fix(opl): refuse property list invalidation raised from inside GetProperties (#2555)
## The bug
Any property getter reached from `GetProperties` that calls `InvalidateProperties` takes the tooltip build down with it:
```
System.ArgumentNullException: Value cannot be null. (Parameter 'array')
at Server.ObjectPropertyList.AppendStringDirect(String value)
at Server.Mobiles.PlayerMobile.GetProperties(IPropertyList list)
```
`InvalidateProperties` rebuilds **in place** — `Reset()`, then `GetProperties()` again on the same instance — and `Reset()` does two destructive things to a build already in flight:
1. **It returns the pooled interpolation buffer.** The compiler rents it in the handler ctor and returns it in the closing `Add`, so *every hole is evaluated while it is live*:
```csharp
var handler = new InterpolatedStringHandler(1, 2, list); // InitializeInterpolation() RENTS
handler.AppendFormatted(pl.Rank.Title); // <-- getter runs HERE
handler.AppendLiteral("\t");
handler.AppendFormatted(faction.Definition.PropName);
list.Add(1060776, ref handler); // consumes span, RETURNS
```
```
GetProperties(list)
├─ InitializeInterpolation() -> _arrayToReturnToPool = Rent(256) buffer LIVE
├─ « hole 1: pl.Rank.Title »
│ └─ PlayerState.Rank.get (lazy recompute)
│ └─ Invalidate() -> InvalidateProperties() -> m_PropertyList.Reset()
│ └─ Dispose(): Return(buf); _arrayToReturnToPool = null buffer GONE
└─ handler.AppendFormatted("Knight")
└─ _arrayToReturnToPool.AsSpan(_pos..)
└─ ArgumentNullException (Parameter 'array')
```
It surfaces as `ArgumentNullException` rather than `NullReferenceException` because the `Range` overload of `AsSpan` must read `array.Length`, so the BCL null-checks and names the parameter `array`.
2. **It rewinds the packet cursor**, so properties already written are overwritten by the nested pass — a silently corrupted tooltip even where the buffer survives.
## The fix: refuse, don't recover
There is no correct recovery, and retrying the build would only hide the defect. A nested invalidation now logs an error with a stack trace, **throws in `DEBUG`** so it gets found and fixed, and in `RELEASE` returns without touching the list — a possibly stale tooltip, but no crash, no corrupted packet, and nothing leaked back to the pool. Getters that genuinely must invalidate should defer:
```csharp
Timer.DelayCall(InvalidateProperties);
```
The guard flag lives on the `ObjectPropertyList`, not the entity: it is that list's own lifecycle, it costs nothing (both `Item` and `ObjectPropertyList` absorb it in existing padding, and the list is allocated lazily), and it stays correct when builds for different entities nest.
Base instance sizes are unchanged from `main`: Item 128 B, Mobile 792 B, ObjectPropertyList 72 B, PlayerMobile 1216 B.
`PropertyList` also publishes the list into `m_PropertyList` **before** building it rather than assigning through `??=` afterwards, so a nested `InvalidateProperties` sees the build in progress instead of recursing into a second throwaway list whose work is discarded.
`ObjectPropertyList` re-rents its scratch buffer instead of spanning a null array, so a stray `Reset()` from any other caller degrades rather than aborting `GetProperties`.
## Factions `PlayerState`: maintained, not lazily computed
The getter that surfaced this is now a plain field read — the whole `if (m_InvalidateRank)` block and the flag itself are gone:
```csharp
public RankDefinition Rank => m_Rank;
```
`UpdateRank()` recomputes at each point an input actually changes:
| Site | Why |
|---|---|
| `RankIndex` setter | this player's index changed |
| end of `KillPoints` setter | two paths write `m_RankIndex` directly, bypassing the setter; runs once the swap bookkeeping and `ZeroRankOffset` have settled |
| `Faction.AddMember` | *after* the insert — the member count is not settled during the ctor |
| `FactionState` load | once ordering and `ZeroRankOffset` are final |
Supporting fixes this forced out:
- **Both ctors seed the lowest rank.** Nothing recomputes on read any more, so `Rank` has to be usable immediately — including for members that never get a `RankIndex` assigned, which is *every member with no kill points*. Without this, `Rank.Title` NREs.
- **`Rank` always resolves.** Ranks are ordered by `Required` descending ending at `0`, so a *negative* percent (`RankIndex` out of sync with `ZeroRankOffset`) matched nothing and left `m_Rank` null. It no longer divides by a zero `ZeroRankOffset` either.
- **A pre-existing staleness bug.** The `KillPoints` setter writes `m_RankIndex` directly in two places, so the cached rank was never refreshed when a player crossed zero kill points.
All six readers of `Rank` were checked; none relied on the old side effect.
One behaviour change worth flagging: rank refreshes are now **eager** where they used to be lazy, so a `KillPoints` change invalidates each swapped player as it happens. The swap loops break as soon as ordering is satisfied — typically 0–2 swaps — but it is on the path that runs on every faction kill.
