feat(net) Campaign CA CA2 #431: parse the inbound attribute/skill update family
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The server's authoritative answers to a raise were dropped on the floor:
only the vitals pair (0x02E7/0x02E9) had parsers, so after any
RaiseAttribute/RaiseSkill/TrainSkill the client's stat model stayed
frozen at login's PlayerDescription — the root cause of #431's stale
derived skills and run speed. The GUI looked alive only because the
panel applies optimistic local raises.

New parsers with three-source-verified layouts (CA1 research doc §2.5/
§2.8): PrivateUpdateAttribute (0x02E3) and PrivateUpdateSkill (0x02DD —
the wire's ushort ranks + hardcoded adjustPP=1 pair and f64
lastUsedTime preserved exactly). WorldSession dispatches both as typed
events; LiveSessionEventRouter routes them into the J4 character owner's
LocalPlayerState like every other private update. The vestigial
PrivateUpdateSkillLevel (0x02DF) is deliberately unparsed — ACE has no
producer (verified).

OnAttributeUpdate now fans out to the derived-value observers, mirroring
retail's live-at-inquiry model (CACQualities::InqSkill 0x00592660 —
Set* writes raw, Inq* recomputes, notification carries no value): an
Endurance write notifies the Health AND Stamina vital observers (ACE
pushes only a Health record and its own comment says the client must
refresh both), Self notifies Mana, and every attribute write notifies
character-sheet consumers whose formula contributions just changed.
OnSkillWireUpdate preserves the login FormulaBonus — the wire record
carries no attribute contribution; CA3 replaces the cached field with
the live computation.

Also corrected while in the neighborhood: PropertyString.cs's comment
claimed opcode 0x02DD for PrivateUpdatePropertyString; ACE's enum says
0x02D5/0x02D6 (doc-only — nothing dispatched on either).

Conformance tests cover both layouts (including holtburger's golden
skill fixture with adjustPP=1), truncation/wrong-opcode rejection, the
Endurance/Self/Quickness fan-out contract, and FormulaBonus
preservation. Full hermetic suite 15,333 passed / 0 failed (one
load-sensitive transport flake observed on the first run, passed alone
and on the clean re-run — filed as #439 rather than chased).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-08-24 13:38:50 +02:00
parent 1fc64984c9
commit 65430d4c7c
9 changed files with 474 additions and 4 deletions

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@ -24,6 +24,26 @@ What does NOT go here:
- Every session: scan OPEN issues at start; promote/close anything we touched during the session before ending.
- Promoting to a Phase: mark as `DONE (promoted to Phase X)` + commit SHA where the Phase entry landed.
## #439 — Flake candidate: LossySession_FivePercentSeeded_ZeroMessageLoss_Headroom256 fails under full parallel suite load
**Status:** OPEN (observation filed; do NOT chase individually per docs/release-gate.md)
**Severity:** LOW (test-infra)
**Filed:** 2026-08-24 (one occurrence during Campaign CA CA2's full-suite run)
**Component:** Core.Net.Tests / transport lossy decorator
**Symptom:** `LossyTransportDecoratorTests.LossySession_FivePercentSeeded_ZeroMessageLoss_Headroom256`
failed once under the full parallel hermetic suite with `Headroom expected 256, actual 0`
— i.e. the seeded loss-recovery simulation ended before the crypto search
window recovered. Passed in isolation immediately after, and the full
suite passed clean on re-run. The test drives a deadline loop over a
seeded end-to-end loss simulation — the load-sensitive shape
`Lane=Timing` exists for, but this test is not marked. Candidate fix:
either mark it `Lane=Timing` or make its quiescence wait
deadline-independent. Decide deliberately; do not just re-run until
green.
---
## #438 — Launcher crash-report bundles (WER dump capture + local bundle, no upload)
**Status:** OPEN — designed, ready to pick up as a launcher slice

