Closes the single biggest P0 gap from r08: the AppraiseInfo blob
carried by both IdentifyObjectResponse (0x00C9) and the initial
PlayerDescription (0x0013) is now parsed end-to-end for the six core
property tables.
Wire layer:
- AppraiseInfoParser.TryParse returns a Parsed record:
(Guid, Flags, Success, PropertyBundle, SpellBook[]).
- IdentifyResponseFlags enum mirrors ACE's bitfield exactly.
- Header reader: u16 count + u16 numBuckets (ACE
PackableHashTable.WriteHeader format).
- Per-table readers: IntStatsTable, Int64StatsTable, BoolStatsTable
(u32 → bool), FloatStatsTable (f64 values), StringStatsTable
(string16L values with 4-byte pad), DidStatsTable.
- SpellBook reader: u32 count followed by count u32 spell ids, with
sanity cap at 4096 entries.
What's NOT yet parsed (deferred, noted in XML doc):
- ArmorProfile / CreatureProfile / WeaponProfile / HookProfile blobs
require porting their respective Structure classes.
- Enchantment bitfields (u16 highlight + u16 color triplets).
- ArmorLevels block.
The parser is defensive: malformed / truncated tables raise
FormatException which is caught internally; the caller gets
whatever properties parsed successfully before the error.
Tests (7 new):
- Header-only (no tables).
- IntStatsTable round-trip with mixed sign values.
- BoolStatsTable (u32 ↔ bool conversion).
- StringStatsTable with padded-length strings.
- SpellBook parsing.
- Combined flags across multiple tables.
- Truncated payload → null.
Build green, 628 tests pass (up from 621).
This unlocks the Attributes / Skills / Paperdoll UI panels once their
renderers land — every property key the server sends now gets stored
on the target ItemInstance (or — for PlayerDescription — the player's
own property bag once wired).
Ref: ACE AppraiseInfo.Write (AppraiseInfo.cs:735), PackableHashTable.
Ref: r08 §4 payload for 0x00C9.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>