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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dev-docs/networking-packets.md
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dev-docs/networking-packets.md
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# ModernUO Networking & Packets
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This document covers ModernUO's networking system, including outgoing and incoming packet patterns, SpanWriter/SpanReader, and NetState extensions.
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## Overview
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ModernUO uses a binary packet protocol for client-server communication. The system is built around:
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- **Outgoing packets**: Static `Create*` methods + `Send*` extension methods on `NetState`
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- **Incoming packets**: Function pointer handlers registered in `Configure()`
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- **SpanWriter/SpanReader**: High-performance binary I/O using `Span<byte>`
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## Outgoing Packet Pattern
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### Step 1: Define Constants and Create Method
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```csharp
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public static class OutgoingMyPackets
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{
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public const int MyPacketLength = 12; // Fixed-size packet
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public static void CreateMyPacket(Span<byte> buffer, Serial target, int value)
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{
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if (buffer[0] != 0) // Already initialized guard
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return;
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var writer = new SpanWriter(buffer);
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writer.Write((byte)0xBF); // Packet ID
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writer.Write((ushort)12); // Packet length
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writer.Write((ushort)0x99); // Sub-command
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writer.Write(target); // Serial (4 bytes)
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writer.Write((short)value); // Value (2 bytes)
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}
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}
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```
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### Step 2: Define Send Extension Method
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```csharp
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public static void SendMyPacket(this NetState ns, Serial target, int value)
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{
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if (ns.CannotSendPackets())
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return;
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var buffer = stackalloc byte[MyPacketLength].InitializePacket();
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CreateMyPacket(buffer, target, value);
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ns.Send(buffer);
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}
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```
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### Step 3: Call from Game Code
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```csharp
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// Send to one player
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mobile.NetState.SendMyPacket(target.Serial, 42);
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// Send to nearby players
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foreach (var ns in mobile.GetClientsInRange(18))
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{
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ns.SendMyPacket(target.Serial, 42);
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}
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```
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### Variable-Length Outgoing Packets
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```csharp
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public static void SendMyDynamicPacket(this NetState ns, string name, int[] values)
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{
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if (ns.CannotSendPackets())
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return;
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var length = 7 + name.Length * 2 + values.Length * 4;
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var writer = new SpanWriter(stackalloc byte[length]);
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writer.Write((byte)0x99); // Packet ID
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writer.Write((ushort)0); // Length placeholder
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writer.WriteBigUniNull(name); // Unicode string
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writer.Write((ushort)values.Length);
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foreach (var val in values)
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writer.Write(val);
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writer.WritePacketLength(); // Fill in actual length at position 1-2
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ns.Send(writer.Span);
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}
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```
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### Shared Buffer Pattern (Multiple Recipients)
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When sending the same packet to multiple players, create the buffer once:
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```csharp
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public static void SendToNearby(Mobile source, int effectId)
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{
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Span<byte> buffer = stackalloc byte[EffectPacketLength];
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buffer.InitializePacket();
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foreach (var ns in source.GetClientsInRange(18))
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{
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// CreateXxx checks buffer[0] != 0 to avoid re-initializing
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CreateEffectPacket(buffer, source.Serial, effectId);
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ns.Send(buffer);
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}
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}
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```
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---
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## Incoming Packet Pattern
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### Step 1: Register Handler in Configure()
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```csharp
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public static class IncomingMyPackets
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{
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public static unsafe void Configure()
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{
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// Fixed-length packet (12 bytes, in-game only)
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IncomingPackets.Register(0x99, 12, true, &MyHandler);
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// Variable-length packet (0 = variable)
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IncomingPackets.Register(0x9A, 0, true, &MyDynamicHandler);
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// Out-of-game packet
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IncomingPackets.Register(0x9B, 10, false, &LoginHandler);
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// Encoded packet (sub-command)
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IncomingPackets.RegisterEncoded(0x28, true, &EncodedHandler);
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}
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}
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```
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### Step 2: Implement Handler
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```csharp
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public static void MyHandler(NetState state, SpanReader reader)
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{
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var from = state.Mobile;
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if (from == null)
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return;
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var targetSerial = (Serial)reader.ReadUInt32();
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var value = reader.ReadInt16();
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var target = World.FindMobile(targetSerial);
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if (target == null)
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return;
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// Process packet...
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}
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public static void MyDynamicHandler(NetState state, SpanReader reader)
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{
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var from = state.Mobile;
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if (from == null)
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return;
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var name = reader.ReadBigUniSafe();
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var count = reader.ReadUInt16();
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for (var i = 0; i < count; i++)
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{
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var val = reader.ReadInt32();
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// Process each value...
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}
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}
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```
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### Encoded Packet Handler
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```csharp
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public static void EncodedHandler(NetState state, IEntity target, EncodedReader reader)
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{
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// Encoded packets have a different signature
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var from = state.Mobile;
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if (from == null)
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return;
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// Process...
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}
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```
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### Registration Parameters
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```csharp
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IncomingPackets.Register(
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int packetID, // Packet identifier (0x00-0xFF)
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int length, // Fixed length, or 0 for variable-length
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bool inGameOnly, // Requires authenticated player
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delegate*<NetState, SpanReader, void> handler // Function pointer
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);
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```
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---
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## SpanWriter Reference
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High-performance ref struct for writing binary data. Defined in `Projects/Server/Buffers/SpanWriter.cs`.
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### Constructors
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```csharp
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var writer = new SpanWriter(Span<byte> buffer); // Fixed buffer
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var writer = new SpanWriter(stackalloc byte[64]); // Stack buffer
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var writer = new SpanWriter(int capacity, bool resize = false); // Pooled buffer
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```
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### Integer Writes (Big-Endian by Default)
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```csharp
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writer.Write(bool value); // 1 byte
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writer.Write(byte value); // 1 byte
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writer.Write(sbyte value); // 1 byte
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writer.Write(short value); // 2 bytes, big-endian
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writer.Write(ushort value); // 2 bytes, big-endian
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writer.Write(int value); // 4 bytes, big-endian
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writer.Write(uint value); // 4 bytes, big-endian
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writer.Write(long value); // 8 bytes, big-endian
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writer.Write(ulong value); // 8 bytes, big-endian
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writer.Write(Serial serial); // 4 bytes (writes serial.Value)
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```
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### Little-Endian Variants
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```csharp
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writer.WriteLE(short value);
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writer.WriteLE(ushort value);
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writer.WriteLE(int value);
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writer.WriteLE(uint value);
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```
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### String Writes
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```csharp
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// ASCII (1 byte per char)
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writer.WriteAscii(string value);
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writer.WriteAsciiNull(string value); // Null-terminated
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writer.WriteAscii(string value, int fixedLength);
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// Latin-1 (1 byte per char, extended ASCII)
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writer.WriteLatin1(string value);
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writer.WriteLatin1Null(string value);
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writer.WriteLatin1(string value, int fixedLength);
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// UTF-16 Big-Endian (UO standard for Unicode)
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writer.WriteBigUni(string value);
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writer.WriteBigUniNull(string value);
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writer.WriteBigUni(string value, int fixedLength);
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// UTF-16 Little-Endian
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writer.WriteLittleUni(string value);
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writer.WriteLittleUniNull(string value);
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writer.WriteLittleUni(string value, int fixedLength);
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// UTF-8
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writer.WriteUTF8(string value);
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writer.WriteUTF8Null(string value);
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```
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### Utilities
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```csharp
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writer.Write(ReadOnlySpan<byte> data); // Raw bytes
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writer.Clear(int count); // Write zeros
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writer.Seek(int offset, SeekOrigin origin); // Move position
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writer.WritePacketLength(); // Fill length at position 1-2
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writer.EnsureCapacity(int capacity); // Grow buffer if needed
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writer.Dispose(); // Return pooled buffer
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// Properties
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writer.Position; // Current write position
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writer.Capacity; // Buffer size
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writer.Span; // ReadOnlySpan<byte> of written data
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writer.RawBuffer; // Mutable Span<byte> of full buffer
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```
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---
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## SpanReader Reference
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High-performance ref struct for reading binary data. Defined in `Projects/Server/Buffers/SpanReader.cs`.