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@ -0,0 +1,69 @@
using System;
using System.Buffers.Binary;
namespace AcDream.Core.Net.Messages;
/// <summary>
/// Inbound primary-attribute update <c>GameMessage</c> for the local player
/// (<c>0x02E3</c>) — the server's authoritative answer to a RaiseAttribute
/// action (and any other server-side attribute change). A standalone
/// GameMessage like <see cref="PrivateUpdateVital"/>, NOT a <c>0xF7B0</c>
/// GameEvent.
///
/// <para>
/// Campaign CA slice CA2 (#431): until this parser existed the client's
/// attribute model was stale from login's PlayerDescription until the next
/// login — every post-raise derived value (skills, vitals maxima, run
/// rate) computed from old attributes.
/// </para>
///
/// <para>
/// Wire layout — three-source agreement (ACE
/// <c>GameMessagePrivateUpdateAttribute.cs:8-16</c>; Chorizite
/// <c>AttributeInfo.generated.cs:26-54</c>; holtburger
/// <c>player/types.rs:22-53</c> <c>UpdateAttribute&lt;false&gt;</c>), full
/// citations in
/// <c>docs/research/2026-08-24-advancement-wire-and-recompute.md</c> §2.5:
/// </para>
/// <code>
/// PrivateUpdateAttribute (0x02E3):
/// u32 opcode = 0x02E3
/// u8 sequence // ByteSequence, per-attribute counter
/// u32 attribute // PropertyAttribute (1=Strength..6=Self)
/// u32 ranks
/// u32 start // StartingValue / InitLevel
/// u32 xp // ExperienceSpent / CPSpent
/// </code>
/// </summary>
public static class PrivateUpdateAttribute
{
public const uint Opcode = 0x02E3u;
/// <summary>Parsed attribute update.</summary>
public readonly record struct Parsed(
byte Sequence,
uint AttributeId,
uint Ranks,
uint Start,
uint Xp);
/// <summary>
/// Parse a raw <c>PrivateUpdateAttribute (0x02E3)</c> body. Returns
/// <c>null</c> on opcode mismatch or truncation.
/// </summary>
public static Parsed? TryParse(ReadOnlySpan<byte> body)
{
// 4 (opcode) + 1 (seq) + 4 * 4 (uints) = 21 bytes minimum.
if (body.Length < 21) return null;
uint opcode = BinaryPrimitives.ReadUInt32LittleEndian(body);
if (opcode != Opcode) return null;
int pos = 4;
byte seq = body[pos]; pos += 1;
uint attr = BinaryPrimitives.ReadUInt32LittleEndian(body[pos..]); pos += 4;
uint ranks = BinaryPrimitives.ReadUInt32LittleEndian(body[pos..]); pos += 4;
uint start = BinaryPrimitives.ReadUInt32LittleEndian(body[pos..]); pos += 4;
uint xp = BinaryPrimitives.ReadUInt32LittleEndian(body[pos..]);
return new Parsed(seq, attr, ranks, start, xp);
}
}

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@ -0,0 +1,85 @@
using System;
using System.Buffers.Binary;
namespace AcDream.Core.Net.Messages;
/// <summary>
/// Inbound skill update <c>GameMessage</c> for the local player
/// (<c>0x02DD</c>) — the server's authoritative answer to RaiseSkill /
/// TrainSkill / specialize / untrain / reset. A standalone GameMessage
/// like <see cref="PrivateUpdateVital"/>, NOT a <c>0xF7B0</c> GameEvent.
///
/// <para>
/// Campaign CA slice CA2 (#431). NOTE the opcode-neighborhood trap this
/// slice also corrected: 0x02DD is <b>PrivateUpdateSkill</b>, not
/// PrivateUpdatePropertyString (which is 0x02D5) — ACE
/// <c>GameMessageOpcode.cs:21,29</c>. The related ranks-only
/// <c>PrivateUpdateSkillLevel (0x02DF)</c> has NO producer anywhere in
/// ACE (verified 2026-08-24) and is deliberately not parsed.
/// </para>
///
/// <para>
/// Wire layout — three-source agreement (ACE
/// <c>GameMessagePrivateUpdateSkill.cs:8-24</c>; Chorizite
/// <c>Skill.generated.cs:22-86</c>; holtburger
/// <c>player/types.rs:71-131</c> with the golden fixture at
/// <c>:279-293</c> confirming <c>adjustPP=1</c> on real captures), full
/// citations in
/// <c>docs/research/2026-08-24-advancement-wire-and-recompute.md</c> §2.8:
/// </para>
/// <code>
/// PrivateUpdateSkill (0x02DD):
/// u32 opcode = 0x02DD
/// u8 sequence // ByteSequence, per-skill counter
/// u32 skillId // Skill enum ordinal
/// u16 ranks // LevelFromPP — ushort on the wire!
/// u16 adjustPP // hardcoded 1 by ACE on every send
/// u32 advancementClass // SkillAdvancementClass (1=Untrained/2=Trained/3=Specialized)
/// u32 xp // ExperienceSpent / PP
/// u32 init // InitLevel
/// u32 resistance // ResistanceAtLastCheck
/// f64 lastUsedTime
/// </code>
/// </summary>
public static class PrivateUpdateSkill
{
public const uint Opcode = 0x02DDu;
/// <summary>Parsed skill update. Ranks widened from the wire's u16.</summary>
public readonly record struct Parsed(
byte Sequence,
uint SkillId,
uint Ranks,
ushort AdjustPP,
uint AdvancementClass,
uint Xp,
uint Init,
uint Resistance,
double LastUsed);
/// <summary>
/// Parse a raw <c>PrivateUpdateSkill (0x02DD)</c> body. Returns
/// <c>null</c> on opcode mismatch or truncation.
/// </summary>
public static Parsed? TryParse(ReadOnlySpan<byte> body)
{
// 4 (opcode) + 1 (seq) + 4 + 2 + 2 + 4*4 + 8 = 37 bytes minimum.
if (body.Length < 37) return null;
uint opcode = BinaryPrimitives.ReadUInt32LittleEndian(body);
if (opcode != Opcode) return null;
int pos = 4;
byte seq = body[pos]; pos += 1;
uint skillId = BinaryPrimitives.ReadUInt32LittleEndian(body[pos..]); pos += 4;
ushort ranks = BinaryPrimitives.ReadUInt16LittleEndian(body[pos..]); pos += 2;
ushort adjustPP = BinaryPrimitives.ReadUInt16LittleEndian(body[pos..]); pos += 2;
uint sac = BinaryPrimitives.ReadUInt32LittleEndian(body[pos..]); pos += 4;
uint xp = BinaryPrimitives.ReadUInt32LittleEndian(body[pos..]); pos += 4;
uint init = BinaryPrimitives.ReadUInt32LittleEndian(body[pos..]); pos += 4;
uint resistance = BinaryPrimitives.ReadUInt32LittleEndian(body[pos..]); pos += 4;
double lastUsed = BitConverter.Int64BitsToDouble(
BinaryPrimitives.ReadInt64LittleEndian(body[pos..]));
return new Parsed(
seq, skillId, ranks, adjustPP, sac, xp, init, resistance, lastUsed);
}
}

