### Summary
- Add InteractiveTeleporter that teleports on double-click
- Add support to decorate command
- Add rope teleporters to the New Haven mines in the decoration file
## Summary
- **Add a self-referencing `InterpolationHandler` to `ValueStringBuilder`** that writes directly into the builder's buffer — zero intermediate allocation, works with `stackalloc`-backed builders
- **Replace all `System.Text.StringBuilder` usage** across the codebase with `ValueStringBuilder`
- **Convert `ValueStringBuilder.Create()` to `stackalloc`** at 10 sites where output length is provably bounded
- **Convert manual `Dispose()` to `using var`** where possible, and hoist loop-scoped builders outside loops with `Reset()`
- **Convert verbose `Append()` chains to `Append($"...")`** interpolation for readability
- **Add comprehensive documentation** for string handling patterns
## InterpolationHandler Design
`ValueStringBuilder` is a `ref struct`, which creates challenges for C#'s interpolated string handler pattern:
- **`ref` fields to ref structs are not allowed** (CS9050)
- **`[InterpolatedStringHandlerArgument("")]` passes struct receivers by value**, not by ref
- **`ISelfInterpolatedStringHandler` requires boxing** ref structs into interface fields
**Solution: Copy-and-reconcile pattern.** The handler receives a value copy of the builder. The copy shares the same underlying `char` buffer (`Span` points to the same `stackalloc`/pooled memory), so writes go to the original buffer. `Append()` reconciles by `this = handler._builder`, updating `_length` and any buffer references changed by `Grow()`.
This is safe because:
- The game loop is single-threaded — no concurrent access between handler construction and reconciliation
- If `Grow()` occurs in the copy, the original's stale buffer isn't accessed until `Append()` replaces it
- `Dispose()` correctly returns the reconciled buffer to the pool
## Changes by Category
### ValueStringBuilder (`Projects/Server/Buffers/ValueStringBuilder.cs`)
- Added nested `InterpolationHandler` ref struct with copy-and-reconcile pattern
- Added `Append([InterpolatedStringHandlerArgument("")] scoped ref InterpolationHandler)` method
- Removed `RawInterpolatedStringHandler` overloads (new handler replaces them)
- All `AppendFormatted` overloads delegate to existing `Append` methods (no code duplication)
- Alignment support via direct private field access (nested type privilege)
### StringBuilder → ValueStringBuilder (15 files)
Replaced all `new StringBuilder()` with `ValueStringBuilder.Create()` or `stackalloc`:
- ConPVP games: KingOfTheHill, DoubleDom, CTF, BombingRun, TourneyMatch
- ConPVP infrastructure: Tournament, Participant, TourneyParticipant
- ConPVP gumps: ArenaGump, TournamentBracketGump, AcceptTeamGump, ConfirmSignupGump
- Commands: Handlers, Logging, Add
- Other: TownCrier, SpeechLogGump, TestCenter
Key patterns:
- `sb = new StringBuilder()` reassignment → `sb.Reset()`
- `sb.AppendFormat("{0:N0}", value)` → `sb.Append($"{value:N0}")`
- `sb.Append(x).Append(y)` chains → separate statements (VSB returns void)
### Create() → stackalloc (10 files)
Converted heap-allocated builders to stackalloc where output is bounded:
- ClientVersion (32), MapSelection (160), HouseRaffleStone (48)
- HolySense (96), UnholySense (96), ClientVerification (192)
- AcceptTeamGump (64), ConfirmSignupGump (64)
- BaseWeapon (160), BaseArmor (128)
### Loop optimizations (2 files)
Hoisted `ValueStringBuilder` creation outside loops with `Reset()` per iteration:
- TourneyMatch.cs: `using var` inside for loop → stackalloc before loop
- ArenaGump.cs: `Create()` + `Dispose()` per iteration → stackalloc before loop
### Append chain → interpolation (5 files)
Converted multi-line `Append()` chains to `Append($"...")`:
- BountyMessage.cs: title switch (6 cases), paragraph (15→1 Append), description lines, closing
- AcceptTeamGump, ConfirmSignupGump, TournamentBracketGump: tournament type strings
- AdminGump: comment/tag formatting in loops
### Documentation
- `dev-docs/string-handling.md`: Full reference — construction, interpolation, disposal, decision guide
- `dev-docs/claude-skills/modernuo-string-handling.md`: Claude skill with quick reference
- `CLAUDE.md`: Added rule 17 (no StringBuilder), dev-docs table entry, skills table entry
- `dev-docs/code-standards.md`: Updated memory management section
## Test Plan
- [x] `dotnet build` — 0 errors, 0 warnings
- [x] `dotnet test` — 940/940 tests pass
- [x] 28 ValueStringBuilder tests covering all reconciliation scenarios:
- Stackalloc no-grow, stackalloc with grow (→pool transition)
- Heap no-grow, heap with grow, heap double grow
- Pre-existing content with and without grow
- Sequential multiple `Append($"...")` calls
- Mixed plain + interpolated Append
- Empty interpolation, literal-only, format specifiers
- Null string holes, ISpanFormattable types
- Dispose after stackalloc→pool grow
# Bounty Boards
<img width="717" height="382" alt="image" src="https://github.com/user-attachments/assets/455e5206-47d8-4449-805c-19b143d059e5" />
<img width="918" height="637" alt="image" src="https://github.com/user-attachments/assets/e78e1ca2-62b8-4abf-8f69-21438bb1b759" />
<img width="340" height="296" alt="image" src="https://github.com/user-attachments/assets/fd17d7e6-8c53-47df-ac58-a89ea3ef665e" />
## Setup
* Setup as part of decorate when bounty system is enabled
* Several bounty board locations with a WarriorGuard spawner in front of the board. Guard spawns and idles around 5 range.
