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.
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@ -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)

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@ -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)

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@ -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`: