ControlMaster and SummonMaster, when both set, are always the same
mobile: BaseCreature.Summon assigns both to the caster, and every pet
management flow (transfer, stable, claim, ball of summoning, GM obey,
login overflow) followed SetControlMaster with an identical SummonMaster
assignment. They differ only in presence - uncontrolled summons carry
only a summon master, pets only a control master.
So one _master reference serializes (refreshed at save, fanned back out
through the Controlled/Summoned flags in AfterDeserialization; legacy
loads feed the same path), and SetControlMaster now keeps SummonMaster
in lockstep itself, deleting the six hand-rolled copies of that
boilerplate.
Also: a creature constructed without speeds (missing npc-speeds.json)
now logs debug and defaults to Medium (0.25/0.5) instead of throwing -
this is the place a sane default belongs.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
## Summary
Folds **113** hand-written `[SerializableProperty]` members into plain `[SerializableField]` declarations using the v4 setter hooks — value coercion/vetoes via `allowFieldChange`, post-change side effects via `fieldChanged` (whose `oldValue` parameter covers the old-house/old-sender unsubscribe patterns). Net **-450 lines** of setter boilerplate.
```cs
// before
[SerializableProperty(1)]
[CommandProperty(AccessLevel.GameMaster)]
public int Charges
{
get => _charges;
set
{
_charges = Math.Clamp(value, 0, MaxCharges);
InvalidateProperties();
this.MarkDirty();
}
}
// after
[SerializableField(1, allowFieldChange: nameof(AllowChargesChange))]
[SerializedCommandProperty(AccessLevel.GameMaster)]
[InvalidateProperties]
private int _charges;
private bool AllowChargesChange(ref int value)
{
value = Math.Clamp(value, 0, MaxCharges);
return true;
}
```
## How sites were selected
A classifier parsed all 204 `[SerializableProperty]` sites and converted only those matching strict shapes: getter is exactly `get => _field;`, the assignment comes first (after at most an equality guard), and relocated side effects contain no `return`, no `value` mutation, and no field re-assignment. Everything else was left alone deliberately:
- **~34 custom getters** (fallback defaults like `_x == -1 ? Default : _x`, self-healing refs) — no setter hook can express these.
- **~35 pre-assignment logic** (durability Unscale/Scale sandwiches, old-state captures like PotionKeg's pile weight).
- **virtual/override members, name-mismatched backing fields (`m_`), exotic semantics** (guards' `Focus` does work on *equal* assignment; `ChampionSpawn.Active` never assigns its field).
Five sites the classifier refused were converted by hand where the hooks fit cleanly: `ReceiverCrystal.Sender`, `PlayerVendor.House`, `PlayerBarkeeper.House` (old-value unsubscribe via `oldValue`), `BaseSuit.AccessLevel` (its existing virtual `OnAccessLevelChanged` already had the exact callback shape), and `DyeTub.DyedHue` (a true veto: `AllowDyedHueChange(ref int value) => _redyable`).
## Verification
- Build: **0 errors, 0 warnings**.
- **Schema regeneration produces zero Migrations changes** — the conversion is wire- and schema-neutral by construction (same orders, types, and property names), and CI's schema diff check enforces it.
- **835 + 708 tests green.**
## Behavioral notes (all strict improvements, called out for review)
- Generated setters skip everything when the incoming value equals the current one; a few converted setters previously re-ran side effects on equal assignment (redundant `Update()`-style refreshes).
- Generated setters always `MarkDirty()` on change; several converted setters never did (e.g. `DyeTub.DyedHue`, `MorphItem` ranges) — their changes only persisted if something else dirtied the entity. Those latent persistence bugs are fixed by construction.
## Summary
Adopts ModernUO.Serialization 4.0.0 across the engine. Three commits, reviewable independently:
1. **Package + tool bump to 4.0.0** (`Server.csproj`, `UOContent.csproj`, `dotnet-tools.json`).
