The Adventurer's skill list, and the rows a class change leaves behind - #2302
The Adventurer's skill list, and the rows a class change leaves behind#2302denislauri1999 wants to merge 3 commits into
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…behind Three things in the same place, all about which skills a character is allowed to hold. **Class 0 is not the Adventurer.** It is the scrap container of Skill.dat: 193 entries end up there - passives, monster skills, things with no cost and no cast time. Selecting by class gave an Adventurer all of them, and the bar filled with icons the client will not cast. The Adventurer's ten real skills are now listed by number; 209 does not exist. **A class change was only half done.** It empties the in-memory list and learns the new class's skills, and nothing ever deleted the rows behind the old ones, so the next login loaded both sets back. Cast ids are numbered per class and start at zero, so an Archer who used to be an Adventurer knew two skills answering to cast 0 - Swing and Archery - and which one the resolver returned came down to dictionary order. Swing is melee, a melee skill selects the secondary-weapon profile on an Archer, and the bow in the main hand counted for nothing. The cleanup also runs at login, so characters already in that state heal themselves instead of staying broken. **LearnClassSkillsAsync inserted a duplicate row on every call.** It built a fresh Guid each time; in memory nothing showed, because the dictionary is keyed by skill number and collapses them, but the rows piled up behind it. The existing row's id is reused when there is one. The specialist card's skills are a separate change and are not here.
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Included review availability: Your plan provides up to 2 included reviews per hour; 0 remain after this review. WalkthroughClass changes now inject ChangesClass skill synchronization
Estimated code review effort: 3 (Moderate) | ~25 minutes Merge Risk: ⚪ Minimal · up to The changes address class skill selection, stale skills after class changes, and duplicate skill records; no actionable merge-blocking risk remains beyond normal checks and review. Sequence Diagram(s)sequenceDiagram
participant Client
participant ChangeClassPacketHandler
participant ChangeClassHandler
participant PlayerBundleExtensions
participant SkillService
participant CharacterSkillPersistence
Client->>ChangeClassPacketHandler: Request class change
ChangeClassPacketHandler->>PlayerBundleExtensions: Pass class and ISkillService
ChangeClassHandler->>PlayerBundleExtensions: Pass class and ISkillService
PlayerBundleExtensions->>SkillService: ForgetUnlearnableSkillsAsync
SkillService->>CharacterSkillPersistence: Delete unavailable skill rows
PlayerBundleExtensions->>SkillService: LearnClassSkillsAsync
SkillService->>CharacterSkillPersistence: Reuse or create skill rows
🚥 Pre-merge checks | ✅ 5✅ Passed checks (5 passed)
✨ Finishing Touches🧪 Generate unit tests (beta)
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…login The previous commit cleaned up at login, which repairs a character already in that state but leaves the window between a class change and the next relog. And master's ChangeClassAsync turns out not to touch Skills at all: the character keeps the old class's bar, in memory and in the database, and never learns the new class's. Now it clears the list, deletes the rows behind it, and learns what the new job level allows - which the change has just put back to 1, so it starts from the first skill. Threaded ISkillService through the two callers.
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Pushed a second commit: the cleanup now also runs where the stale rows are created, not only at the next login. Looking at it again,
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Actionable comments posted: 2
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Inline comments:
In `@src/NosCore.GameObject/Services/SkillService/SkillService.cs`:
- Around line 92-100: Update the keep set in the skill cleanup logic around
ChangeClassAsync to include only learnable skills whose LevelMinimum is less
than or equal to character.JobLevel, while retaining the existing SkillVNum
filtering. Add a regression test covering a persisted higher-level
destination-class skill and verify it is removed after the class change.
In
`@test/NosCore.GameObject.Tests/Services/SkillService/ClassSkillLearningTests.cs`:
- Around line 124-128: Update the test around LearnClassSkillsAsync to seed an
existing character-skill database row, clear the character’s in-memory Skills
collection, then invoke learning and verify the DAO upsert reuses the seeded row
ID; assert the persisted-row reuse behavior rather than only comparing the
in-memory skill count.