## Documentation
The rule is written down so it is enforceable rather than folklore:
- **CLAUDE.md** audit rule 19
- **`dev-docs/property-lists.md`** — new "Never Invalidate From Inside `GetProperties`" section with the failing/passing pattern
- **`dev-docs/claude-skills/modernuo-property-lists.md`** — key rule + anti-pattern
- **`dev-docs/claude-skills/modernuo-code-audit.md`** — rule 19, ERROR severity
## Tests
- `ObjectPropertyListReentrancyTests` — `Reset()` and `Dispose()` re-entered mid-hole (both red against `main` with the exact exception above), nesting behaviour, and the new contract: `DEBUG` throws, `RELEASE` survives, and the build is never retried into a loop.
- `FactionRankTests` — `Rank` is populated before anything reads it, tracks `RankIndex` without a read, is stable across reads, and still resolves when `RankIndex` is out of sync with `ZeroRankOffset`. Red-verified: removing the ctor seed fails the first one.
793/793 `Server.Tests` and 608/608 `UOContent.Tests` pass.
## Noted, not addressed here
`~ObjectPropertyList()` returns the rented array to `STArrayPool<char>.Shared` from the **finalizer thread**, and that pool is single-threaded by design. Left alone as a separate concern.
This commit is contained in:
parent
967ddf48fa
commit
b8d3fec59a
12 changed files with 530 additions and 45 deletions
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@ -28,6 +28,7 @@ Apply these when writing or reviewing `.cs` files under `Projects/`.
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16. **Prefer switch expressions and switch-when** — use switch expressions for value mapping and switch-when for pattern matching where they improve readability. Exception: skip if unreadable or cold path → `dev-docs/code-standards.md`
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17. **No `System.Text.StringBuilder`** — use `ValueStringBuilder` with `stackalloc` (bounded output) or `ValueStringBuilder.Create()` (unbounded). Supports `$"..."` interpolation directly. Always use `using var` for disposal. Use `Reset()` instead of reassigning → `dev-docs/string-handling.md`
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18. **Interpolation anti-patterns on handler-aware APIs** — `Send*`/`Say`/`Emote`/`PublicOverhead*`/`IPropertyList.Add`/gump `AddLabel`/`AddHtml`/`Html.Center`/`SpanWriter.Write*` all have `ref RawInterpolatedStringHandler` overloads that allocate zero strings, but only when the call-site argument is a `$"..."` literal directly. Avoid: ternaries with interpolated branches (`Send(c ? $"a" : $"b")`), switch expressions with interpolated arms, pre-built `var s = $"..."` locals (single-use), `.ToString()` / `.String()` / `string.Format` inside holes, string concat (`{a + b}`), LINQ string ops in holes. Use `:L` format spec for lowercase (`{rank:L}` not `rank.ToString().ToLowerInvariant()`) → `dev-docs/string-handling.md` § Interpolation Anti-Patterns
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19. **No `InvalidateProperties()` from inside `GetProperties`** — every property a `GetProperties` override reads must be a pure read. `InvalidateProperties()` rebuilds the list in place (`Reset()` + rebuild), and `Reset()` returns the pooled interpolation buffer — which the compiler rents for the whole `$"..."` expression, so every hole is evaluated while it is live — and rewinds the packet cursor. A getter that invalidates therefore throws `ArgumentNullException` (parameter `"array"`) out of `GetProperties` from an unrelated-looking line, or silently corrupts the tooltip. The engine refuses and logs an error; `DEBUG` throws. Lazy recomputation in a getter is fine — the *notification* is not. Invalidate in the setter that changes the value, or defer with `Timer.DelayCall(InvalidateProperties)` → `dev-docs/property-lists.md` § Never Invalidate From Inside `GetProperties`
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## Dev-Docs Reference
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@ -0,0 +1,142 @@
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using System;
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using Xunit;
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namespace Server.Tests;
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/// <summary>
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/// The interpolation buffer is rented by the handler ctor and returned by the closing Add, so every
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/// hole is evaluated while it is live. A Reset()/Dispose() landing in that window used to leave the
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/// next Append* spanning a null array: ArgumentNullException, parameter "array".
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/// </summary>
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public class ObjectPropertyListReentrancyTests
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{
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// Stands in for a property getter that invalidates while its own tooltip is being built.
