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
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12 changed files with 530 additions and 45 deletions
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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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