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@ -500,6 +500,21 @@ public sealed class WorldSession : IDisposable
/// </summary>
public event Action<PrivateUpdateVital.ParsedCurrent>? VitalCurrentUpdated;
/// <summary>
/// Campaign CA CA2 (#431): fires when a
/// <c>PrivateUpdateAttribute (0x02E3)</c> arrives — the authoritative
/// primary-attribute record after a raise. Subscribers typically feed
/// <see cref="AcDream.Core.Player.LocalPlayerState.OnAttributeUpdate"/>.
/// </summary>
public event Action<PrivateUpdateAttribute.Parsed>? AttributeUpdated;
/// <summary>
/// Campaign CA CA2 (#431): fires when a
/// <c>PrivateUpdateSkill (0x02DD)</c> arrives — the authoritative skill
/// record after raise / train / specialize / untrain / reset.
/// </summary>
public event Action<PrivateUpdateSkill.Parsed>? SkillUpdated;
/// <summary>
/// Phase 6 — server-broadcast PhysicsScript trigger. Fires when the
/// server sends a <c>PlayScriptId</c> (opcode 0xF754) packet —
@ -2257,6 +2272,24 @@ public sealed class WorldSession : IDisposable
if (parsed is not null)
VitalCurrentUpdated?.Invoke(parsed.Value);
}
else if (op == PrivateUpdateAttribute.Opcode)
{
// Campaign CA CA2 (#431): authoritative attribute record
// after RaiseAttribute. Wire per ACE
// GameMessagePrivateUpdateAttribute (3-source agreement).
var parsed = PrivateUpdateAttribute.TryParse(body);
if (parsed is not null)
AttributeUpdated?.Invoke(parsed.Value);
}
else if (op == PrivateUpdateSkill.Opcode)
{
// Campaign CA CA2 (#431): authoritative skill record after
// raise/train/specialize/untrain/reset. Wire per ACE
// GameMessagePrivateUpdateSkill (3-source agreement).
var parsed = PrivateUpdateSkill.TryParse(body);
if (parsed is not null)
SkillUpdated?.Invoke(parsed.Value);
}
else if (op == PublicUpdatePropertyInt.Opcode)
{
var p = PublicUpdatePropertyInt.TryParse(body);