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private static string ResettingHole(ObjectPropertyList list, string value)
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{
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list.Reset();
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return value;
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}
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private static string DisposingHole(ObjectPropertyList list, string value)
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{
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list.Dispose();
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return value;
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}
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[Fact]
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public void InterpolatedAdd_ResetMidHole_DoesNotThrow()
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{
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var opl = new ObjectPropertyList(null);
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var ex = Record.Exception(
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() => opl.Add(1060776, $"{ResettingHole(opl, "Knight")}\t{"Council of Mages"}")
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);
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Assert.Null(ex);
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}
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[Fact]
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public void InterpolatedAdd_DisposeMidHole_DoesNotThrow()
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{
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var opl = new ObjectPropertyList(null);
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var ex = Record.Exception(
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() => opl.Add(1060776, $"{DisposingHole(opl, "Knight")}\t{"Council of Mages"}")
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);
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Assert.Null(ex);
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}
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}
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/// <summary>
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/// The guard is per-list, so nested builds (a GetProperties override that reads another entity's
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/// PropertyList) cannot unguard the outer one the way a single shared slot would.
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/// </summary>
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public class ObjectPropertyListNestedBuildTests
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{
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[Fact]
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public void NestedBuild_DoesNotUnguardTheOuterList()
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{
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var outer = new ObjectPropertyList(null);
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var inner = new ObjectPropertyList(null);
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outer.IsBuilding = true;
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inner.IsBuilding = true; // another entity starts building, and finishes
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inner.IsBuilding = false;
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Assert.True(outer.IsBuilding);
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}
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[Fact]
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public void Reset_MidInterpolation_LeavesTheListUsable()
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{
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var opl = new ObjectPropertyList(null);
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opl.Add(1060776, $"{Reset(opl, "Knight")}\t{"Council of Mages"}");
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opl.Add(1042971, "still working");
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opl.Terminate();
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Assert.NotNull(opl.Buffer);
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}
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private static string Reset(ObjectPropertyList list, string value)
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{
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list.Reset();
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return value;
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}
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}
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/// <summary>
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/// Invalidating from inside GetProperties is a defect in the getter, not a case to recover from:
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/// DEBUG throws, RELEASE keeps a possibly stale tooltip without crashing or leaking.
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/// </summary>
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[Collection("Sequential Server Tests")]
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public class PropertyListInvalidationDuringBuildTests
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{
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private class SelfInvalidatingMobile : Mobile
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{
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public int Builds;
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public override void GetProperties(IPropertyList list)
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{
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Builds++;
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base.GetProperties(list);
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InvalidateProperties();
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list.Add(1060776, $"{"Knight"}\t{"Council of Mages"}");
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}
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}
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private static SelfInvalidatingMobile Place(int x)
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{
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var m = new SelfInvalidatingMobile();
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m.MoveToWorld(new Point3D(x, 1000, 0), Map.Felucca);
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return m;
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}
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[Fact]
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public void InvalidatingFromGetProperties_FailsLoudlyWithoutTearingDownTheBuild()
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{
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var wasEnabled = ObjectPropertyList.Enabled;
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ObjectPropertyList.Enabled = true;
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try
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{
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var m = Place(1000);
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#if DEBUG
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Assert.Throws<InvalidOperationException>(() => _ = m.PropertyList);
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#else
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Assert.Null(Record.Exception(() => _ = m.PropertyList));
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#endif
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// Refused, not retried.
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Assert.Equal(1, m.Builds);
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m.Delete();
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}
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finally
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{
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ObjectPropertyList.Enabled = wasEnabled;
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}
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}
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}
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@ -14,6 +14,7 @@
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*************************************************************************/
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using System;
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using System.Diagnostics;
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using System.Collections.Generic;
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using System.Reflection;
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using System.Runtime.CompilerServices;
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@ -798,7 +799,22 @@ public partial class Item : IHued, IComparable<Item>, ISpawnable, IObjectPropert
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public virtual int HuedItemID => m_ItemID;
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public ObjectPropertyList PropertyList => m_PropertyList ??= InitializePropertyList(new ObjectPropertyList(this));
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public ObjectPropertyList PropertyList
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{
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get
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{
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if (m_PropertyList == null)
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{
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// Publish the list before building it so a nested InvalidateProperties can see the
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// build in progress and defer instead of recursing into a second throwaway list.
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var list = new ObjectPropertyList(this);
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m_PropertyList = list;
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InitializePropertyList(list);
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}
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return m_PropertyList;
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}
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}
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/// <summary>
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/// Overridable. Fills an <see cref="ObjectPropertyList" /> with everything applicable. By default, this invokes
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@ -2429,9 +2445,19 @@ public partial class Item : IHued, IComparable<Item>, ISpawnable, IObjectPropert
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private ObjectPropertyList InitializePropertyList(ObjectPropertyList list)
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{
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GetProperties(list);
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AppendChildProperties(list);
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list.Terminate();
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list.IsBuilding = true;
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try
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{
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GetProperties(list);
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AppendChildProperties(list);
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list.Terminate();
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}
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finally
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{
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list.IsBuilding = false;
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}
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return list;
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}
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@ -2448,6 +2474,26 @@ public partial class Item : IHued, IComparable<Item>, ISpawnable, IObjectPropert
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return;
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}
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// Always a bug in the property getter, and there is no correct recovery: refuse rather than
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// hide it. RELEASE keeps a possibly stale tooltip, DEBUG throws.
