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/timers.md
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dev-docs/timers.md
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# ModernUO Timer System
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This document covers ModernUO's timer system: the timer wheel scheduler, delay calls, timer execution tokens, and patterns for timer usage in game content.
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## Overview
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ModernUO uses a 3-layer hierarchical timer wheel for scheduling delayed and recurring actions. The system is single-threaded and processes timers during each game loop tick.
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> **Timer vs EventScheduler**: The timer wheel is for **game-tick** delays and repeats (8ms precision, sub-second to ~16 days). For **wall-clock/calendar** scheduling — daily resets, weekly events, holiday seasons — use `EventScheduler` instead (1-second granularity, timezone-aware, calendar recurrence patterns). See `dev-docs/event-scheduler.md`.
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## Architecture
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### Timer Wheel
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3-layer wheel with 4096 slots per layer:
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| Layer | Resolution | Range |
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|---|---|---|
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| 0 | 8ms | ~32.8 seconds |
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| 1 | ~32.8s | ~22 minutes |
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| 2 | ~22m | ~16 days |
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- Tick rate: 8ms (minimum precision)
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- All delays are rounded up to nearest 8ms boundary
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- O(1) insert and remove operations
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### Execution Flow
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1. `Timer.Slice(tickCount)` called each game loop iteration
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2. Wheel rotates to current slot
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3. All timers in the slot are executed via `OnTick()`
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4. Repeating timers are re-inserted at next interval
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5. Finished timers call `OnDetach()` for cleanup
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## API Reference
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### Timer.StartTimer (Fire-and-Forget with Pooling)
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Preferred for most use cases. Timers are automatically pooled for reuse.
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```csharp
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// Immediate execution
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Timer.StartTimer(callback);
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// Delayed execution
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Timer.StartTimer(TimeSpan.FromSeconds(5), callback);
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// Repeating
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Timer.StartTimer(TimeSpan.FromSeconds(1), TimeSpan.FromSeconds(1), callback);
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// Repeating with count limit
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Timer.StartTimer(TimeSpan.FromSeconds(0), TimeSpan.FromSeconds(1), 10, callback);
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// Delayed start, then repeating
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Timer.StartTimer(TimeSpan.FromSeconds(5), TimeSpan.FromSeconds(1), callback);
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```
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### Timer.StartTimer with Token (Cancellable)
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Use when you need to cancel the timer later.
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```csharp
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private TimerExecutionToken _token;
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// Start with token
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Timer.StartTimer(TimeSpan.FromSeconds(5), DoWork, out _token);
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// Check state
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if (_token.Running) { }
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var remaining = _token.RemainingCount; // int.MaxValue if infinite
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var next = _token.Next; // DateTime of next tick
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var index = _token.Index; // Times ticked so far
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// Cancel (safe to call multiple times)
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_token.Cancel();
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```
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### Timer.DelayCall (Returns Timer Object)
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Legacy-style API that returns the timer object directly.
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```csharp
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var timer = Timer.DelayCall(TimeSpan.FromSeconds(5), DoWork);
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timer.Stop(); // Cancel
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// With state parameters (avoids lambda allocation)
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Timer.DelayCall(TimeSpan.FromSeconds(2), ProcessTarget, mobile, item);
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Timer.DelayCall(TimeSpan.FromSeconds(1), DoWork, arg1, arg2, arg3);
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// Supports up to 5 state parameters
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```
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### Timer.Pause (Awaitable)
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For async/await patterns:
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```csharp
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await Timer.Pause(TimeSpan.FromMilliseconds(100));
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await Timer.Pause(500); // Milliseconds overload
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```
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Safe because `EventLoopContext` routes continuations to the main thread.
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## TimerExecutionToken
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Lightweight struct for tracking fire-and-forget timers:
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```csharp
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public struct TimerExecutionToken
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{
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public bool Running { get; } // Is timer still active?
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public int Index { get; } // How many times OnTick fired
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public int RemainingCount { get; } // Ticks remaining (int.MaxValue if infinite)
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public DateTime Next { get; } // When next tick fires
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public void Cancel(); // Stop and return to pool
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}
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```
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Key behaviors:
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- `Cancel()` is safe to call multiple times
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- Default value (`default(TimerExecutionToken)`) has `Running = false`
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- NOT serializable -- restore in `[AfterDeserialization]`
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## Patterns
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### Pattern 1: Simple Delayed Action
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```csharp
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// Delete item after 10 seconds
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Timer.StartTimer(TimeSpan.FromSeconds(10), Delete);
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```
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### Pattern 2: Cancellable Recurring Timer
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```csharp
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private TimerExecutionToken _checkTimer;
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public MyItem() : base(0x1234)
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{
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Timer.StartTimer(
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TimeSpan.FromSeconds(5), // Initial delay
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TimeSpan.FromSeconds(5), // Repeat interval
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CheckExpiry, // Callback
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out _checkTimer // Token for cancellation
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);
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}
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public override void OnAfterDelete()
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{
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_checkTimer.Cancel();
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base.OnAfterDelete();
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}
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private void CheckExpiry()
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{
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if (Core.Now >= _expireTime)
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Delete();
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}
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```
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### Pattern 3: Timer Restoration After Deserialization
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```csharp
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[SerializationGenerator(0, false)]
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public partial class TimedItem : Item
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{
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private TimerExecutionToken _timer; // NOT serialized
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[SerializableField(0)]
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[DeltaDateTime]
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private DateTime _expireTime;
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[Constructible]
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public TimedItem() : base(0x1234)
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{
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_expireTime = Core.Now + TimeSpan.FromHours(1);
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StartTimer();
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}
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private void StartTimer()
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{
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Timer.StartTimer(TimeSpan.FromMinutes(1), TimeSpan.FromMinutes(1), Check, out _timer);
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}
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[AfterDeserialization]
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private void AfterDeserialization() => StartTimer();
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public override void OnAfterDelete()
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{
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_timer.Cancel();
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base.OnAfterDelete();
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}
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}
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```
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### Pattern 4: Serializable Timer Field
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```csharp
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[SerializableField(0, setter: "private")]
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private Timer _decayTimer;
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[DeserializeTimerField(0)]
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private void DeserializeDecayTimer(TimeSpan delay)
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{
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_decayTimer = Timer.DelayCall(delay, Delete);
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_decayTimer.Start();
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}
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public void BeginDecay(TimeSpan delay)
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{
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_decayTimer?.Stop();
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_decayTimer = new InternalTimer(this, delay);
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_decayTimer.Start();
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}
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public override void OnAfterDelete()
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{
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_decayTimer?.Stop();
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_decayTimer = null;
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base.OnAfterDelete();
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}
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```
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### Pattern 5: Custom Timer Class
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```csharp
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private class DecayTimer : Timer
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{
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private readonly Corpse _corpse;
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public DecayTimer(Corpse c, TimeSpan delay) : base(delay)
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{
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_corpse = c;
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}
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protected override void OnTick()
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{
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if (!_corpse.GetFlag(CorpseFlag.NoBones))
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_corpse.TurnToBones();
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else
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_corpse.Delete();
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}
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}
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```
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### Pattern 6: State-Carrying Delay (No Lambda)
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```csharp
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// Instead of lambda (allocates closure):
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Timer.StartTimer(TimeSpan.FromSeconds(2), () => ProcessTarget(from, target));
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// Use state parameters (no allocation):
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Timer.DelayCall(TimeSpan.FromSeconds(2), ProcessTarget, from, target);
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private static void ProcessTarget(Mobile from, Mobile target)
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{
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// Process...
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}
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```
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## Timer Pool
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Timers created via `Timer.StartTimer()` are pooled for reuse:
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- Initial pool: 1024 timers (configurable: `timer.initialPoolCapacity`)
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- Max pool: 16x initial (configurable: `timer.maxPoolCapacity`)
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- Pool refills asynchronously when depleted
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- `Timer.CheckTimerPool()` called each game loop to monitor
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## ISerializableExtensions for Timers
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```csharp
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// Extension methods on ISerializable:
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entity.Stop(timer); // Stop + MarkDirty
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entity.Start(timer); // Start + MarkDirty
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entity.Restart(timer, delay, interval); // Stop + reconfigure + Start + MarkDirty
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entity.Stop(ref timer); // Stop + null + MarkDirty
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```
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## Common Mistakes
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| Mistake | Problem | Fix |
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| Serializing `TimerExecutionToken` | Build error / data corruption | Leave unserialized, use `[AfterDeserialization]` |
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| Not cancelling on delete | Timer fires on deleted entity | Cancel in `OnDelete()`/`OnAfterDelete()` |
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| Using `Thread.Sleep` | Blocks game loop | Use `await Timer.Pause()` |
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| Creating timer in deserialization | Timer starts before world is ready | Use `[AfterDeserialization]` |
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| Lambda in hot-path timer | Allocates closure every time | Use state parameters |
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## Key File References
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- Timer base class: `Projects/Server/Timer/Timer.cs`
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- DelayCall + StartTimer: `Projects/Server/Timer/Timer.DelayCall.cs`
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- Timer wheel: `Projects/Server/Timer/Timer.TimerWheel.cs`
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- Pool management: `Projects/Server/Timer/Timer.Pool.cs`
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- State timers: `Projects/Server/Timer/Timer.DelayStateCall.cs`
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- Token: `Projects/Server/Timer/TimerExecutionToken.cs`
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- Serializable extensions: `Projects/Server/Serialization/ISerializableExtensions.cs`
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