2. **Timers → `[DeserializeTimer]`** — the 8 drifting timers (BaseLight, TreasureMapChest, MarkContainer, FillableContainer, DeathRobe, DecayedCorpse, Corpse, BaseEscortable) now store their next tick as **anchored time**: server downtime no longer consumes the remaining delay, and idle-world saves are byte-stable. This changes their wire format, so each class bumps its serialization version with a `MigrateFrom` that replays the old delta-time read through the migration schema (the new `vN.json` files carry `@AnchoredTimer`; the old ones keep `@TimerDrift`, which the generator reads forever). The 2 wall-clock timers (Aquarium, FountainOfLife) keep their exact format via `wallClock: true` — no bump. Restart methods drop their `TimeSpan.MinValue` sentinel checks: v4 invokes them **only when a timer was actually running at save**.
3. **Linkage → field-side declarations** — 175 conversions across 25 files: `[SerializableFieldSaveFlag(order)]`/`[SerializableFieldDefault(order)]` become `[SaveFlag(nameof(...), nameof(...))]` on the field, and `[SerializableFieldChanged(order)]` becomes the `fieldChanged:` argument of `[SerializableField]`. **Wire-neutral: zero migration schemas changed.**
## Verification
- Solution builds with **0 errors, 0 warnings**; all three 4.0.0 packages verified indexed on nuget.org (no local feed needed).
- **835 + 708 tests green.**
- Generated output inspected: old-version content structs replay `ReadDeltaTime` (e.g. `V3Content.DecayTimerNext = reader.ReadDeltaTime()`), current versions write/read anchored time with the gated restart, and the wall-clock classes emit byte-identical `Write`/`ReadDateTime` framing.
- Schema tool run is committed (CI's `git diff --exit-code` schema check passes): exactly the 8 expected new `vN.json` files, nothing else touched.
- The conversion was scripted with a class-scoped resolver (order → same-class `[SerializableField(order)]`/`[SerializableProperty(order)]`); it planned 175/175 with zero ambiguities before applying.
## Notes
- New `MigrateFrom`s use the content structs' provided `XxxDelay` property, matching the pre-existing idiom in Corpse's and TreasureMapChest's older migrations.
- Follow-up candidate (separate PR, wire-neutral, any time): fold the ~150 eligible hand-written `[SerializableProperty]` setters (clamps, post-change side effects) down to `[SerializableField]` with `allowFieldChange`/`fieldChanged` hooks.
## Summary
Phase 1 of a multi-phase optimization to eliminate intermediate string allocations between `$"..."` interpolation and the packet text region for ModernUO's player-facing message APIs.
- Adds `[InterpolatedStringHandler]` overloads to every `Send*`/`Public/Local/Private/NonlocalOverheadMessage`/`Say`/`Emote`/`Whisper`/`Yell`/`SendLocalizedMessageTo` API in `OutgoingMessagePackets`, `Mobile`, and `Item`. Each overload is a 3-line shim that forwards `handler.Text` to the existing span-based path then calls `handler.Clear()` to return the rented `STArrayPool<char>` buffer (matches the established `SpanWriter.WriteAscii(ref RawInterpolatedStringHandler)` precedent).
- Converts `string text/args/affix/name` parameters to `ReadOnlySpan<char>` for consistency with the handler path. `lang` intentionally stays `string` (it's never interpolated and the `??= "ENU"` fallback stays cleaner).
- Adds `int charCount` overloads of the three `GetMaxMessage*Length` helpers so stackalloc sizing can avoid the redundant `ROS<char>` round-trip.
- Moves `Mobile` (17 methods) and `Item` (4 methods) message methods into new partial-class files (`Mobile.Messages.cs`, `Item.Messages.cs`) for organization.
No UOContent call sites change in this PR — existing `string`/`ROS<char>` calls compile unchanged via implicit conversion. Phase 2 (intermediate-string audit) and Phase 3 (cleanup PRs) follow.
