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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commit
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12 changed files with 530 additions and 45 deletions
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@ -242,7 +242,11 @@ public abstract class Faction : IComparable<Faction>, ISpanParsable<Faction>
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public virtual void AddMember(Mobile mob)
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{
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Members.Insert(ZeroRankOffset, new PlayerState(mob, this, Members));
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var state = new PlayerState(mob, this, Members);
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Members.Insert(ZeroRankOffset, state);
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// Ranked after the insert: the ctor ran while Owner was still short a member.
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state.UpdateRank();
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mob.AddToBackpack(FactionItem.Imbue(new Robe(), this, false, Definition.HuePrimary));
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mob.SendLocalizedMessage(1010374); // You have been granted a robe which signifies your faction
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@ -114,6 +114,13 @@ public class FactionState
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}
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}
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// The loop above only assigns RankIndex to members with kill points, and nothing
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// computes rank on read, so rank everyone now that the ordering has settled.
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foreach (var player in Members)
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{
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player.UpdateRank();
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}
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FactionItems = [];
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if (version >= 2)
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@ -8,7 +8,6 @@ public class PlayerState : IComparable<PlayerState>
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{
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private Town m_Finance;
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private bool m_InvalidateRank = true;
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private int m_KillPoints;
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private MerchantTitle m_MerchantTitle;
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private RankDefinition m_Rank;
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@ -22,6 +21,10 @@ public class PlayerState : IComparable<PlayerState>
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Faction = faction;
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Owner = owner;
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// Owner does not contain this state yet, so the count is short by one; the caller ranks it
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// after inserting.
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SeedLowestRank();
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Attach();
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Invalidate();
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}
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@ -54,6 +57,9 @@ public class PlayerState : IComparable<PlayerState>
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}
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}
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// Members are still being read; FactionState ranks everyone once the ordering settles.
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SeedLowestRank();
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Attach();
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}
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@ -116,6 +122,8 @@ public class PlayerState : IComparable<PlayerState>
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Owner.Remove(this);
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Owner.Insert(Faction.ZeroRankOffset, this);
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// Direct, not through RankIndex: ZeroRankOffset is mid-update. The
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// UpdateRank() at the end of this setter covers it.
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m_RankIndex = Faction.ZeroRankOffset;
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Faction.ZeroRankOffset++;
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}
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@ -180,6 +188,7 @@ public class PlayerState : IComparable<PlayerState>
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}
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m_KillPoints = value;
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UpdateRank();
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Invalidate();
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}
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}
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@ -193,49 +202,72 @@ public class PlayerState : IComparable<PlayerState>
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if (m_RankIndex != value)
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{
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m_RankIndex = value;
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m_InvalidateRank = true;
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UpdateRank();
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Invalidate();
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}
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}
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}
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public RankDefinition Rank
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/// <summary>
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/// Read from PlayerMobile.GetProperties, so it must stay a plain field read -- recomputing or
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/// invalidating here re-enters the property list build. Maintained by <see cref="UpdateRank"/>.
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/// </summary>
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public RankDefinition Rank => m_Rank;
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// Lowest rank (Required 0): correct for an unranked member, and never null, so Rank.Title
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// cannot NRE before the first UpdateRank().
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private void SeedLowestRank()
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{
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get
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var ranks = Faction.Definition.Ranks;
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if (ranks.Length > 0)
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{
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if (m_InvalidateRank)
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m_Rank = ranks[^1];
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}
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}
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/// <summary>
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/// Recomputes the cached rank. Call whenever <see cref="RankIndex"/>, the faction's
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/// ZeroRankOffset, or the member count changes -- and only once they have settled.
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/// </summary>
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public void UpdateRank()
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{
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var ranks = Faction.Definition.Ranks;
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if (ranks.Length == 0)
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{
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return;
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}
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int percent;
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if (Owner.Count == 1)
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{
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percent = 1000;
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}
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else if (m_RankIndex == -1 || Faction.ZeroRankOffset <= 0)
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{
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percent = 0;
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}
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else
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{
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percent = (Faction.ZeroRankOffset - m_RankIndex) * 1000 / Faction.ZeroRankOffset;
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}
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// Ranks run Required-descending ending at 0, so anything >= 0 matches below. A negative
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// percent (RankIndex out of sync with ZeroRankOffset) would otherwise leave it null.
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m_Rank = ranks[^1];
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for (var i = 0; i < ranks.Length; i++)
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{
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var check = ranks[i];
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if (percent >= check.Required)
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{
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var ranks = Faction.Definition.Ranks;
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int percent;
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if (Owner.Count == 1)
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{
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percent = 1000;
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}
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else if (m_RankIndex == -1)
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{
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percent = 0;
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}
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else
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{
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percent = (Faction.ZeroRankOffset - m_RankIndex) * 1000 / Faction.ZeroRankOffset;
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}
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for (var i = 0; i < ranks.Length; i++)
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{
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var check = ranks[i];
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if (percent >= check.Required)
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{
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m_Rank = check;
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m_InvalidateRank = false;
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break;
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}
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}
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Invalidate();
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m_Rank = check;
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break;
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}
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return m_Rank;
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}
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}
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