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// See dev-docs/property-lists.md "Never Invalidate From Inside GetProperties".
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if (m_PropertyList?.IsBuilding == true)
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{
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logger.Error(
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"{Entity} called InvalidateProperties() while its property list was being built. Remove the side effect from the property getter, or defer it with Timer.DelayCall.\n{StackTrace}",
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this,
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new StackTrace()
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);
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#if DEBUG
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throw new InvalidOperationException(
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$"{this} invalidated its property list from inside GetProperties. Remove the side effect from the property getter."
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);
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#else
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return;
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#endif
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}
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if (m_Map != null && m_Map != Map.Internal && !World.Loading)
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{
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int? oldHash;
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@ -26,6 +26,7 @@ using Server.Network;
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using Server.Prompts;
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using Server.Targeting;
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using System;
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using System.Diagnostics;
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using System.Collections.Generic;
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using System.Runtime.CompilerServices;
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using Server.Buffers;
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@ -2291,7 +2292,22 @@ public partial class Mobile : IHued, IComparable<Mobile>, ISpawnable, IObjectPro
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public int CompareTo(Mobile other) => other == null ? -1 : Serial.CompareTo(other.Serial);
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public virtual int HuedItemID => m_Female ? 0x2107 : 0x2106;
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public ObjectPropertyList PropertyList => m_PropertyList ??= InitializePropertyList(new ObjectPropertyList(this));
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public ObjectPropertyList PropertyList
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{
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get
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{
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if (m_PropertyList == null)
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{
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// Publish the list before building it so a nested InvalidateProperties can see the
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// build in progress and defer instead of recursing into a second throwaway list.
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var list = new ObjectPropertyList(this);
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m_PropertyList = list;
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InitializePropertyList(list);
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}
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return m_PropertyList;
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}
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}
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public virtual void GetProperties(IPropertyList list)
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{
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@ -7225,8 +7241,18 @@ public partial class Mobile : IHued, IComparable<Mobile>, ISpawnable, IObjectPro
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private ObjectPropertyList InitializePropertyList(ObjectPropertyList list)
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{
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GetProperties(list);
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list.Terminate();
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list.IsBuilding = true;
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try
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{
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GetProperties(list);
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list.Terminate();
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}
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finally
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{
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list.IsBuilding = false;
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}
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return list;
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}
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return;
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}
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// Always a bug in the property getter, and there is no correct recovery: refuse rather than
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// hide it. RELEASE keeps a possibly stale tooltip, DEBUG throws.
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// See dev-docs/property-lists.md "Never Invalidate From Inside GetProperties".
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if (m_PropertyList?.IsBuilding == true)
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{
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logger.Error(
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"{Entity} called InvalidateProperties() while its property list was being built. Remove the side effect from the property getter, or defer it with Timer.DelayCall.\n{StackTrace}",
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this,
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new StackTrace()
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);
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#if DEBUG
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throw new InvalidOperationException(
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$"{this} invalidated its property list from inside GetProperties. Remove the side effect from the property getter."
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);
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#else
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return;
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#endif
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}
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if (m_Map != null && m_Map != Map.Internal && !World.Loading)
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{
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int? oldHash;
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@ -55,6 +55,12 @@ public sealed class ObjectPropertyList : IPropertyList, IDisposable
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private int _pos;
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private char[]? _arrayToReturnToPool;
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/// <summary>
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/// True while GetProperties is populating this list. Set by the owning entity so a nested
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/// InvalidateProperties can be refused instead of Reset()ing a build already in flight.
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/// </summary>
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internal bool IsBuilding { get; set; }
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public ObjectPropertyList(IEntity? e)
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{
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Entity = e;
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@ -319,8 +325,23 @@ public sealed class ObjectPropertyList : IPropertyList, IDisposable
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private static int GetDefaultLength(int literalLength, int formattedCount) =>
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Math.Max(256, literalLength + formattedCount * 11);
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// Reset()/Dispose() return the scratch buffer to the pool. If either lands while a `$"..."`
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// handler is still appending, re-rent rather than spanning a null array and throwing out of
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// GetProperties. Mobile/Item hold the primary guard; this covers any other caller.
