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