chore: Adds AI instructions and SKILLs for ModernUO codebase (#2347)

Summary

  - Adds CLAUDE.md at repo root with 14 terse code audit rules (always loaded, low token cost)
  - Adds pointer files for other AI tools: AGENTS.md (Codex), GEMINI.md, .github/COPILOT-INSTRUCTIONS.md (Copilot), .cursorrules (Cursor) — all redirect to CLAUDE.md as single source of truth
  - Gitignores /.claude so personal AI config isn't distributed
  - Moves Claude skills to dev-docs/claude-skills/ (opt-in, not auto-loaded)
  - Adds 14 dev-docs covering codebase conventions

  Code Audit Rules (in CLAUDE.md)

  1. LINQ tiered rules (Tier 1 free, Tier 2 warm, Tier 3 forbidden)
  2. No Console.WriteLine — use LogFactory.GetLogger()
  3. No concurrency primitives in game code
  4. No World.Mobiles/World.Items iteration
  5. Clean up refs in OnDelete()/OnAfterDelete()
  6. Cancel timers in OnDelete()/OnAfterDelete()
  7. STArrayPool<T>.Shared not ArrayPool<T>.Shared
  8. PooledRefList<T> not new List<T>() on hot paths
  9. Serialization: partial class, [Constructible], no serialized TimerExecutionToken
  10. No Task.Run/new Thread() in game code
  11. Never assume era — ask which expansion
  12. _camelCase fields, PascalCase properties/methods
  13. No empty gumps — use DisplayTo() pattern
  14. PropertyList string literals must be {} holes, cliloc-as-argument uses :#
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---
name: modernuo-timers
description: >
Trigger when creating delayed actions, recurring timers, or any time-based behavior. When using Timer.StartTimer, Timer.DelayCall, or TimerExecutionToken.
---
# ModernUO Timers & Scheduling
## When This Activates
- Creating delayed actions or recurring timers
- Working with `Timer`, `TimerExecutionToken`, `DelayCallTimer`
- Implementing decay, expiration, or periodic behavior
- Restoring timers after deserialization
## Key Rules
1. **Prefer `Timer.StartTimer` with token** for cancellable timers
2. **Prefer `Timer.StartTimer` without token** for fire-and-forget
3. **Never serialize `TimerExecutionToken`** -- restore in `[AfterDeserialization]`
4. **Always cancel timers in `OnDelete()`/`OnAfterDelete()`**
5. **8ms minimum precision** -- timer wheel uses 8ms tick rate
## Preferred APIs (In Order)
### 1. Timer.StartTimer with Token (Cancellable Fire-and-Forget)
```csharp
private TimerExecutionToken _timerToken;
// One-shot
Timer.StartTimer(TimeSpan.FromSeconds(5), DoSomething, out _timerToken);
// Repeating
Timer.StartTimer(TimeSpan.FromSeconds(1), TimeSpan.FromSeconds(1), CheckExpiry, out _timerToken);
// Repeating with count limit
Timer.StartTimer(TimeSpan.FromSeconds(0), TimeSpan.FromSeconds(1), 10, Tick, out _timerToken);
// Cancel
_timerToken.Cancel(); // Safe to call multiple times
// Check state
if (_timerToken.Running) { }
```
### 2. Timer.StartTimer without Token (Fire-and-Forget, No Cancel)
```csharp
Timer.StartTimer(Delete); // Immediate
Timer.StartTimer(TimeSpan.FromSeconds(5), Delete); // Delayed
Timer.StartTimer(TimeSpan.FromSeconds(1), TimeSpan.FromSeconds(1), Tick); // Repeating
```
### 3. Timer.DelayCall (Returns Timer Object)
```csharp
var timer = Timer.DelayCall(TimeSpan.FromSeconds(5), DoSomething);
timer.Stop(); // Cancel later if needed
```
### 4. Timer.DelayCall with State (Avoids Closures)
```csharp
// Passes state without lambda allocation
Timer.DelayCall(TimeSpan.FromSeconds(2), ProcessTarget, from, target);
// Calls: ProcessTarget(Mobile from, Mobile target) after 2s
// Up to 5 parameters supported
Timer.DelayCall(TimeSpan.FromSeconds(1), DoWork, arg1, arg2, arg3);
```
### 5. Timer.Pause (Awaitable)
```csharp
await Timer.Pause(TimeSpan.FromMilliseconds(100));
await Timer.Pause(500); // 500ms overload
```
## TimerExecutionToken Properties
```csharp
_timerToken.Running // bool: is timer still active?
_timerToken.Index // int: how many times OnTick has fired
_timerToken.RemainingCount // int: ticks remaining (int.MaxValue if infinite)
_timerToken.Next // DateTime: when next tick fires