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private void EnsureInterpolationBuffer()
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{
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if (_arrayToReturnToPool == null)
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{
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_arrayToReturnToPool = STArrayPool<char>.Shared.Rent(256);
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_pos = 0;
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}
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}
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public void AppendLiteral(string value)
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{
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EnsureInterpolationBuffer();
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if (value.Length == 1)
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{
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var chars = _arrayToReturnToPool.AsSpan();
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@ -354,6 +375,8 @@ public sealed class ObjectPropertyList : IPropertyList, IDisposable
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public void AppendFormatted<T>(T value)
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{
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EnsureInterpolationBuffer();
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string? s;
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if (value is IFormattable)
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{
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@ -384,6 +407,8 @@ public sealed class ObjectPropertyList : IPropertyList, IDisposable
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public void AppendFormatted<T>(T value, string? format)
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{
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EnsureInterpolationBuffer();
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// '#' marks an integer argument as a cliloc ("#<value>"). Integers only -- a float/double/decimal
|
||||
// '#' is the standard numeric format, not a cliloc marker.
|
||||
if (format == "#" && value is int or uint or long or ulong or short or ushort or byte or sbyte)
|
||||
|
|
@ -442,6 +467,8 @@ public sealed class ObjectPropertyList : IPropertyList, IDisposable
|
|||
|
||||
public void AppendFormatted(ReadOnlySpan<char> value)
|
||||
{
|
||||
EnsureInterpolationBuffer();
|
||||
|
||||
if (value.TryCopyTo(_arrayToReturnToPool.AsSpan(_pos..)))
|
||||
{
|
||||
_pos += value.Length;
|
||||
|
|
@ -454,6 +481,8 @@ public sealed class ObjectPropertyList : IPropertyList, IDisposable
|
|||
|
||||
public void AppendFormatted(ReadOnlySpan<char> value, int alignment = 0, string? format = null)
|
||||
{
|
||||
EnsureInterpolationBuffer();
|
||||
|
||||
var leftAlign = false;
|
||||
if (alignment < 0)
|
||||
{
|
||||
|
|
@ -488,6 +517,8 @@ public sealed class ObjectPropertyList : IPropertyList, IDisposable
|
|||
|
||||
public void AppendFormatted(string? value)
|
||||
{
|
||||
EnsureInterpolationBuffer();
|
||||
|
||||
if (value?.TryCopyTo(_arrayToReturnToPool.AsSpan(_pos..)) == true)
|
||||
{
|
||||
_pos += value.Length;
|
||||
|
|
|
|||
|
|
@ -0,0 +1,100 @@
|
|||
using System.Collections.Generic;
|
||||
using Server;
|
||||
using Server.Factions;
|
||||
using Xunit;
|
||||
|
||||
namespace UOContent.Tests;
|
||||
|
||||
/// <summary>
|
||||
/// PlayerState.Rank is read from GetProperties, so it must stay a plain field read. These pin what
|
||||
/// that requires: the rank is never null, and it is correct without anyone having read it first.
|
||||
/// </summary>
|
||||
[Collection("Sequential UOContent Tests")]
|
||||
public class FactionRankTests
|
||||
{
|
||||
// The faction ctor builds its own Definition, so no world state is needed.
|
||||
private static Faction NewFaction() => new CouncilOfMages();
|
||||
|
||||
private static PlayerState AddMember(Faction faction, List<PlayerState> owner)
|
||||
{
|
||||
var state = new PlayerState(new Mobile(), faction, owner);
|
||||
owner.Add(state);
|
||||
return state;
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Rank_IsPopulatedBeforeAnythingReadsIt()
|
||||
{
|
||||
var faction = NewFaction();
|
||||
var state = new PlayerState(new Mobile(), faction, []);
|
||||
|
||||
// Nothing recomputes on read, so the ctor must leave a usable value or Rank.Title NREs.
|
||||
Assert.NotNull(state.Rank);
|
||||
Assert.NotNull(state.Rank.Title);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Rank_IsTheLowestRank_ForAnUnrankedMember()
|
||||
{
|
||||
var faction = NewFaction();
|
||||
var owner = new List<PlayerState>();
|
||||
var a = AddMember(faction, owner);
|
||||
var b = AddMember(faction, owner);
|
||||
|
||||
a.UpdateRank();
|
||||
b.UpdateRank();
|
||||
|
||||
var lowest = faction.Definition.Ranks[^1];
|
||||
|
||||
Assert.Equal(lowest.Rank, a.Rank.Rank);
|
||||
Assert.Equal(lowest.Rank, b.Rank.Rank);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void SettingRankIndex_UpdatesRankWithoutAnyoneReadingIt()
|
||||
{
|
||||
var faction = NewFaction();
|
||||
var owner = new List<PlayerState>();
|
||||
var top = AddMember(faction, owner);
|
||||
var bottom = AddMember(faction, owner);
|
||||
|
||||
faction.ZeroRankOffset = 2;
|
||||
|
||||
top.RankIndex = 0;
|
||||
bottom.RankIndex = 1;
|
||||
|
||||
// No read triggered these, yet the ordering is reflected.
