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

View file

@ -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));