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### Constructor
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```csharp
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var reader = new SpanReader(ReadOnlySpan<byte> data);
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```
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### Integer Reads (Big-Endian by Default)
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```csharp
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reader.ReadByte(); // 1 byte
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reader.ReadBoolean(); // 1 byte (> 0 = true)
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reader.ReadSByte(); // 1 byte signed
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reader.ReadInt16(); // 2 bytes, big-endian
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reader.ReadUInt16(); // 2 bytes, big-endian
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reader.ReadInt32(); // 4 bytes, big-endian
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reader.ReadUInt32(); // 4 bytes, big-endian
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reader.ReadInt64(); // 8 bytes, big-endian
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reader.ReadUInt64(); // 8 bytes, big-endian
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```
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### Little-Endian Variants
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```csharp
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reader.ReadInt16LE();
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reader.ReadUInt16LE();
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reader.ReadUInt32LE();
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```
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### String Reads
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```csharp
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// Each has a "Safe" variant that filters control characters
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reader.ReadAscii(int fixedLength = -1);
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reader.ReadAsciiSafe(int fixedLength = -1);
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reader.ReadLatin1(int fixedLength = -1);
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reader.ReadLatin1Safe(int fixedLength = -1);
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reader.ReadBigUni(int fixedLength = -1);
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reader.ReadBigUniSafe(int fixedLength = -1);
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reader.ReadLittleUni(int fixedLength = -1);
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reader.ReadLittleUniSafe(int fixedLength = -1);
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reader.ReadUTF8(int fixedLength = -1);
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reader.ReadUTF8Safe(int fixedLength = -1);
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```
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### Utilities
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```csharp
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reader.Seek(int offset, SeekOrigin origin);
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reader.Read(Span<byte> destination);
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// Properties
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reader.Position; // Current read position
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reader.Length; // Total data length
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reader.Remaining; // Bytes remaining
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reader.Buffer; // ReadOnlySpan<byte> of full data
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```
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---
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## Common Existing Send Methods
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### Effects and Sounds
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```csharp
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ns.SendSoundEffect(int soundID, IPoint3D target);
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ns.SendMobileAnimation(Serial mobile, int action, int frames, int repeat, bool forward, bool loop, int delay);
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ns.SendNewMobileAnimation(Serial mobile, int action, int frames, int delay);
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```
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### Mobile Status
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```csharp
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ns.SendMobileHits(Mobile m, bool normalize = false);
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ns.SendMobileMana(Mobile m, bool normalize = false);
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ns.SendMobileStam(Mobile m, bool normalize = false);
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ns.SendMobileAttributes(Mobile m, bool normalize = false);
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ns.SendMobileStatus(Mobile m);
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ns.SendMobileName(Mobile m);
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ns.SendMobileMoving(Mobile source, Mobile target);
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ns.SendBondedStatus(Serial serial, bool bonded);
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ns.SendDeathAnimation(Serial killed, Serial corpse);
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```
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### Damage
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```csharp
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ns.SendDamage(Serial serial, int amount);
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```
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### Targeting
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```csharp
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ns.SendTargetReq(Target target);
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ns.SendMovementRej(int sequence, Mobile m);
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```
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---
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## Protocol Notes
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- **Endianness**: UO protocol is big-endian by default
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- **Packet ID**: First byte identifies the packet type (0x00-0xFF)
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- **Length**: For variable-length packets, bytes 1-2 are the total length (big-endian ushort)
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- **Serials**: 4-byte identifiers for items (0x40000000+) and mobiles (0x00000001+)
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- **Clilocs**: 4-byte localized string IDs
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## Best Practices
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1. **Always check `ns.CannotSendPackets()`** before sending
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2. **Use `stackalloc`** for fixed-size packets (avoids heap allocation)
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3. **Use `InitializePacket()`** extension on stackalloc spans
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4. **Use `ReadAsciiSafe`/`ReadBigUniSafe`** for incoming strings (filters control chars)
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5. **Use `WritePacketLength()`** for variable-length packets
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6. **Big-endian by default** -- only use `WriteLE`/`ReadLE` when the protocol requires it
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7. **Function pointers** (`&Handler`) for incoming packet registration (no delegate allocation)
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## Key File References
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| File | Description |
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| `Projects/Server/Buffers/SpanWriter.cs` | SpanWriter ref struct |
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| `Projects/Server/Buffers/SpanReader.cs` | SpanReader ref struct |
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| `Projects/Server/Network/Packets/IncomingPackets.cs` | Packet registration |
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| `Projects/UOContent/Network/Packets/IncomingPlayerPackets.cs` | Player packet handlers |
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| `Projects/UOContent/Network/Packets/IncomingMovementPackets.cs` | Movement handlers |
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| `Projects/UOContent/Network/Packets/IncomingMessagePackets.cs` | Speech handlers |
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| `Projects/UOContent/Network/Packets/IncomingItemPackets.cs` | Item handlers |
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| `Projects/UOContent/Network/Packets/IncomingTargetingPackets.cs` | Targeting handlers |
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| `Projects/Server/Network/Packets/OutgoingMobilePackets.cs` | Mobile packets |
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| `Projects/Server/Network/Packets/OutgoingItemPackets.cs` | Item packets |
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| `Projects/Server/Network/Packets/OutgoingDamagePackets.cs` | Damage packets |
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| `Projects/Server/Network/Packets/OutgoingEffectPackets.cs` | Effect/sound packets |
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| `Projects/Server/Network/Packets/OutgoingAccountPackets.cs` | Account packets |
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| `Projects/Server/Network/Packets/OutgoingContainerPackets.cs` | Container packets |
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| `Projects/Server/Network/PacketHandler.cs` | PacketHandler class |
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