|
||||
Assert.True(top.Rank.Rank > bottom.Rank.Rank);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ReadingRank_IsStableAndSideEffectFree()
|
||||
{
|
||||
var faction = NewFaction();
|
||||
var owner = new List<PlayerState>();
|
||||
var state = AddMember(faction, owner);
|
||||
|
||||
faction.ZeroRankOffset = 1;
|
||||
state.RankIndex = 0;
|
||||
|
||||
var first = state.Rank;
|
||||
var second = state.Rank;
|
||||
|
||||
Assert.Same(first, second);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void RankIndexOutOfSyncWithZeroRankOffset_StillResolvesARank()
|
||||
{
|
||||
var faction = NewFaction();
|
||||
var owner = new List<PlayerState>();
|
||||
var a = AddMember(faction, owner);
|
||||
AddMember(faction, owner);
|
||||
|
||||
// A negative percent used to match no rank at all, leaving Rank null.
|
||||
faction.ZeroRankOffset = 1;
|
||||
a.RankIndex = 5;
|
||||
|
||||
Assert.NotNull(a.Rank);
|
||||
}
|
||||
}
|
||||
|
|
@ -242,7 +242,11 @@ public abstract class Faction : IComparable<Faction>, ISpanParsable<Faction>
|
|||
|
||||
public virtual void AddMember(Mobile mob)
|
||||
{
|
||||
Members.Insert(ZeroRankOffset, new PlayerState(mob, this, Members));
|
||||
var state = new PlayerState(mob, this, Members);
|
||||
Members.Insert(ZeroRankOffset, state);
|
||||
|
||||
// Ranked after the insert: the ctor ran while Owner was still short a member.
|
||||
state.UpdateRank();
|
||||
|
||||
mob.AddToBackpack(FactionItem.Imbue(new Robe(), this, false, Definition.HuePrimary));
|
||||
mob.SendLocalizedMessage(1010374); // You have been granted a robe which signifies your faction
|
||||
|
|
|
|||
|
|
@ -114,6 +114,13 @@ public class FactionState
|
|||
}
|
||||
}
|
||||
|
||||
// The loop above only assigns RankIndex to members with kill points, and nothing
|
||||
// computes rank on read, so rank everyone now that the ordering has settled.
|
||||
foreach (var player in Members)
|
||||
{
|
||||
player.UpdateRank();
|
||||
}
|
||||
|
||||
FactionItems = [];
|
||||
|
||||
if (version >= 2)
|
||||
|
|
|
|||
|
|
@ -8,7 +8,6 @@ public class PlayerState : IComparable<PlayerState>
|
|||
{
|
||||
private Town m_Finance;
|
||||
|
||||
private bool m_InvalidateRank = true;
|
||||
private int m_KillPoints;
|
||||
private MerchantTitle m_MerchantTitle;
|
||||
private RankDefinition m_Rank;
|
||||
|
|
@ -22,6 +21,10 @@ public class PlayerState : IComparable<PlayerState>
|
|||
Faction = faction;
|
||||
Owner = owner;
|
||||
|
||||
// Owner does not contain this state yet, so the count is short by one; the caller ranks it
|
||||
// after inserting.
|
||||
SeedLowestRank();
|
||||
|
||||
Attach();
|
||||
Invalidate();
|
||||
}
|
||||
|
|
@ -54,6 +57,9 @@ public class PlayerState : IComparable<PlayerState>
|
|||
}
|
||||
}
|
||||
|
||||
// Members are still being read; FactionState ranks everyone once the ordering settles.
|
||||
SeedLowestRank();
|
||||
|
||||
Attach();
|
||||
}
|
||||
|
||||
|
|
@ -116,6 +122,8 @@ public class PlayerState : IComparable<PlayerState>
|
|||
Owner.Remove(this);
|
||||
Owner.Insert(Faction.ZeroRankOffset, this);
|
||||
|
||||
// Direct, not through RankIndex: ZeroRankOffset is mid-update. The
|
||||
// UpdateRank() at the end of this setter covers it.
|
||||
m_RankIndex = Faction.ZeroRankOffset;
|
||||
Faction.ZeroRankOffset++;
|
||||
}
|
||||
|
|
@ -180,6 +188,7 @@ public class PlayerState : IComparable<PlayerState>
|
|||
}
|
||||
|
||||
m_KillPoints = value;
|
||||
UpdateRank();
|
||||
Invalidate();
|
||||
}
|
||||
}
|
||||
|
|
@ -193,49 +202,72 @@ public class PlayerState : IComparable<PlayerState>
|
|||
if (m_RankIndex != value)
|
||||
{
|
||||
m_RankIndex = value;
|
||||
m_InvalidateRank = true;
|
||||
|
||||
UpdateRank();
|
||||
Invalidate();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public RankDefinition Rank
|
||||
/// <summary>
|
||||
/// Read from PlayerMobile.GetProperties, so it must stay a plain field read -- recomputing or
|
||||
/// invalidating here re-enters the property list build. Maintained by <see cref="UpdateRank"/>.
|
||||
/// </summary>
|
||||
public RankDefinition Rank => m_Rank;
|
||||
|
||||
// Lowest rank (Required 0): correct for an unranked member, and never null, so Rank.Title
|
||||
// cannot NRE before the first UpdateRank().
