feat(net) Campaign CA CA2 #431: parse the inbound attribute/skill update family
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>
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9 changed files with 474 additions and 4 deletions
69
src/AcDream.Core.Net/Messages/PrivateUpdateAttribute.cs
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src/AcDream.Core.Net/Messages/PrivateUpdateAttribute.cs
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using System;
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using System.Buffers.Binary;
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namespace AcDream.Core.Net.Messages;
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/// <summary>
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/// Inbound primary-attribute update <c>GameMessage</c> for the local player
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/// (<c>0x02E3</c>) — the server's authoritative answer to a RaiseAttribute
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/// action (and any other server-side attribute change). A standalone
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/// GameMessage like <see cref="PrivateUpdateVital"/>, NOT a <c>0xF7B0</c>
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/// GameEvent.
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///
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/// <para>
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/// Campaign CA slice CA2 (#431): until this parser existed the client's
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/// attribute model was stale from login's PlayerDescription until the next
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/// login — every post-raise derived value (skills, vitals maxima, run
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/// rate) computed from old attributes.
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/// </para>
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///
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/// <para>
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/// Wire layout — three-source agreement (ACE
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/// <c>GameMessagePrivateUpdateAttribute.cs:8-16</c>; Chorizite
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/// <c>AttributeInfo.generated.cs:26-54</c>; holtburger
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/// <c>player/types.rs:22-53</c> <c>UpdateAttribute<false></c>), full
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/// citations in
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/// <c>docs/research/2026-08-24-advancement-wire-and-recompute.md</c> §2.5:
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/// </para>
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/// <code>
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/// PrivateUpdateAttribute (0x02E3):
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/// u32 opcode = 0x02E3
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/// u8 sequence // ByteSequence, per-attribute counter
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/// u32 attribute // PropertyAttribute (1=Strength..6=Self)
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/// u32 ranks
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/// u32 start // StartingValue / InitLevel
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/// u32 xp // ExperienceSpent / CPSpent
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/// </code>
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/// </summary>
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public static class PrivateUpdateAttribute
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{
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public const uint Opcode = 0x02E3u;
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/// <summary>Parsed attribute update.</summary>
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public readonly record struct Parsed(
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byte Sequence,
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uint AttributeId,
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uint Ranks,
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uint Start,
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uint Xp);
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/// <summary>
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/// Parse a raw <c>PrivateUpdateAttribute (0x02E3)</c> body. Returns
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/// <c>null</c> on opcode mismatch or truncation.
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/// </summary>
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public static Parsed? TryParse(ReadOnlySpan<byte> body)
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{
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// 4 (opcode) + 1 (seq) + 4 * 4 (uints) = 21 bytes minimum.
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if (body.Length < 21) return null;
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uint opcode = BinaryPrimitives.ReadUInt32LittleEndian(body);
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if (opcode != Opcode) return null;
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int pos = 4;
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byte seq = body[pos]; pos += 1;
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uint attr = BinaryPrimitives.ReadUInt32LittleEndian(body[pos..]); pos += 4;
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uint ranks = BinaryPrimitives.ReadUInt32LittleEndian(body[pos..]); pos += 4;
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uint start = BinaryPrimitives.ReadUInt32LittleEndian(body[pos..]); pos += 4;
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uint xp = BinaryPrimitives.ReadUInt32LittleEndian(body[pos..]);
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return new Parsed(seq, attr, ranks, start, xp);
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}
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}
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85
src/AcDream.Core.Net/Messages/PrivateUpdateSkill.cs
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src/AcDream.Core.Net/Messages/PrivateUpdateSkill.cs
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using System;
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using System.Buffers.Binary;
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namespace AcDream.Core.Net.Messages;
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/// <summary>
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/// Inbound skill update <c>GameMessage</c> for the local player
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/// (<c>0x02DD</c>) — the server's authoritative answer to RaiseSkill /
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/// TrainSkill / specialize / untrain / reset. A standalone GameMessage
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/// like <see cref="PrivateUpdateVital"/>, NOT a <c>0xF7B0</c> GameEvent.
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///
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/// <para>
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/// Campaign CA slice CA2 (#431). NOTE the opcode-neighborhood trap this
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/// slice also corrected: 0x02DD is <b>PrivateUpdateSkill</b>, not
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/// PrivateUpdatePropertyString (which is 0x02D5) — ACE
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/// <c>GameMessageOpcode.cs:21,29</c>. The related ranks-only
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/// <c>PrivateUpdateSkillLevel (0x02DF)</c> has NO producer anywhere in
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/// ACE (verified 2026-08-24) and is deliberately not parsed.
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/// </para>
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///
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/// <para>
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/// Wire layout — three-source agreement (ACE
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/// <c>GameMessagePrivateUpdateSkill.cs:8-24</c>; Chorizite
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/// <c>Skill.generated.cs:22-86</c>; holtburger
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/// <c>player/types.rs:71-131</c> with the golden fixture at
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/// <c>:279-293</c> confirming <c>adjustPP=1</c> on real captures), full
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/// citations in
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/// <c>docs/research/2026-08-24-advancement-wire-and-recompute.md</c> §2.8:
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/// </para>
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/// <code>
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/// PrivateUpdateSkill (0x02DD):
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/// u32 opcode = 0x02DD
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/// u8 sequence // ByteSequence, per-skill counter
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/// u32 skillId // Skill enum ordinal
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/// u16 ranks // LevelFromPP — ushort on the wire!