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src/NosCore.GameObject/Ecs/Extensions/PlayerBundleExtensions.cssrc/NosCore.GameObject/Messaging/Handlers/Nrun/ChangeClassHandler.cssrc/NosCore.GameObject/Services/SkillService/ISkillService.cssrc/NosCore.GameObject/Services/SkillService/SkillService.cssrc/NosCore.PacketHandlers/Command/ChangeClassPacketHandler.cstest/NosCore.GameObject.Tests/Services/SkillService/ClassSkillLearningTests.cstest/NosCore.PacketHandlers.Tests/Command/ChangeClassPacketHandlerTests.cs
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…rt of the question Two corrections to this PR. **209.** My list left it out and the comment said it does not exist. Skill.dat disagrees: class 0, cast id 16, LevelMinimum 1, name Capture. It is the Adventurer's pet catcher, which is why CharNewPacketHandler grants it to every new character - and why the comment there says a missing one makes `u_s 16` answer `cancel 2`. 16 is exactly this skill's cast id. As pushed, the cleanup deleted 209 from every Adventurer and nothing would have said so: they simply stop being able to catch anything. The test asserted the omission and passed. It now asserts the opposite, and fails if 209 leaves the list. 211 and 212 stay out on purpose - the file calls them "Ultra Super Cheating Skill" and "Admin Cheating Skill". Written down and deliberately not guessed at: 300 to 306 are also class 0, with LevelMinimum 10 to 18 and names like "Strengthen Swing". They look like upgraded forms of 200-206 and carry the SAME cast ids, so they cannot be added alongside. Nothing in the files says how one replaces the other, so they stay out. **The review is right about the job level.** A class change puts it back to 1, so a persisted row for a destination-class skill needing job 20 is as unusable as one of the class left behind, and LoadSkill restored it past any check. `keep` is now filtered by LevelMinimum. The method is renamed ForgetUnlearnableSkillsAsync: with that filter it no longer only forgets other classes, and the old name would have lied. **And the duplicate-row test was weak**, as the review says: it counted the in-memory dictionary, which is keyed by skill number and collapses duplicates, so it could not see the thing it was defending. It now uses a store that remembers, clears the in-memory list the way a relog does, and asserts the row id is reused.
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Both findings taken, and checking the first one against 209 is not a hole in the numbering — it is the Adventurer's Capture. My list left it out and the comment claimed it does not exist. The file says class 0, cast id 16, As pushed, the cleanup deleted 209 from every Adventurer, and nothing would have reported it: they just stop being able to catch pets. The test asserted the omission and passed. It now asserts the opposite and fails if 209 leaves the list. 211 and 212 stay out on purpose — the file calls them "Ultra Super Cheating Skill" and "Admin Cheating Skill". Written down rather than guessed at: 300–306 are also class 0, The job-level filter is right. A class change resets the job level to 1, so a persisted row for a destination-class skill needing job 20 is as unusable as one belonging to the class left behind, and The duplicate-row test was weak, as you say. It counted the in-memory dictionary, which is keyed by skill number and collapses duplicates — it could not see the thing it defended. It now uses a store that remembers, clears the in-memory list the way a relog does, and asserts the row id is reused. |
Three things in
SkillService, all about which skills a character is allowed to hold.Class 0 is not the Adventurer
It is the scrap container of
Skill.dat: 193 entries end up there — passives, monster skills, things with no cost and no cast time.s.Class == (byte)character.Classtherefore gave an Adventurer all of them, and the bar filled with icons the client will not cast. The symptom is "the skills arrive but they do not work".The Adventurer's ten real skills are now listed by number. 209 does not exist.
A class change was only half done
The change empties the in-memory list and learns the new class's skills. Nothing ever deleted the rows behind the old ones, so the next login loaded both sets back.
That is not a cosmetic leftover. Cast ids are numbered per class and start at zero, so an Archer who used to be an Adventurer knew two skills answering to cast 0:
Which one the resolver returned came down to dictionary order. The visible symptom was a basic attack computed off the wrong weapon: a melee skill selects the secondary-weapon profile on an Archer, so the bow in the main hand counted for nothing.
The cleanup also runs from
LoadSkill, so characters already in that state heal themselves at their next login rather than staying broken until they change class again.LearnClassSkillsAsync inserted a duplicate row on every call
Id = Guid.NewGuid()each time. In memory nothing showed — the dictionary is keyed by skill number and collapses them — but the rows piled up behind it. The existing row's id is reused when there is one.The specialist card's skills are a separate change and are not in this PR.
Summary by CodeRabbit
New Features
Bug Fixes
Tests