The recompute half of #431, on the CA1 verdict that retail computes
derived values LIVE at inquiry (Set* writes raw; InqSkillBaseLevel
0x00592140 -> SkillFormula::Calculate 0x00591960 re-derive per call;
InqRunRate 0x00592800 runs every motion tick; UI notifications carry no
value and widgets re-pull):
- LocalPlayerState gains the SkillTable formula resolver — the same
delegate shape (and App-side implementation, RetailSkillFormula over
the loaded SkillTable) the PlayerDescription path already uses. An
attribute write re-derives every skill snapshot's cached formula
contribution; recomputing at the only write that changes the inputs
yields values identical to retail's compute-on-read at every read. A
freshly TRAINED skill unseen at login derives its contribution live
instead of defaulting to zero forever.
- The router pushes movement-skill totals down the SAME seam
PlayerDescription uses (UpdateMovementSkillBase -> vitae/enchantment
recompute -> OnSkillsUpdated -> the App stats applier) after an
attribute update, and after a skill update for Run (24) / Jump (22)
only. This is what turns a Quickness raise into visible run speed
mid-session; the server's own movement-packet echo
(HandleRunRateUpdate -> ApplyServerRunRate) remains the correcting
authority.
- Vitals maxima needed no new plumbing: GetMaxApprox reads attribute
currents live and the vitals window binds getter lambdas re-read per
frame, so CA2's attribute fan-out completes that path. The character
panel already subscribes to AttributeChanged/CharacterChanged.
Tests: router behavior test drives the real WorldSession events through
the real router and asserts the full chain (state write, live 160/2=80
re-derivation, movement push totals, and that a non-movement skill does
NOT push); the subscription-count contract now includes the two new
events; Core tests cover the fresh-train resolver derivation. Full
hermetic suite 15,335 passed / 0 failed.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>