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/// u16 adjustPP // hardcoded 1 by ACE on every send
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/// u32 advancementClass // SkillAdvancementClass (1=Untrained/2=Trained/3=Specialized)
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/// u32 xp // ExperienceSpent / PP
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/// u32 init // InitLevel
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/// u32 resistance // ResistanceAtLastCheck
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/// f64 lastUsedTime
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/// </code>
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/// </summary>
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public static class PrivateUpdateSkill
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{
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public const uint Opcode = 0x02DDu;
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/// <summary>Parsed skill update. Ranks widened from the wire's u16.</summary>
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public readonly record struct Parsed(
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byte Sequence,
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uint SkillId,
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uint Ranks,
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ushort AdjustPP,
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uint AdvancementClass,
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uint Xp,
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uint Init,
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uint Resistance,
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double LastUsed);
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/// <summary>
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/// Parse a raw <c>PrivateUpdateSkill (0x02DD)</c> body. Returns
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/// <c>null</c> on opcode mismatch or truncation.
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/// </summary>
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public static Parsed? TryParse(ReadOnlySpan<byte> body)
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{
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// 4 (opcode) + 1 (seq) + 4 + 2 + 2 + 4*4 + 8 = 37 bytes minimum.
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if (body.Length < 37) return null;
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uint opcode = BinaryPrimitives.ReadUInt32LittleEndian(body);
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if (opcode != Opcode) return null;
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int pos = 4;
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byte seq = body[pos]; pos += 1;
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uint skillId = BinaryPrimitives.ReadUInt32LittleEndian(body[pos..]); pos += 4;
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ushort ranks = BinaryPrimitives.ReadUInt16LittleEndian(body[pos..]); pos += 2;
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ushort adjustPP = BinaryPrimitives.ReadUInt16LittleEndian(body[pos..]); pos += 2;
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uint sac = BinaryPrimitives.ReadUInt32LittleEndian(body[pos..]); pos += 4;
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uint xp = BinaryPrimitives.ReadUInt32LittleEndian(body[pos..]); pos += 4;
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uint init = BinaryPrimitives.ReadUInt32LittleEndian(body[pos..]); pos += 4;
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uint resistance = BinaryPrimitives.ReadUInt32LittleEndian(body[pos..]); pos += 4;
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double lastUsed = BitConverter.Int64BitsToDouble(
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BinaryPrimitives.ReadInt64LittleEndian(body[pos..]));
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return new Parsed(
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seq, skillId, ranks, adjustPP, sac, xp, init, resistance, lastUsed);
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}
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}
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@ -500,6 +500,21 @@ public sealed class WorldSession : IDisposable
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/// </summary>
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public event Action<PrivateUpdateVital.ParsedCurrent>? VitalCurrentUpdated;
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/// <summary>
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/// Campaign CA CA2 (#431): fires when a
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/// <c>PrivateUpdateAttribute (0x02E3)</c> arrives — the authoritative
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/// primary-attribute record after a raise. Subscribers typically feed
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/// <see cref="AcDream.Core.Player.LocalPlayerState.OnAttributeUpdate"/>.
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/// </summary>
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public event Action<PrivateUpdateAttribute.Parsed>? AttributeUpdated;
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/// <summary>
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/// Campaign CA CA2 (#431): fires when a
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/// <c>PrivateUpdateSkill (0x02DD)</c> arrives — the authoritative skill
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/// record after raise / train / specialize / untrain / reset.
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/// </summary>
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public event Action<PrivateUpdateSkill.Parsed>? SkillUpdated;
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/// <summary>
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/// Phase 6 — server-broadcast PhysicsScript trigger. Fires when the
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/// server sends a <c>PlayScriptId</c> (opcode 0xF754) packet —
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if (parsed is not null)
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VitalCurrentUpdated?.Invoke(parsed.Value);
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}
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else if (op == PrivateUpdateAttribute.Opcode)
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{
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// Campaign CA CA2 (#431): authoritative attribute record
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// after RaiseAttribute. Wire per ACE
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// GameMessagePrivateUpdateAttribute (3-source agreement).
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var parsed = PrivateUpdateAttribute.TryParse(body);
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if (parsed is not null)
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AttributeUpdated?.Invoke(parsed.Value);
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}
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else if (op == PrivateUpdateSkill.Opcode)
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{
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// Campaign CA CA2 (#431): authoritative skill record after
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// raise/train/specialize/untrain/reset. Wire per ACE
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// GameMessagePrivateUpdateSkill (3-source agreement).
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var parsed = PrivateUpdateSkill.TryParse(body);
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if (parsed is not null)
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SkillUpdated?.Invoke(parsed.Value);
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}
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else if (op == PublicUpdatePropertyInt.Opcode)
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{
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var p = PublicUpdatePropertyInt.TryParse(body);
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