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@ -444,15 +444,43 @@ public sealed class LocalPlayerState
}
/// <summary>
/// Apply a primary-attribute update from PlayerDescription's
/// attribute block (ids 1..=6). Vital ids (7..=9) here are silently
/// dropped — feed them through <see cref="OnVitalUpdate"/> instead.
/// Apply a primary-attribute update — from PlayerDescription's
/// attribute block at login, or (Campaign CA CA2, #431) from the live
/// <c>PrivateUpdateAttribute (0x02E3)</c> record after a raise. Vital
/// ids (7..=9) here are silently dropped — feed them through
/// <see cref="OnVitalUpdate"/> instead.
/// </summary>
/// <remarks>
/// Retail computes every derived value LIVE at inquiry
/// (<c>CACQualities::InqSkill @ 0x00592660</c>,
/// <c>InqAttribute2nd</c>), so applying the raw write is the whole
/// recompute — what remains is telling the observers. Retail's
/// notification carries no value; widgets re-pull
/// (<c>QualityRegistrar</c> pattern). Vitals maxima derive from
/// Endurance (health, stamina) and Self (mana), so those raises fan
/// out to the vital observers too — note ACE pushes a full Health
/// record after an Endurance raise but NOT a Stamina one, with the
/// explicit comment that the client is expected to refresh both; this
/// local fan-out is that expectation (research doc §4.1).
/// </remarks>
public void OnAttributeUpdate(uint atType, uint ranks, uint start, uint xp)
{
if (AttributeIdToKind(atType) is not AttributeKind kind) return;
_attrs[kind] = new AttributeSnapshot(ranks, start, xp);
AttributeChanged?.Invoke(kind);
switch (kind)
{
case AttributeKind.Endurance:
Changed?.Invoke(VitalKind.Health);
Changed?.Invoke(VitalKind.Stamina);
break;
case AttributeKind.Self:
Changed?.Invoke(VitalKind.Mana);
break;
}
// Skill formula contributions derive from attribute currents —
// character-sheet consumers re-pull.
CharacterChanged?.Invoke();
}
/// <summary>Replace the local player's top-level property snapshot from PlayerDescription.</summary>
@ -490,6 +518,33 @@ public sealed class LocalPlayerState
CharacterChanged?.Invoke();
}
/// <summary>
/// Campaign CA CA2 (#431): apply the live
/// <c>PrivateUpdateSkill (0x02DD)</c> record — the authoritative skill
/// state after raise / train / specialize / untrain / reset. The wire
/// record carries no attribute-formula contribution (retail computes it
/// live at inquiry), so the existing snapshot's <c>FormulaBonus</c> is
/// preserved — a skill update never changes attributes. A skill unseen
/// at login (fresh train) starts at 0 until the CA3 live computation
/// replaces the cached field entirely.
/// </summary>
public void OnSkillWireUpdate(
uint skillId,
uint ranks,
uint status,
uint xp,
uint init,
uint resistance,
double lastUsed)
{
uint formulaBonus = _skills.TryGetValue(skillId, out var prev)
? prev.FormulaBonus
: 0u;
_skills[skillId] = new SkillSnapshot(
skillId, ranks, status, xp, init, resistance, lastUsed, formulaBonus);
CharacterChanged?.Invoke();
}
/// <summary>
/// Optimistically apply a successful local attribute-raise action.
/// The next server snapshot remains authoritative; this keeps UI state current

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@ -10,7 +10,7 @@ namespace AcDream.Core.Properties;
/// <summary>
/// AC's <c>PropertyString</c> property table — the numeric keys the server sends in
/// <c>PrivateUpdatePropertyString (0x02DD) / PublicUpdatePropertyString (0x02DE)</c>
/// <c>PrivateUpdatePropertyString (0x02D5) / PublicUpdatePropertyString (0x02D6)</c>
/// and in the property bundles carried by <c>CreateObject</c> / <c>PlayerDescription</c> /
/// <c>IdentifyResponse</c>. The CLR payload for this table is <c>string</c>.
///