## Tests
### ReportBountyMurdererGump
* Follows same behaviour as ReportMurdererGump
* Extracted common logic
* Didn't use staticgump due to several dynamic parts including input
* Optional bounty with validation >0 and <bankbox.total
* Murder report is honored either way
### Bounty boards
* Open bounty board with many bounties, no bounties
* Keep a bounty board open, invalidate a bounty by turning in the head, then try to click on the post of the now invalid post. As expected: does nothing
* Bounty messages use the last murder time as their post date and expire in 14 days
* Bounty boards/messages are not reliant on serialization; they use serialized fields from MurderContext to build messages when clicked.
* Bounty messages use synthetic serials so they do not have to persist bounty messages as items. They are constructed and sent as raw packets when needed.
* Players only appear on the bounty board if they are a murderer (though a non-murderer can technically still have a bounty if they decayed kills)
* Tested skin/hair color descriptions vs a dozen spot checks
### Head turn in behaviour
* Guard accepts head
* Bounty -> gives bounty
* No bounty -> generic response
* Expired head (24h) -> generic response
NOTE: CUO "latest" has a bug with bounty/bulletinmessages that causes overflow outside of the container. It has nothing to do with this PR. It is fixed here in CUO https://github.com/ClassicUO/ClassicUO/pull/1871
# Murderer title
Bounty system and "murderer" title eliminated in [pub16](https://uo.com/wiki/ultima-online-wiki/technical/previous-publishes/2002-2/publish-16-part-2-5-23rd-july/). So UO:LBR and before had bounties and murderer title.
# Pre-T2A caveat
There were differences in pre-T2A, but this cannot be currently implemented because we do not have any pre-T2A systems in general, so at least for now, behavior is consistent with later eras. Pre-T2A was a whole other ballgame, but the bounty system still worked similarly.
Fix [add command failing with ambiguous type names + refactor for performance
### Problem
[add blight would fail with "No type with that name was found" because multiple types contain "blight" (e.g., Server.Items.Blight, Server.Ethics.Evil.Blight, Server.Items.BlightGrippedLongbow, Server.Items.QuiverOfBlight). The old code only succeeded when exactly one type matched the search regardless of constructability and inheriting Mobi les/Items.
### Solution
Exact match takes priority: If a type's name exactly equals the search string (case-insensitive), use it directly. Otherwise, show the AddGump with all partial matches.
- [add blight → Creates Blight (exact name match)
- [add bligh → Shows gump with Blight, BlightGrippedLongbow, etc.
### Refactoring
- CommandEventArgs context: Added GetContext<T>/SetContext<T> to pass resolved type through the command chain without method signature changes
- Removed TrySetupTarget duplication: Validation now happens only in ValidateArgs, eliminating redundant code paths
- Split type matching:
- ExactMatch(string) → Returns Type for exact name match (used by [add)
- MatchEmptyCtor(string) → Returns ConstructorInfo[] for gump display (empty-callable constructors only)
### Memory & Performance Improvements
| Optimization | Benefit |
|-------------------------------|----------------------------------------------------------------------------------------------|
| _mobileItemTypes cache | Filters Mobile/Item types once per assembly, reused on all subsequent searches |
| ReadOnlySpan<string> for args | Avoids string[] heap allocations when slicing arguments |
| ValueStringBuilder | Stack-allocated string building, avoids StringBuilder heap allocation |
| Single type resolution | Type resolved once in ValidateArgs, passed via context to Execute (was resolved 2-3x before) |
> [!Important]
> **Developer Note**
> This code change will **completely move gumps out of the core**
### Summary
- Adds `GetGumps()` convenience which exposes methods to Find/Close/Send multiple gumps. This helper is a performance improvement by eliminating the Dictionary<Player, List> lookup for gumps.