## Files
- `Projects/Server/Network/Packets/OutgoingMessagePackets.cs` — `string` → `ROS<char>` for text params, `int charCount` length helpers added, class made `partial`
- `Projects/Server/Network/Packets/OutgoingMessagePackets.Interpolated.cs` (new) — 3 `ref RawInterpolatedStringHandler` extension overloads
- `Projects/Server/Mobiles/Mobile.cs` — message methods extracted (-262 lines)
- `Projects/Server/Mobiles/Mobile.Messages.cs` (new, 463 lines) — moved + ROS-converted methods + 25 handler overloads
- `Projects/Server/Items/Item.cs` — message methods extracted (-93 lines)
- `Projects/Server/Items/Item.Messages.cs` (new, 142 lines) — moved + ROS-converted methods + 4 handler overloads
- `Projects/Server.Tests/Tests/Network/Packets/Outgoing/MessagePacketTests.cs` — 3 new regression tests verifying byte-equivalence for the handler overloads
## Summary
Converts `HouseRaffleManagementGump` from legacy `Gump` to `DynamicGump` with the static `DisplayTo` entry-point pattern.
The gump has paginated entries (up to 10 rows per page), conditional prev/next navigation buttons (vs. inactive image when at page boundary), and per-entry conditional layout (account-bearing vs. raw name). DynamicGump is the right choice.
Constructor is private; `DisplayTo` validates `from` / `NetState` / `stone.Deleted` before constructing. The list+sort runs eagerly in `DisplayTo` so paging math stays consistent across rebuilds.
Builder labels use `$"{value}"` interpolated-string-handler form for zero-allocation text.
Updates the caller in `HouseRaffleStone.ManagementEntry.OnClick`.
## Summary
Migrates the five-step SoulStone wizard and the TreasureMapChest remove-confirmation dialog from legacy `Gump` to the modern builder API.
Per-gump base type:
- **`SelectSkillGump` -> `DynamicGump`** -- the skill picker iterates the player's skill list and emits one button per non-zero skill, so the layout shape varies per instance.
- **`ConfirmSkillGump` -> `DynamicGump`** -- skill name uses `AosSkillBonuses.GetLabel(...)` which returns dynamic clilocs in the `1044060 + (int)skill` range, plus current/cap skill values rendered as text labels.
- **`ConfirmTransferGump` -> `DynamicGump`** -- same dynamic skill cliloc plus per-instance Base/Cap/Stored values.
- **`ConfirmRemovalGump` -> `StaticGump<ConfirmRemovalGump>`** -- only fixed clilocs (warning text, Continue, Cancel), so the layout caches.
- **`ErrorGump` -> `DynamicGump`** -- title and message clilocs are constructor parameters that vary per call site.
- **`TreasureMapChest.RemoveGump` -> `StaticGump<RemoveGump>`** -- fixed-cliloc confirmation prompt (no item list, despite the name); `Closable=false`/`Disposable=false` are now `builder.SetNoClose()`/`builder.SetNoDispose()`.
All six gumps are now `Singleton => true`, have private constructors, and expose a static `DisplayTo` entry point that validates `from`, `NetState`, and the underlying entity before constructing -- prevents the empty-gump leak. Wizard navigation between steps now goes through `DisplayTo` (e.g. `ConfirmSkillGump.DisplayTo(from, _stone, skill)` from the skill picker, `ErrorGump.DisplayTo(...)` from absorption pre-checks, `SelectSkillGump.DisplayTo(...)` from the "make another selection" button on `ConfirmSkillGump` and from `ErrorGump` bounce-back). Because each gump is Singleton, sending the same type again automatically closes any prior instance instead of stacking; the explicit `gumps.Close<T>()` chain on `OnDoubleClick` is preserved so opening the soulstone still resets any orphaned step from another wizard.
`OnResponse` now uses `in RelayInfo info`. All inline `AddX(...)` calls move to `builder.AddX(...)` inside `BuildLayout`. `Skill.Base.ToString("F1")` etc. are converted to `$"{value:F1}"` interpolation passed to `AddLabel(ReadOnlySpan<char>)`. Skill picker pagination still uses client-side `AddPage` / `GumpButtonType.Page` -- no server-state pagination to migrate.