|
||||
private void SeedLowestRank()
|
||||
{
|
||||
get
|
||||
var ranks = Faction.Definition.Ranks;
|
||||
|
||||
if (ranks.Length > 0)
|
||||
{
|
||||
if (m_InvalidateRank)
|
||||
m_Rank = ranks[^1];
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Recomputes the cached rank. Call whenever <see cref="RankIndex"/>, the faction's
|
||||
/// ZeroRankOffset, or the member count changes -- and only once they have settled.
|
||||
/// </summary>
|
||||
public void UpdateRank()
|
||||
{
|
||||
var ranks = Faction.Definition.Ranks;
|
||||
|
||||
if (ranks.Length == 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
int percent;
|
||||
|
||||
if (Owner.Count == 1)
|
||||
{
|
||||
percent = 1000;
|
||||
}
|
||||
else if (m_RankIndex == -1 || Faction.ZeroRankOffset <= 0)
|
||||
{
|
||||
percent = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
percent = (Faction.ZeroRankOffset - m_RankIndex) * 1000 / Faction.ZeroRankOffset;
|
||||
}
|
||||
|
||||
// Ranks run Required-descending ending at 0, so anything >= 0 matches below. A negative
|
||||
// percent (RankIndex out of sync with ZeroRankOffset) would otherwise leave it null.
|
||||
m_Rank = ranks[^1];
|
||||
|
||||
for (var i = 0; i < ranks.Length; i++)
|
||||
{
|
||||
var check = ranks[i];
|
||||
|
||||
if (percent >= check.Required)
|
||||
{
|
||||
var ranks = Faction.Definition.Ranks;
|
||||
int percent;
|
||||
|
||||
if (Owner.Count == 1)
|
||||
{
|
||||
percent = 1000;
|
||||
}
|
||||
else if (m_RankIndex == -1)
|
||||
{
|
||||
percent = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
percent = (Faction.ZeroRankOffset - m_RankIndex) * 1000 / Faction.ZeroRankOffset;
|
||||
}
|
||||
|
||||
for (var i = 0; i < ranks.Length; i++)
|
||||
{
|
||||
var check = ranks[i];
|
||||
|
||||
if (percent >= check.Required)
|
||||
{
|
||||
m_Rank = check;
|
||||
m_InvalidateRank = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
Invalidate();
|
||||
m_Rank = check;
|
||||
break;
|
||||
}
|
||||
|
||||
return m_Rank;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -191,8 +191,17 @@ mob.SendMessage($"You earned a {rank:L} trophy!"); // "gold" not "Gold"
|
|||
|
||||
**See**: `dev-docs/string-handling.md` § "Interpolation Anti-Patterns" for the full reference with detailed before/after examples.
|
||||
|
||||
### 19. No InvalidateProperties From Inside GetProperties
|
||||
**Check**: Any property read by a `GetProperties` override — including through helpers — must be a pure read. Flag getters that call `InvalidateProperties()` (or a wrapper like `Invalidate()`) as a side effect.
|
||||
**Bad**: a `Rank` getter that lazily recomputes and then calls `Invalidate()`; reading it from `GetProperties` re-enters the build.
|
||||
**Good**: invalidate in the setter that actually changes the value, or defer with `Timer.DelayCall(InvalidateProperties)`.
|
||||
**Why**: `InvalidateProperties()` rebuilds the list in place (`Reset()` + rebuild). `Reset()` returns the pooled interpolation buffer — which the compiler rents for the whole `$"..."` expression, so every hole is evaluated while it is live — and rewinds the packet cursor. Re-entering mid-build throws `ArgumentNullException` (parameter `"array"`) out of `GetProperties` from a line unrelated to the offending getter, or silently corrupts the tooltip. The engine refuses and logs an error, and `DEBUG` throws, so this shows up as a crash in development.