### Summary
- Fixes `[AdvancedSearch` being accessible by players 😱
- Adds `[GenCommands` to generate the same commands html page on https://muo.gg/commands.
- Fixes `[helpinfo` so all commands properly show up!
> [!WARNING]
> ### Developer Warning:
> Commands must now be registered in the `Configure` bootup phase.
> If a command is not registered early enough, it may not be available to systems like [helpinfo
> that cache their information.
> [!NOTE]
> ### Developer Note:
> Various commands related to generating content have been changed to _Developer_ and above access level.
### Screenshots
<img width="673" alt="image" src="https://github.com/modernuo/ModernUO/assets/3953314/b105b5c9-5eb4-4ace-93ff-1bfb31e7132f">
<img width="547" alt="image" src="https://github.com/modernuo/ModernUO/assets/3953314/e97487e8-47a5-4aa7-89cc-9fe3deda584d">
### Summary
Eliminates `IPooledEnumerable<T>` and `eable.Free()` from `Map` for mobiles. This drastically simplifies code that iterates in range, for example:
```cs
foreach (var m in m.GetMobilesInRange(5))
{
}
```
The code above no longer requires an eable and calling `Free()`.
- [X] Fixed several locations where an NPC that was damaged would cause a server crash.
- [X] Removed an unnecessary allocation in guard fake calls (NPCs calling guards on you)
- [X] Fixes damage precision loss in Poison Strike Spell
- [X] BogThing no longer attempts to "search" for boglings to eat when it is at full health
### Summary
Modifying a ValueLinkList using one of the methods will bump the "version". This field is used by iterators (foreach loops) to determine if the link list was modified while iterating. The sector.Items (and in the future other lists), will no longer be safe to modify while iterating. The server will _CRASH_ if the ValueLinkList is modified.
Thanks to @stefanomerotta for help!
### Screenshots
<img width="588" alt="image" src="https://github.com/modernuo/ModernUO/assets/3953314/83ee0b6e-ff4f-4768-9e29-84456e04b1ec">
### Summary
Eliminates `IPooledEnumerable<T>` and `eable.Free()` from `Map` for items. This drastically simplifies code that iterates in range, for example:
```cs
foreach (var item in m.GetItemsInRange(5))
{
}
```
The code above no longer requires an eable and calling `Free()`.
**Only one functional change**
* Fixes a bug in LogFactory where `Warning` is being logged as `Information`
Non-functional changes:
* Updates/Fixes copyright headers
* Removes namespace scopes for core files.
View with [whitespace off](https://github.com/modernuo/ModernUO/pull/1187/files?w=1).
- [X] Removes static freezing/unfreezing. Use other tools for this.
- [X] Cleans up IPoint3D allocations
- [X] Removes IPoint3D constructors since the compiler may not optimize the constructor path and allow allocations.
Note: Instead of `new Point3D(m)`, do something like `new Point3D(m.Location)`. Sorry for the inconvenience. In the long run this will prevent abuse of hot paths that will cause performance issues.
* Removes FastMovementImpl since it isn't used and I am not convinced it is better.
* Moves some of the new movement logic from FastMovementImpl to MovementImpl
* Makes MovementImpl more readable
- [X] Caches DateTime.NowUtc on the game loop (not other threads)
- [X] Replaces all locations where it makes sense
- [X] Adds Min/Max for `IComparable` (TimeSpan, DateTimes, etc)
Closes#261
- [X] Adds `Respawn` command
- [X] Adds `EditSpawner` command
- Usage: `[global editspawner <type> <arguments> set <properties>`
- This command replaces the arguments (optional) and properties of the affected spawners for that type
- [X] Adds `SpawnProps` command
- Usage: `[area spawnprops`
- This command brings up a gump to modify targeted spawners based on the targeted entity.
- To do this, the props/values are copied and then used to construct a properties list for the spawner entry.
Closes#531
- [X] Removes network pause/resume
- [X] Adds back packet profiler
- [X] Adds state machine to keep track and trace netstates
- [X] Changes NetState.Running back to using an interlock exchange
- [X] Adds preliminary packet throttling support
### Packet Throttling
- `[GetThrottle <packetId>` to get the delay in milliseconds for that packet
- `[SetThrottle <packetId> <delay>` to set the delay in milliseconds for that packet
The settings are saved to `Configuration/throttles.json`
- [X] Fixes some issues with the type caching
- [X] Changes type check default to ignore case
- [X] Splits out type caching of insensitive and sensitive lists. This means less stuff to iterate through when checking a type against the string.
- [X] Adds an ArrayEnumerator, mostly for reference purposes (copy/paste as needed)
- [X] Removes some uses of linq
- [X] Creates struct based enumerator for Skills
- [X] Creates a struct based enumerator for TypeCache
- [X] Changes HarvestDefinition to an init array instead of List
- [X] Changes HeritageTokenGump Response from List to Array