## Summary
Migrates 10 player-facing legacy `Gump` subclasses for holiday and decorative items to the modern `DynamicGump` / `StaticGump<T>` system. All migrated gumps are `Singleton`, use private constructors gated by static `DisplayTo(...)` entry points (empty-gump rule, CLAUDE.md §13), and replace legacy `m_X` fields with `_x` per coding standards.
Per-gump base type and rationale:
- **Mistletoe.cs** — `MistletoeAddonGump` -> `StaticGump<MistletoeAddonGump>`. Fixed re-deed confirmation layout.
- **StValentinesBears.cs** — Renamed `InternalGump` -> `StValentinesBearsGump`, base `StaticGump<T>`. Fixed sign-bear layout with three text entries; legacy `m_Bear` -> `_bear`. Switched legacy `AddTextEntry(..., size)` -> `AddTextEntryLimited(...)` (modern API split).
- **Wreath.cs** — `WreathAddonGump` -> `StaticGump<WreathAddonGump>`. Fixed re-deed confirmation layout.
- **HolidayPottedPlant.cs** — Renamed `InternalGump` -> `HolidayPottedPlantGump`, base `StaticGump<T>`. Fixed plant-picker layout.
- **SnowStatue.cs** — Renamed `InternalGump` -> `SnowStatueGump`, base `StaticGump<T>`. Fixed statue-picker layout. Dropped unused `Mobile from` ctor arg.
- **TapestryOfSosaria.cs** — Renamed `InternalGump` -> `TapestryOfSosariaGump`, base `StaticGump<T>`. Single image, fixed.
- **HouseRaffleDeed.cs** — `WritOfLeaseGump` -> `DynamicGump`. Description HTML is computed per-instance from deed expiration / days-left, so layout text varies per instance. Added `Singleton => true` (was missing implicitly via legacy default).
- **SpecialScroll.cs** — Renamed `InternalGump` -> `SpecialScrollGump`, base `DynamicGump`. **Cliloc rule**: `_scroll.Message`, `_scroll.Title`, `_scroll.SkillLabel` are dynamic cliloc numbers per scroll type — `AddHtmlLocalized` bakes the cliloc number into the cached layout, so `StaticGump<T>` cannot cache it.
- **BallotBox.cs** — Renamed `InternalGump` -> `BallotBoxGump`, base `DynamicGump`. Layout shape varies: variable topic-line count, owner-vs-voter buttons, and vote-tally bars all add/remove elements. Legacy `m_Box` -> `_box`. Updated the `TopicPrompt` callbacks to call `BallotBoxGump.DisplayTo(...)` instead of allocating a new gump directly.
- **AquariumGump.cs** — `AquariumGump` -> `DynamicGump`. Per-page layout depends on each item's `LabelNumber` and (for `BaseFish`) `GetDescription()` cliloc — those vary per fish/decoration. Two `DisplayTo` overloads (auto-detect access vs explicit edit flag) to mirror the original two call sites in `Aquarium.cs`. Legacy `m_Aquarium` -> `_aquarium`.
### Skipped
- **HouseRaffleManagementGump.cs** — Skipped as **staff-only**. Only invoked via `ManagementEntry` context entry inside `HouseRaffleStone.cs`, gated by `from.AccessLevel >= AccessLevel.Seer`. Per task instructions, staff-only gumps are out of scope for this PR.
### External callers updated
- `Aquarium.cs` — Two `new AquariumGump(...)` sites swapped to `AquariumGump.DisplayTo(...)`.
All other migrated inner classes were nested in the same file and only had local references, which were updated to call the new `DisplayTo(...)` static entry point.
## Summary
Overhauls the fame and karma system to be more era-accurate, based on original design documents and publish notes.