_timerToken.Cancel() // Stop and return to pool (safe to call multiple times)
```
## Timer Wheel Architecture
3-layer hierarchical wheel with 4096 slots per layer:
- Layer 0: 8ms resolution, ~33 second range
- Layer 1: ~33s resolution, ~22 minute range
- Layer 2: ~22m resolution, ~16 day range
All delays rounded up to nearest 8ms boundary.
## Patterns
### Cleanup in Deletion
```csharp
public override void OnDelete()
{
_timerToken.Cancel(); // TimerExecutionToken
base.OnDelete();
}
public override void OnAfterDelete()
{
_timer?.Stop(); // Timer reference
_timer = null;
base.OnAfterDelete();
}
```
### Timer Restoration After Deserialization
```csharp
[SerializationGenerator(0, false)]
public partial class DecayingItem : Item
{
private TimerExecutionToken _decayTimer; // NOT serialized
[SerializableField(0)]
[DeltaDateTime]
private DateTime _expireTime;
[Constructible]
public DecayingItem() : base(0x1234)
{
_expireTime = Core.Now + TimeSpan.FromHours(1);
Timer.StartTimer(TimeSpan.FromMinutes(1), TimeSpan.FromMinutes(1), CheckDecay, out _decayTimer);
}
[AfterDeserialization]
private void AfterDeserialization()
{
Timer.StartTimer(TimeSpan.FromMinutes(1), TimeSpan.FromMinutes(1), CheckDecay, out _decayTimer);
}
public override void OnAfterDelete()
{
_decayTimer.Cancel();
base.OnAfterDelete();
}
private void CheckDecay()
{
if (Core.Now >= _expireTime)
Delete();
}
}
```
### [DeserializeTimerField] Pattern (for Timer fields)
```csharp
[SerializableField(0, setter: "private")]
private Timer _evaluateTimer;
[DeserializeTimerField(0)]
private void DeserializeEvaluateTimer(TimeSpan delay)
{
_evaluateTimer = Timer.DelayCall(delay, EvaluationInterval, Evaluate);
}
```
### Custom Timer Class (When You Need Complex Logic)
```csharp
private class DecayTimer : Timer
{
private readonly Corpse _corpse;
public DecayTimer(Corpse c, TimeSpan delay) : base(delay)
{
_corpse = c;
}
protected override void OnTick()
{
if (!_corpse.GetFlag(CorpseFlag.NoBones))
_corpse.TurnToBones();
else
_corpse.Delete();
}
}
// Usage:
_decayTimer = new DecayTimer(this, delay);
_decayTimer.Start();
// Cleanup:
_decayTimer?.Stop();
_decayTimer = null;
```
## Anti-Patterns
- **Serializing `TimerExecutionToken`**: It's a struct with internal Timer reference -- not serializable
- **Forgetting cleanup**: Timers keep running if not cancelled on deletion
- **Using `Thread.Sleep`**: Blocks the game loop. Use `Timer.StartTimer` or `await Timer.Pause` instead
- **Creating timers in constructors called during deserialization**: Use `[AfterDeserialization]` instead
## Real Examples
- Token cleanup: `Projects/UOContent/Spells/Third/WallOfStone.cs`
- Repeating timer: `Projects/UOContent/Spells/Spellweaving/Items/TransientItem.cs`
- Custom timer class: `Projects/UOContent/Items/Misc/Corpses/Corpse.cs`
- State-carrying delay: Various files using `Timer.DelayCall<T1,T2>(delay, callback, arg1, arg2)`
- Timer deserialization: `Projects/UOContent/Items/Aquarium/Aquarium.cs`
- Timer pool config: `Projects/Server/Timer/Timer.Pool.cs`
## Timer Files
- `Projects/Server/Timer/Timer.cs` - Base class
- `Projects/Server/Timer/Timer.DelayCall.cs` - DelayCall + StartTimer
- `Projects/Server/Timer/Timer.TimerWheel.cs` - Scheduler
- `Projects/Server/Timer/Timer.Pool.cs` - Pool management
- `Projects/Server/Timer/Timer.DelayStateCall.cs` - Generic state timers
- `Projects/Server/Timer/TimerExecutionToken.cs` - Token struct
## See Also
- `dev-docs/timers.md` - Complete timer documentation
- `dev-docs/event-scheduler.md` - Wall-clock/calendar scheduling (EventScheduler) — use for daily resets, weekly events, holiday seasons instead of Timer
- `dev-docs/claude-skills/modernuo-event-scheduler.md` - EventScheduler skill for calendar-based events
- `dev-docs/claude-skills/modernuo-serialization.md` - Timer fields not serialized
- `dev-docs/claude-skills/modernuo-content-patterns.md` - Deletion patterns
- `dev-docs/claude-skills/modernuo-threading.md` - Single-threaded model