feat(net): D.2b-B B-Wire — PlayerDescription delivers player properties to ClientObject
Add optional Func<uint>? playerGuid parameter (last in WireAll signature so all existing callers compile unchanged). When provided, the PD handler calls items.UpsertProperties(playerGuid(), p.Value.Properties) immediately after the null-guard, landing EncumbranceVal (PropertyInt 5) and other player stats into the player ClientObject. Upsert (create-if-absent) handles PD arriving before the player's CreateObject. Retires AP-48/AP-49 divergence rows (wired in Task 16). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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2 changed files with 50 additions and 1 deletions
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@ -65,7 +65,10 @@ public static class GameEventWiring
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// D.5.1 Task 4: persists Shortcuts from each PlayerDescription so the
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// toolbar can populate itself at login without keeping a parser reference.
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// Optional so all existing callers and tests compile unchanged.
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Action<IReadOnlyList<PlayerDescriptionParser.ShortcutEntry>>? onShortcuts = null)
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Action<IReadOnlyList<PlayerDescriptionParser.ShortcutEntry>>? onShortcuts = null,
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// B-Wire: the local player's server guid. When provided, the PD handler upserts
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// the player's own PropertyBundle (EncumbranceVal etc.) into the player ClientObject.
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Func<uint>? playerGuid = null)
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{
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ArgumentNullException.ThrowIfNull(dispatcher);
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ArgumentNullException.ThrowIfNull(items);
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@ -289,6 +292,13 @@ public static class GameEventWiring
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Console.WriteLine($"vitals: PlayerDescription body.len={e.Payload.Length} parsed={(p is null ? "NULL" : $"vec={p.Value.VectorFlags} attrs={p.Value.Attributes.Count} spells={p.Value.Spells.Count}")}");
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if (p is null) return;
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// B-Wire: deliver the player's OWN properties to the player ClientObject.
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// (PD's "membership manifest" rule is about ITEMS, whose data comes from
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// CreateObject; the player's own stats legitimately come from PD.) Upsert
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// because PD can arrive before the player's CreateObject. Retires AP-48/AP-49.
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if (playerGuid is not null)
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items.UpsertProperties(playerGuid(), p.Value.Properties);
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// K-fix13 (2026-04-26): build attrId → current map while
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// iterating attributes so the skill-formula resolver below
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// can apply (attr1.current * mult1 + attr2.current * mult2)
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