### Karma on player kill → karma on murder report
- Removes karma gain/loss on player kill (was immediate on death)
- Karma is now set to `Kills * -1000` on murder **report** instead
- Fame on player kill now uses the same formula as monster kills (`Fame / 100`)
This karma loss on murder report behaviour was tested on both the demo and live servers, behaviour was matching in terms of karma loss on report. Official UO servers karma loss AMOUNT match with my memory of T2A/UOR with one caveat - it's doubled on live servers (-2000 * kill count). I'm not sure when this changed and this behaviour has always had very poor and incorrect documentation, even 10-20 years ago. I was obsessed with the dread lord title on OSI and the only way I knew how to get it was reach 10 kills then macro them off. Even in publish 16 (when "The Murderer" title was removed) it still required 10 kills. Maybe it changed to -2000*Kills in AOS - that's where I've put the era gating diff.
### Era gates
- **Karma lock** (ankh toggle + auto-lock on negative karma) gated to `Core.UOTD && !Core.AOS` — [didn't exist before Jan 28, 2001](https://web.archive.org/web/20010128092700/http://update.uo.com/design_300.html)
- **Felucca fame/karma +30% bonus** gated to `Core.LBR` — [added in Publish 16, July 2002](https://uo.com/wiki/ultima-online-wiki/technical/previous-publishes/2002-2/publish-16-part-2-5-23rd-july/)
- **Fame/karma splitting** among damage dealers gated to `Core.UOR` — pre-UOR awards go to last hit only
### Skill karma penalties
- **Provocation** on innocent NPC: NPC says cliloc 501591, karma loss (floor -7500)
- **Stealing** attempt: karma loss on every attempt (floor -5000). Stealing did not cause karma loss at all before!
- **Summon Daemon**: karma loss on successful cast (floor -7000)
- **Corpse carving** (human): -70 for innocent corpses (floor -7000), -20 for freely-aggressable (floor -2000)
- **Bounty head turn-in**: karma gain capped at 2000 (was awarding flat +2000)
### Beneficial action karma
- **Beneficial spells** (heal, cure, etc.): `AwardKarma(caster, target.Karma / 5)` — healing good targets raises karma, healing evil targets lowers it - source is UO98 demo scripts
- **Bandages**: same formula but gain only (skipped if target karma ≤ 0) - see stratics link ("only ever gain karma, not lose it")
Sources: UO98 Demo scripts and playing, [Fame and Karma wiki](https://uo.com/wiki/ultima-online-wiki/player/fame-and-karma/), [UO design doc (Jan 2001)](https://web.archive.org/web/20010128092700/http://update.uo.com/design_300.html), [Publish 16](https://uo.com/wiki/ultima-online-wiki/technical/previous-publishes/2002-2/publish-16-part-2-5-23rd-july/), [Stratics healing reference](https://web.archive.org/web/20001209014200fw_/http://uo.stratics.com/heal.shtml)
### Refactoring
- Extracted `Titles.ComputeKillAwards(killed, map)` shared by player kill and creature kill paths
- Extracted `Titles.SetKarma(m, value, message)` for direct karma assignment (used by murder report)
- Extracted `SendKarmaMessage` and `CheckKarmaLock` helpers from `AwardKarma`
## 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
## Summary
- Adds `public virtual bool Murderer => Kills >= 5` property to `Mobile`, replacing ~30 scattered `Kills >= 5` / `Kills < 5` magic-number checks across the codebase
- `BaseCreature` overrides `Murderer` to also return `true` when `AlwaysMurderer` is set
- Updates `Corpse` serialization to v15, storing `_murderer` as a `bool` field (migrated from `int Kills >= 5` in earlier versions)
### Summary
- Fix AccountGold gold duplication exploit: When AccountGold.Enabled was true, double-clicking a BankCheck deposited
the full value to the account but then continued creating physical gold piles for the same amount, duplicating the
value
- Fix Deposit/DepositUpTo partial deposit exploit: Both methods created new max-size gold piles and checks without
first filling existing partial stacks, wasting container slots and causing premature "bank full" failures that could
be leveraged to manipulate gold distribution
- Fix BagOfSending bank stacking: Gold and BankCheck items sent via BagOfSending now use Banker.Deposit for efficient
stacking instead of naive TryDropItem, which could fail on a full bank even when existing piles had room
- Improve gold/check deposit efficiency: Banker.Deposit and Banker.DepositUpTo now top off existing gold piles (up to
60k) and bank checks (up to 1M) before creating new items, maximizing use of available container slots
> [!IMPORTANT]
> **Developer Note**
> THIS IS A BREAKING CHANGE TO THE NEW API GUMP.