|
||||
**Note**: Lazy recomputation inside a getter is fine. It is the notification that must not happen there.
|
||||
|
||||
**See**: `dev-docs/property-lists.md` § "Never Invalidate From Inside `GetProperties`".
|
||||
|
||||
## Severity Levels
|
||||
- **ERROR**: Rules 3, 9, 10, 13 (will cause bugs, build failures, or client-side leaks)
|
||||
- **ERROR**: Rules 3, 9, 10, 13, 19 (will cause bugs, build failures, or client-side leaks)
|
||||
- **WARNING**: Rules 1 (Tier 3 LINQ), 2, 4, 5, 6, 7, 8, 12, 14, 15, 17 (performance/convention issues)
|
||||
- **INFO**: Rules 1 (Tier 2 LINQ on warm paths — note it but don't flag as violation), 16 (switch patterns — suggest but don't flag)
|
||||
- **ASK**: Rule 11 (need user input)
|
||||
|
|
|
|||
|
|
@ -20,6 +20,12 @@ description: >
|
|||
3. **String interpolation** works with `IPropertyList` -- use `$"..."` syntax
|
||||
4. **`[InvalidateProperties]`** on `[SerializableField]` auto-refreshes tooltip on change
|
||||
5. **Call `InvalidateProperties()`** manually when non-serialized state changes tooltip
|
||||
6. **Never invalidate from inside `GetProperties`** -- every property a `GetProperties` override
|
||||
reads must be a pure read. `InvalidateProperties()` rebuilds in place (`Reset()` + rebuild), so a
|
||||
getter with that side effect tears down the list mid-build: it returns the pooled interpolation
|
||||
buffer under an in-flight `$"..."` handler (`ArgumentNullException`, parameter `"array"`) and
|
||||
rewinds the packet cursor. The engine refuses and logs an error; `DEBUG` throws. Defer instead:
|
||||
`Timer.DelayCall(InvalidateProperties)`
|
||||
|
||||
## IPropertyList Interface
|
||||
|
||||
|
|
@ -235,6 +241,7 @@ block.Add("Cannot be repaired".AsSpan()); // plain span, no string alloc
|
|||
- **Excessive rebuilds**: Don't call `InvalidateProperties()` in tight loops
|
||||
- **Assuming tooltip support**: Check `ObjectPropertyList.Enabled` if needed
|
||||
- **One giant `Add()` for multi-line text**: A property over ~512 chars crashes the legacy 2D client. Use `AddChunked`/`OplTextBlock` for variable-length free text
|
||||
- **Side-effecting property getters**: A getter reached from `GetProperties` that calls `InvalidateProperties()` (directly or via a helper like `Invalidate()`) re-enters the build and is refused — error logged, `DEBUG` throws. Lazy recomputation in a getter is fine; the *notification* is not. Invalidate where the value changes, or `Timer.DelayCall(InvalidateProperties)`
|
||||
|
||||
## Real Examples
|
||||
- Item properties: `Projects/Server/Items/Item.cs` (AddNameProperties, GetProperties)
|
||||
|
|
|
|||
|
|
@ -301,6 +301,66 @@ public void UseCharge()
|
|||
}
|
||||
```
|
||||
|
||||
### Never Invalidate From Inside `GetProperties` (CRITICAL)
|
||||
|
||||
`InvalidateProperties()` rebuilds the list **in place** — `Reset()`, then `GetProperties()` again on
|
||||
the same instance. Calling it from a property getter that the build itself reaches is therefore
|
||||
re-entrant, and `Reset()` does two destructive things to the build in flight:
|
||||
|
||||
1. It returns the pooled interpolation scratch buffer. The compiler rents that buffer in the
|
||||
interpolated-string handler's constructor and returns it in the closing `Add`, so **every hole is
|
||||
evaluated while the buffer is live**. Pulling it out mid-append makes the next `Append*` span a
|
||||
null array — `ArgumentNullException: Value cannot be null. (Parameter 'array')` thrown out of
|
||||
`GetProperties`, from a line that looks unrelated to the getter that caused it.
|
||||
2. It rewinds the packet cursor, so properties already written are overwritten by the nested pass.
|
||||
|
||||
This is always a defect in the property getter, so the engine refuses rather than trying to recover:
|
||||
a nested call logs an error with a stack trace, throws in `DEBUG`, and in `RELEASE` returns without
|
||||
touching the list — leaving a possibly stale tooltip, but never a crash, a corrupted packet, or a
|
||||
leaked pool buffer. Retrying the build would only hide the bug.
|
||||
|
||||
```csharp
|
||||
// BAD -- a getter with a side effect. Reading it from GetProperties re-enters the build.
|
||||
public RankDefinition Rank
|
||||
{
|
||||
get
|
||||
{
|
||||
if (_invalidateRank)
|
||||
{
|
||||
_rank = Recompute();
|
||||
_invalidateRank = false;
|
||||
Invalidate(); // -> InvalidateProperties() -> Reset() on the list being built
|
||||
}
|
||||
|
||||
return _rank;
|
||||
}
|
||||
}
|
||||
|
||||
// GOOD -- getters stay side-effect free; invalidate where the value actually changes.
|
||||
public int RankIndex
|
||||
{
|
||||
get => _rankIndex;
|
||||
set
|
||||
{
|
||||
if (_rankIndex != value)
|
||||
{
|
||||
_rankIndex = value;
|
||||
_invalidateRank = true;
|
||||
Invalidate();
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
Lazy recomputation inside a getter is fine — it is the *notification* that must not happen there. If
|
||||
something genuinely must invalidate in response to a read, defer it off the build:
|
||||
|
||||
```csharp
|
||||
Timer.DelayCall(InvalidateProperties);
|
||||
```
|
||||
|
||||
**Check when writing a `GetProperties` override**: every property it reads must be a pure read.
|
||||
|
||||
## ObjectPropertyList Internals
|
||||
|
||||
Defined in `Projects/Server/PropertyList/ObjectPropertyList.cs`:
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue