docs(messages): document interpolation anti-patterns and :L format spec (#2441)

## Summary

Captures the durable learnings from the message-interpolation work (PRs #2434, #2436, #2437, #2438, #2440) as reference documentation. **Doc-only PR — no code changes.**

The original Phase 2 audit (PR #2435) was development scaffolding and was closed unmerged once Phase 3 consumed it. This PR replaces it with proper reference docs that future authors can consult.

## What's added

### `dev-docs/string-handling.md`
- Promote `RawInterpolatedStringHandler` from a one-line note to a proper section listing all APIs that accept it (messages, OPL, gumps, packets).
- Document the `:L` lowercase format specifier.
- New comprehensive **"Interpolation Anti-Patterns"** section covering 8 patterns with before/after examples — applies to any handler-aware API:
  1. Ternary with interpolated branches
  2. Switch expression with interpolated arms
  3. Pre-built local typed as `string`
  4. `.ToString()` (or any string-returning method) inside a hole
  5. String concatenation inside a hole
  6. `string.Format` feeding a handler-aware API
  7. LINQ-built strings inside a hole
  8. Pre-built concat var

### `dev-docs/networking-packets.md`
- Add **"Player-Facing Message APIs"** section listing `Mobile` / `Item` / `NetState` message methods with their handler overloads.
- Note the `IBroadcastFilter` pattern for new spatial-broadcast helpers.

### `dev-docs/property-lists.md`, `dev-docs/gump-system.md`
- Cross-reference the new anti-patterns section.
- Add explicit `.ToString()` inside holes warning to property-lists (it had no such guidance before).

### `dev-docs/claude-skills/`
- Mirror the same content (condensed) in `modernuo-string-handling.md`, `modernuo-networking.md`, `modernuo-property-lists.md`, `modernuo-gump-system.md`.
- Add audit rule #17 to `modernuo-code-audit.md` covering all 8 anti-patterns with severity WARNING, plus the `:L` format spec.

### `CLAUDE.md`
- Add audit rule #18 summarizing the interpolation anti-patterns + `:L`, pointing to `dev-docs/string-handling.md` for details.

## Why this matters

Before this PR there was no documentation explaining when an interpolated string call site silently allocates a string despite the receiving API providing a handler overload. The Phase 3 cleanup (PRs #2436/#2437/#2438) discovered ~28 such sites in the codebase; without these docs the same patterns would re-emerge. The new audit rule + CLAUDE.md entry will catch them at write time.
This commit is contained in:
Kamron Batman 2026-05-03 18:23:50 -07:00 committed by GitHub
parent 5f9fa88220
commit 9ea1b54758
No known key found for this signature in database
GPG key ID: B5690EEEBB952194
10 changed files with 431 additions and 6 deletions

View file

@ -338,6 +338,88 @@ reader.Buffer; // ReadOnlySpan<byte> of full data
---
## Player-Facing Message APIs
For chat, system messages, and overhead text, prefer the high-level convenience methods on `Mobile` and `Item` — they handle stackalloc sizing, packet buffer initialization, spatial queries, and visibility filtering for you. The underlying packets all live in `OutgoingMessagePackets`.
### On `Mobile`
```csharp
// Self-message (sent only to this mobile's NetState)
mob.SendMessage(int hue, ReadOnlySpan<char> text);
mob.SendAsciiMessage(int hue, ReadOnlySpan<char> text);
mob.SendLocalizedMessage(int number, ReadOnlySpan<char> args = default, int hue = 0x3B2);
mob.SendLocalizedMessage(int number, bool append, ReadOnlySpan<char> affix, ReadOnlySpan<char> args = default, int hue = 0x3B2);
// Speech variants (overhead text from this mobile, broadcast in range)
mob.Say(ReadOnlySpan<char> text); // SpeechHue
mob.Say(int number, ReadOnlySpan<char> args = default);
mob.Emote(ReadOnlySpan<char> text); // EmoteHue
mob.Whisper(ReadOnlySpan<char> text); // WhisperHue, short range
mob.Yell(ReadOnlySpan<char> text); // YellHue, long range
// Targeted overhead messages
mob.PublicOverheadMessage(MessageType type, int hue, bool ascii, ReadOnlySpan<char> text, bool noLineOfSight = true, AccessLevel accessLevel = AccessLevel.Player);
mob.PublicOverheadMessage(MessageType type, int hue, int number, ReadOnlySpan<char> args = default, bool noLineOfSight = true);
mob.PrivateOverheadMessage(MessageType type, int hue, int number, ReadOnlySpan<char> args, NetState state);
mob.LocalOverheadMessage(MessageType type, int hue, bool ascii, ReadOnlySpan<char> text);
mob.NonlocalOverheadMessage(MessageType type, int hue, int number, ReadOnlySpan<char> args = default);
```
### On `Item`
```csharp
item.PublicOverheadMessage(MessageType type, int hue, bool ascii, ReadOnlySpan<char> text);
item.PublicOverheadMessage(MessageType type, int hue, int number, ReadOnlySpan<char> args = default);
item.SendLocalizedMessageTo(Mobile to, int number, ReadOnlySpan<char> args = default);
item.SendLocalizedMessageTo(Mobile to, int number, int hue, ReadOnlySpan<char> args = default);
item.SendMessageTo(Mobile to, ReadOnlySpan<char> text, int hue = 0x3B2);
```
### Direct `NetState` extensions
When you have a `NetState` and need full control (custom serial, body, font, language):
```csharp
ns.SendMessage(Serial serial, int graphic, MessageType type, int hue, int font, bool ascii, string lang, ReadOnlySpan<char> name, ReadOnlySpan<char> text);
ns.SendMessageLocalized(Serial serial, int graphic, MessageType type, int hue, int font, int number, ReadOnlySpan<char> name = default, ReadOnlySpan<char> args = default);
ns.SendMessageLocalizedAffix(Serial serial, int graphic, MessageType type, int hue, int font, int number, ReadOnlySpan<char> name, AffixType affixType, ReadOnlySpan<char> affix = default, ReadOnlySpan<char> args = default);
```
### Zero-allocation interpolation overloads
Every method above has a `ref RawInterpolatedStringHandler` overload for the text/args parameter. When the call-site argument is a `$"..."` literal, the compiler picks the handler overload and the message text is rendered directly into a pooled `char[]` — no `string` allocation:
```csharp
mob.SendMessage($"You have {gold:N0} gold and {bounty:N0} bounty");
mob.Say($"Hello, {target.Name}!");
item.SendLocalizedMessageTo(player, cliloc, $"{a}\t{b}");
mob.PublicOverheadMessage(MessageType.Regular, hue, false, $"I am {mob.Name}");
```
When the argument is a pre-built `string` or `ReadOnlySpan<char>` variable, the `ROS<char>` overload is selected via implicit conversion — also fine, just doesn't get the zero-alloc benefit.
For methods with two text parameters (`SendLocalizedMessageTo` with affix, `SendLocalizedMessage` with append), only `args` has a handler overload — `affix` stays `ROS<char>` because it's typically a short literal.
**Critical caveat:** call-site shapes like ternaries, switch expressions, pre-built locals, and `.ToString()` inside the hole silently defeat the handler overload selection. See the [Interpolation Anti-Patterns](string-handling.md#interpolation-anti-patterns) section in the string-handling doc for the full list and the fixes.
### Lowercase format specifier
`RawInterpolatedStringHandler` recognizes `:L` to lowercase a value's output (using `MemoryExtensions.ToLowerInvariant`). Useful for enum names in player-facing text:
```csharp
mob.SendMessage($"You earned a {rank:L} trophy!"); // "gold" not "Gold"
```
See [`dev-docs/string-handling.md`](string-handling.md#rawinterpolatedstringhandler) for full coverage.
### Implementation notes
- `Mobile.PublicOverheadMessage` and `Item.PublicOverheadMessage` route through generic `OutgoingMessagePackets.BroadcastMessage*<TFilter>` helpers (in `OutgoingMessagePackets.Broadcast.cs`) parameterized over a `private readonly struct` filter that encapsulates the per-method visibility predicate (`CanSee`, `InLOS`, `AccessLevel`, `!= self`). The `where TFilter : struct, IBroadcastFilter` constraint specializes per filter type and keeps the dispatch zero-allocation (no boxing, no virtual call — JIT inlines the predicate).
- The convenience methods themselves live in `Mobile.Messages.cs` and `Item.Messages.cs` partial files for organization.
---
## Common Existing Send Methods
### Effects and Sounds