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@ -460,6 +460,28 @@ public sealed class LiveSessionEventRouter : ILiveSessionEventRouting
vital => character.Character.LocalPlayer.OnVitalCurrent(
vital.VitalId,
vital.Current));
// Campaign CA CA2 (#431): the authoritative post-raise records.
// Until these were routed, attributes and skills were stale
// from login's PlayerDescription until the next login.
Subscribe<PrivateUpdateAttribute.Parsed>(
h => session.AttributeUpdated += h,
h => session.AttributeUpdated -= h,
attr => character.Character.LocalPlayer.OnAttributeUpdate(
attr.AttributeId,
attr.Ranks,
attr.Start,
attr.Xp));
Subscribe<PrivateUpdateSkill.Parsed>(
h => session.SkillUpdated += h,
h => session.SkillUpdated -= h,
skill => character.Character.LocalPlayer.OnSkillWireUpdate(
skill.SkillId,
skill.Ranks,
skill.AdvancementClass,
skill.Xp,
skill.Init,
skill.Resistance,
skill.LastUsed));
if (Interlocked.CompareExchange(ref _lifecycleState, 2, 1) != 1)
throw new ObjectDisposedException(nameof(LiveSessionEventRouter));

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@ -0,0 +1,131 @@
using System.Buffers.Binary;
using AcDream.Core.Net.Messages;
namespace AcDream.Core.Net.Tests;
/// <summary>
/// Campaign CA CA2 (#431) wire-format tests for
/// <see cref="PrivateUpdateAttribute.TryParse"/> and
/// <see cref="PrivateUpdateSkill.TryParse"/>. Layouts carry three-source
/// agreement (ACE producer + Chorizite generated type + holtburger
/// implementation); the skill round-trip mirrors holtburger's golden
/// fixture (<c>types.rs:279-293</c> — ranks 50, adjustPP 1, status 3,
/// xp 1000, init 10, resistance 0, lastUsed 0.0). Full citations:
/// <c>docs/research/2026-08-24-advancement-wire-and-recompute.md</c>
/// §2.5 / §2.8.
/// </summary>
public sealed class PrivateUpdateAttributeSkillTests
{
private static byte[] BuildAttribute(
byte seq, uint attr, uint ranks, uint start, uint xp)
{
// u32 opcode (0x02E3) + u8 seq + 4 * u32 = 21 bytes
byte[] body = new byte[21];
BinaryPrimitives.WriteUInt32LittleEndian(body, PrivateUpdateAttribute.Opcode);
body[4] = seq;
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(5), attr);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(9), ranks);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(13), start);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(17), xp);
return body;
}
private static byte[] BuildSkill(
byte seq,
uint skillId,
ushort ranks,
ushort adjustPP,
uint sac,
uint xp,
uint init,
uint resistance,
double lastUsed)
{
// u32 opcode (0x02DD) + u8 seq + u32 + 2*u16 + 4*u32 + f64 = 37 bytes
byte[] body = new byte[37];
BinaryPrimitives.WriteUInt32LittleEndian(body, PrivateUpdateSkill.Opcode);
body[4] = seq;
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(5), skillId);
BinaryPrimitives.WriteUInt16LittleEndian(body.AsSpan(9), ranks);
BinaryPrimitives.WriteUInt16LittleEndian(body.AsSpan(11), adjustPP);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(13), sac);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(17), xp);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(21), init);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(25), resistance);
BinaryPrimitives.WriteInt64LittleEndian(
body.AsSpan(29), BitConverter.DoubleToInt64Bits(lastUsed));
return body;
}
[Fact]
public void Attribute_RoundTrip()
{
// A Quickness (3) raise: 41 ranks over a 100 start, 1,010,895 xp.
var bytes = BuildAttribute(seq: 7, attr: 3, ranks: 41, start: 100, xp: 1_010_895);
var p = PrivateUpdateAttribute.TryParse(bytes);
Assert.NotNull(p);
Assert.Equal((byte)7, p!.Value.Sequence);
Assert.Equal(3u, p.Value.AttributeId);
Assert.Equal(41u, p.Value.Ranks);
Assert.Equal(100u, p.Value.Start);
Assert.Equal(1_010_895u, p.Value.Xp);
}
[Fact]
public void Attribute_RejectsWrongOpcodeAndTruncation()
{
var bytes = BuildAttribute(1, 1, 1, 10, 100);
BinaryPrimitives.WriteUInt32LittleEndian(bytes, 0x02E7u);
Assert.Null(PrivateUpdateAttribute.TryParse(bytes));
var good = BuildAttribute(1, 1, 1, 10, 100);
Assert.Null(PrivateUpdateAttribute.TryParse(good.AsSpan(0, 20)));
}
[Fact]
public void Skill_RoundTrip_HoltburgerGoldenFixture()
{
// holtburger types.rs:279-293 — adjustPP=1 confirmed on a real
// capture, matching ACE's hardcoded constant.
var bytes = BuildSkill(
seq: 12, skillId: 6, ranks: 50, adjustPP: 1, sac: 3,
xp: 1000, init: 10, resistance: 0, lastUsed: 0.0);
var p = PrivateUpdateSkill.TryParse(bytes);
Assert.NotNull(p);
Assert.Equal((byte)12, p!.Value.Sequence);
Assert.Equal(6u, p.Value.SkillId);
Assert.Equal(50u, p.Value.Ranks);
Assert.Equal((ushort)1, p.Value.AdjustPP);
Assert.Equal(3u, p.Value.AdvancementClass);
Assert.Equal(1000u, p.Value.Xp);
Assert.Equal(10u, p.Value.Init);
Assert.Equal(0u, p.Value.Resistance);
Assert.Equal(0.0, p.Value.LastUsed);
}
[Fact]
public void Skill_LastUsedSurvivesAsDoubleBits()
{
var bytes = BuildSkill(1, 14, 3, 1, 2, 42, 0, 5, 12345.678);
var p = PrivateUpdateSkill.TryParse(bytes);
Assert.NotNull(p);
Assert.Equal(12345.678, p!.Value.LastUsed);
}
[Fact]
public void Skill_RejectsWrongOpcodeAndTruncation()
{
var bytes = BuildSkill(1, 6, 1, 1, 2, 0, 0, 0, 0.0);
BinaryPrimitives.WriteUInt32LittleEndian(bytes, 0x02DFu);
Assert.Null(PrivateUpdateSkill.TryParse(bytes));
var good = BuildSkill(1, 6, 1, 1, 2, 0, 0, 0, 0.0);
Assert.Null(PrivateUpdateSkill.TryParse(good.AsSpan(0, 36)));
}
}

