fix: digging up a treasure map chest no longer crashes when guardians spawn (#2692)
## Summary Digging up a decoded treasure map of level 0, or of level 2 and above, throws inside `DigTimer.OnTick` once the chest surfaces. The exception escapes the timer, so the server goes down: ``` System.NullReferenceException: Object reference not set to an instance of an object. at Server.Items.TreasureMap.DigTimer.OnTick() in ...\Items\Maps\TreasureMap.cs:line 809 ``` #2568 made `TreasureMapChest._guardians` lazily created: the constructor no longer initialises it, and migration nulls an empty list. #2569 updated the read in `CheckLocked` to match, but the dig timer still adds each spawned guardian directly: ```csharp if (bc != null) { m_Chest.Guardians.Add(bc); // null on a freshly dug chest } ``` Level 1 maps survive only because they spawn no guardians. I confirmed the regression by running the dig test below at #2568's parent, where it passes, and at #2568, where it fails. The dig timer now calls the generated `AddToGuardians`, which creates the list on first use. ## Testing - `dotnet build`: 0 warnings, 0 errors. - New `TreasureMapChestGuardianTests`: - `Dig_AddsSpawnedGuardiansToTheChest` (levels 0 and 2) drives the real `DigTimer` tick by tick until the chest surfaces. Before the fix both cases fail with the `NullReferenceException` above. It needs client map data, so it calls `TileDataRequirement.SkipIfMissing()` and skips on CI. - `AddToGuardians_OnNewChest_KeepsLevelZeroChestShut` needs no client data, so it runs on CI: the list starts null, the first guardian creates it, and a level 0 chest stays shut to players until that guardian is dead. - Full `UOContent.Tests`: 1196 passed and 2 skipped with client data; 1105 passed and 93 skipped without.
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using System;
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using System.Collections.Generic;
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using System.Reflection;
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using Server;
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using Server.Items;
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using Server.Mobiles;
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using Server.Tests;
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using Xunit;
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namespace UOContent.Tests;
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[Collection("Sequential UOContent Tests")]
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public class TreasureMapChestGuardianTests
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{
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// A treasure.cfg chest site with room to dig the chest up and spawn its guardians.
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private const int SiteX = 2643;
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private const int SiteY = 851;
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// The guardian list starts null and is created by the first guardian added. A level 0 chest
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// stays shut to players until its guardians are dead.
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[Fact]
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public void AddToGuardians_OnNewChest_KeepsLevelZeroChestShut()
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{
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var map = Map.Felucca;
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var location = new Point3D(5000, 610, 0);
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var player = CreatePlayerMobile(map, location);
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var guardian = new Mobile(World.NewMobile);
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guardian.DefaultMobileInit();
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var chest = new TreasureMapChest(0);
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try
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{
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Assert.Null(chest.Guardians);
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chest.AddToGuardians(guardian);
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Assert.Same(guardian, Assert.Single(chest.Guardians));
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Assert.True(chest.CheckLocked(player));
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guardian.Delete();
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Assert.False(chest.CheckLocked(player));
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}
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finally
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{
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chest.Delete();
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guardian.Delete();
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player.Delete();
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}
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}
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// Drives the real dig, one DigTimer tick per call, until the chest surfaces and its guardians
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// spawn. Levels 0 and 2+ spawn guardians; level 1 spawns none.
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[SkippableTheory]
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[InlineData(0)]
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[InlineData(2)]
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public void Dig_AddsSpawnedGuardiansToTheChest(int level)
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{
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TileDataRequirement.SkipIfMissing();
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var map = Map.Felucca;
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var site = new Point3D(SiteX, SiteY, map.GetAverageZ(SiteX, SiteY));
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var player = CreatePlayerMobile(map, new Point3D(site.X + 1, site.Y, site.Z));
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var treasureMap = new TreasureMap(level, map);
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try
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{
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Assert.True(map.CanFit(site.X, site.Y, site.Z, 16, true));
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Assert.True(player.BeginAction<TreasureMap>());
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var timerType = typeof(TreasureMap).GetNestedType("DigTimer", BindingFlags.NonPublic)!;
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var onTick = timerType.GetMethod("OnTick", BindingFlags.NonPublic | BindingFlags.Instance)!;
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var digTimer = Activator.CreateInstance(timerType, player, treasureMap, site, map);
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for (var i = 0; i < 30 && !treasureMap.Completed; i++)
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{
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onTick.Invoke(digTimer, BindingFlags.DoNotWrapExceptions, null, null, null);
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}
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var chest = FindChest(map, site);
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Assert.True(treasureMap.Completed);
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Assert.NotNull(chest);
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Assert.NotNull(chest.Guardians);
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Assert.NotEmpty(chest.Guardians);
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}
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finally
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{
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Cleanup(map, site);
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treasureMap.Delete();
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player.Delete();
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}
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}
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private static TreasureMapChest FindChest(Map map, Point3D site)
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{
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foreach (var chest in map.GetItemsInRange<TreasureMapChest>(site, 0))
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{
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return chest;
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}
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return null;
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}
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// Sweeps the site rather than trusting references, so a dig that throws partway still leaves
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// nothing behind for the next case: the chest, both dirt piles and any guardian spawned so far.
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private static void Cleanup(Map map, Point3D site)
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{
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var leftovers = new List<IEntity>();
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foreach (var m in map.GetMobilesInRange<BaseCreature>(site, 3))
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{
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leftovers.Add(m);
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}
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foreach (var item in map.GetItemsInRange<TreasureMapChest>(site, 1))
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{
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leftovers.Add(item);
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}
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foreach (var item in map.GetItemsInRange<TreasureChestDirt>(site, 1))
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{
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leftovers.Add(item);
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}
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foreach (var entity in leftovers)
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{
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entity.Delete();
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}
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}
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private static PlayerMobile CreatePlayerMobile(Map map, Point3D location)
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{
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var mobile = new PlayerMobile(World.NewMobile);
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mobile.DefaultMobileInit();
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mobile.MoveToWorld(location, map);
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return mobile;
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}
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}
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