package dnfbridge import ( "context" "sort" dnfrepo "longheng.io/server/internal/modules/dnf/repository" ) // currentUserInfoSkillPageEntry is one {u16 skill id, u8 level} row of the // mode1/mode3 skill groups. type currentUserInfoSkillPageEntry struct { SkillID uint16 Level byte } // currentUserInfoSkillPages is the tail block sub_2003420 reads right after // the equipped-creature {item id, serial} pair: a u8 selected tree (0xff keeps // the client's current selection), then for tree 0 and tree 1 a u8 count // followed by {u16 skill, u8 level} rows. // // The current EXE applies these rows only to actors other than the controlled // one (0x0200342B `cmp [controlledActor], esi`): per row it selects the tree // (sub_249FF80), resolves the skill object (vtbl+0xBB0), sets its rank through // sub_2666AE0 and stores the level (vtbl+0xB60); afterwards a non-0xff selected // byte switches the actor's active tree. For the controlled actor the same // bytes are consumed by sub_2002F10 with a null target and discarded, so the // owner-produced row can be replayed to peers byte for byte. // // These two groups are the only channel through which a client learns a // *party member's* skill levels: op19 (sub_1D6E240) binds exclusively to the // controlled actor and the reliable-UDP handshake carries no skill table. // Publishing empty groups - what every peer received until 2026-09-07 - left // every remote actor with a zero skill table. A party buff such as 武器祝福 is // simulated locally by each client from the caster's skill state (the P2P // k02s19 cast message carries skill 7 and the caster's level 22, decoded live), // so on every teammate it resolved to level 0 while the caster saw its own // level. The S4A12 reference server writes the same layout after // SkillTreeIndex in its subtype-1 body (UserInfoSubtype1Builder.WriteSkillPage). type currentUserInfoSkillPages struct { Selected byte Pages [currentSkillInfoTreeCount][]currentUserInfoSkillPageEntry } func emptyCurrentUserInfoSkillPages() currentUserInfoSkillPages { return currentUserInfoSkillPages{Selected: 0xff} } func (r *csharpLegacyUserInfoReader) currentUserInfoSkillPages(character dnfrepo.CharacterRecord) currentUserInfoSkillPages { pages := emptyCurrentUserInfoSkillPages() if r == nil || r.service == nil || character.CharacterID == "" { return pages } repos, ok := r.service.projectionRepositories(r.ctx) if !ok || repos.Skill == nil { return pages } job, ok := characterJobByte(character) if !ok { return pages } ctx := r.ctx if ctx == nil { ctx = context.Background() } record, _, err := r.service.loadOrBackfillCurrentSceneSkillRecord(ctx, repos, character, job) if err != nil { r.service.logGameEvent(r.session, "game-upper-userinfo-mode1-skill-pages-deferred", "character_id", character.CharacterID, "error", err) return pages } pages = currentUserInfoSkillPagesFromRecord(character, record) // The durable skill record carries only the learned level. The BUFF // enhancement (换装) registration adds equipment level bonuses to its // registered buff skill on the caster's own client; fold that bonus into // the wire skill page so peers, which simulate the caster's buff from this // table, see the same level instead of the unregistered baseline. if r.session != nil { buffSkillID, bonus, bonusErr := r.service.skillSwitchRegisteredBuffLevelBonus(ctx, r.session, character) if bonusErr == nil && buffSkillID != 0 && bonus != 0 { for tree := 0; tree < currentSkillInfoTreeCount; tree++ { for index := range pages.Pages[tree] { if pages.Pages[tree][index].SkillID != buffSkillID { continue } level := int(pages.Pages[tree][index].Level) + bonus if level < 0 { level = 0 } if level > 0xff { level = 0xff } pages.Pages[tree][index].Level = byte(level) } } } } return pages } // currentUserInfoSkillPagesFromRecord projects the durable skill record into // the wire groups: every learned skill (level > 0) of each tree in ascending // skill-id order, level clamped to the u8 the reader stores, and the // character's active tree as the selected byte. func currentUserInfoSkillPagesFromRecord(character dnfrepo.CharacterRecord, record dnfrepo.SkillRecord) currentUserInfoSkillPages { pages := emptyCurrentUserInfoSkillPages() for tree := 0; tree < currentSkillInfoTreeCount; tree++ { state, ok := dnfrepo.SkillTree(record, tree) if !ok { if tree != currentSkillInfoTreeIndex { continue } state = dnfrepo.SkillTreeState{Skills: record.Skills} } ids := make([]int64, 0, len(state.Skills)) for id, skill := range state.Skills { if id <= 0 || id > 0xffff || skill.Level <= 0 { continue } ids = append(ids, id) } sort.Slice(ids, func(i, j int) bool { return ids[i] < ids[j] }) if len(ids) > 0xff { ids = ids[:0xff] } rows := make([]currentUserInfoSkillPageEntry, 0, len(ids)) for _, id := range ids { level := state.Skills[id].Level if level > 0xff { level = 0xff } rows = append(rows, currentUserInfoSkillPageEntry{SkillID: uint16(id), Level: byte(level)}) } pages.Pages[tree] = rows } if active, err := currentSceneActiveSkillTree(character); err == nil && int(active) < currentSkillInfoTreeCount { pages.Selected = active } return pages } func writeCurrentUserInfoSkillPages(w *packetWriter, pages currentUserInfoSkillPages) { w.writeByte(pages.Selected) for _, rows := range pages.Pages { w.writeByte(byte(len(rows))) for _, row := range rows { w.writeUint16(row.SkillID) w.writeByte(row.Level) } } }