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@ -709,4 +709,59 @@ public sealed class LocalPlayerStateTests
spellId, "Test", "War Magic", 0u, 0u, "", 0f, 0,
false, false, "", 0, 0, 0u, 0, false, false, true,
0f, 0u, 0u, 0u, 0);
// ------------------------------------------------------------------
// Campaign CA CA2 (#431): live post-raise updates.
// ------------------------------------------------------------------
[Fact]
public void AttributeUpdateFansOutToDerivedVitalObserversAndCharacterSheet()
{
// Retail pushes a full Health record after an Endurance raise but NOT
// a Stamina one, expecting the client to refresh both (ACE
// Player_Attributes.cs:56-58; research doc §4.1). The fan-out is the
// client-side half of that contract.
var s = new LocalPlayerState();
var vitalEvents = new List<LocalPlayerState.VitalKind>();
int attributeEvents = 0, characterEvents = 0;
s.Changed += k => vitalEvents.Add(k);
s.AttributeChanged += _ => attributeEvents++;
s.CharacterChanged += () => characterEvents++;
s.OnAttributeUpdate(atType: 2u /* Endurance */, ranks: 10u, start: 100u, xp: 500u);
Assert.Equal(
[LocalPlayerState.VitalKind.Health, LocalPlayerState.VitalKind.Stamina],
vitalEvents);
Assert.Equal(1, attributeEvents);
Assert.Equal(1, characterEvents);
vitalEvents.Clear();
s.OnAttributeUpdate(atType: 6u /* Self */, ranks: 5u, start: 100u, xp: 250u);
Assert.Equal([LocalPlayerState.VitalKind.Mana], vitalEvents);
vitalEvents.Clear();
s.OnAttributeUpdate(atType: 3u /* Quickness */, ranks: 1u, start: 100u, xp: 10u);
Assert.Empty(vitalEvents); // no vital derives from Quickness
Assert.Equal(3, attributeEvents);
}
[Fact]
public void SkillWireUpdatePreservesTheLoginFormulaBonus()
{
// The 0x02DD record carries no attribute contribution (retail
// computes it live at inquiry). Until CA3 makes the computation
// live, the wire update must not wipe the login-derived bonus.
var s = new LocalPlayerState();
s.OnSkillUpdate(skillId: 6u, ranks: 10u, status: 2u, xp: 100u,
init: 0u, resistance: 0u, lastUsed: 0d, formulaBonus: 120u);
s.OnSkillWireUpdate(skillId: 6u, ranks: 11u, status: 2u, xp: 2000u,
init: 0u, resistance: 0u, lastUsed: 5.0d);
var snap = s.Skills[6u];
Assert.Equal(11u, snap.Ranks);
Assert.Equal(2000u, snap.Xp);
Assert.Equal(120u, snap.FormulaBonus);
Assert.Equal(131u, snap.BaseLevel); // 120 formula + 0 init + 11 ranks
}
}