded SkillTable) the PlayerDescription path already uses. An attribute write re-derives every skill snapshot's cached formula contribution; recomputing at the only write that changes the inputs yields values identical to retail's compute-on-read at every read. A freshly TRAINED skill unseen at login derives its contribution live instead of defaulting to zero forever. - The router pushes movement-skill totals down the SAME seam PlayerDescription uses (UpdateMovementSkillBase -> vitae/enchantment recompute -> OnSkillsUpdated -> the App stats applier) after an attribute update, and after a skill update for Run (24) / Jump (22) only. This is what turns a Quickness raise into visible run speed mid-session; the server's own movement-packet echo (HandleRunRateUpdate -> ApplyServerRunRate) remains the correcting authority. - Vitals maxima needed no new plumbing: GetMaxApprox reads attribute currents live and the vitals window binds getter lambdas re-read per frame, so CA2's attribute fan-out completes that path. The character panel already subscribes to AttributeChanged/CharacterChanged. Tests: router behavior test drives the real WorldSession events through the real router and asserts the full chain (state write, live 160/2=80 re-derivation, movement push totals, and that a non-movement skill does NOT push); the subscription-count contract now includes the two new events; Core tests cover the fresh-train resolver derivation. Full hermetic suite 15,335 passed / 0 failed. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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5 changed files with 251 additions and 21 deletions
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@ -764,4 +764,25 @@ public sealed class LocalPlayerStateTests
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Assert.Equal(120u, snap.FormulaBonus);
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Assert.Equal(131u, snap.BaseLevel); // 120 formula + 0 init + 11 ranks
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}
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[Fact]
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public void FreshlyTrainedSkillDerivesItsFormulaBonusThroughTheResolver()
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{
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// CA3: a skill first seen via the wire (a fresh TrainSkill) was
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// never in PlayerDescription, so its attribute contribution must
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// come from the live resolver, not default to zero forever.
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var s = new LocalPlayerState
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{
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SkillFormulaBonusResolver = (skillId, attrs) =>
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skillId == 33u && attrs.TryGetValue(4u, out uint coordination)
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? coordination / 4u
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: 0u,
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};
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s.OnAttributeUpdate(atType: 4u /* Coordination */, ranks: 0u, start: 80u, xp: 0u);
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s.OnSkillWireUpdate(skillId: 33u, ranks: 0u, status: 2u, xp: 0u,
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init: 0u, resistance: 0u, lastUsed: 0d);
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Assert.Equal(20u, s.Skills[33u].FormulaBonus); // 80 / 4
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}
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}
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