> Please give us feedback in [discord ](https://muo.gg/discord) if you have issues, need help, or have ideas for a better API change!
### Summary
* Adds support for size/style to dynamic/static builder.
* Drastically simplifies the dynamic/static builder api for AddHtml.
* Cleans up some legacy gump files.
### Summary
- Adds [Code Generated Events](https://github.com/modernuo/CodeGeneratedEvents)
- Removes EventSink.PlayerDeath
- Adds `PlayerDeathEvent` and `CreatureDeathEvent` using code generated events
> [!Important]
> **Developer Note**
> Use `[OnEvent(nameof(PlayerMobile.PlayerDeathEvent))]` instead of `EventSink.PlayerDeath` delegate
> Check this commit for examples of how to use this.
> [!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
- Removes allocation of a `List<ContextMenuEntry>` every time a context menu is created.
- Moves packet/context menu creation logic out of the core
- Fixes tame entry
## BREAKING CHANGE
> [!Important]
> **Developer Note**
> ```cs
> public virtual void GetContextMenuEntries(Mobile from, List<ContextMenuEntry> list)
> ```
> and similar functions changed to
> ```cs
> public virtual void GetContextMenuEntries(Mobile from, ref PooledRefList<ContextMenuEntry> list)
> ```
### Summary
- Generalizes the On/Off toggle items concept
- Updates the OnOffGump so it is static
- Standardizes OnOff items so they can be used by staff
### Notes
Decided to not fix#1417 because it is not clear that the clilocs or errors are for that purpose. Can't test this on OSI anyways.
## Summary
### Changes
- Adds `[IgnoreDupe]` and `[SerializedIgnoreDupe]`
- Updates all _known_ classes that need the attribute. Some might be missing, please helps us find them!
- Adds `Item.Dupe()` command and encapsulates `CopyProperties` and `OnAfterDuped`. This is also overridable.
- Updates Dupe command to use the new logic.
- Fixes duping multiple kinds of objects that used to be outright broken.
### Bug Fixes
- Fixes issue with durability after duping
- Fixes issue with hue after duping
> [!Note]
> **Developer Note**
> Customizing how duping an item works now requires two steps:
> 1. Add `[IgnoreDupe]` or `[SerializedIgnoreDupe]` to the property/field
> 2. Add custom logic in an `OnAfterDuped` override
>
> When do you need to do this?
> *When the property being copied is not a primitive, and you need to manually deep-clone the contents of the property such as with Lists, Dictionaries, or sub classes.*
### Summary
- Fixes an issue that causes CUO to crash due to bad string caching in static gumps
- Fixes wrong/bad 16bit html gump hues.
- Moves `C16232` (16-bit to 32-bit) and `C32216` (32-bit to 16-bit) to Utility class for broader use.
TODO:
- Some gumps have different 32bit (for string content) vs 16bit (for localized content) strings. Does this matter?
### Summary
* Adds `StaticNoticeGump<T>` and `StaticWarningGump<T>`
* Converts NoticeGump/WarningGump to use `DynamicGump`
* Changes various uses of notice gump and warning gump to their static counterpart.
### Summary
- Fixes edge case calculations with values that aren't exact.
- Fixes skill text casing.
- Fixes cliloc error for stat cap scroll gump.
- Adds `AosSkillBonuses.GetLowercaseLabel()` for lower case localized skill names.
- Fixes initial value for constructing a stat scroll so it isn't negative.
- Fixes message for Scroll of Alacrity gump.
- Fixes missing property invalidation for Skill/Value.
## Breaking Changes
* The Firewall and IP Limiter have been rewritten. Please read the notes carefully!
* `TcpServer.Instances` moved back to `NetState.Instances` - sorry - it was stupid to move it to begin with.
> [!Note]
> Sockets that fail the IP Limiter or Firewall will be immediately and forcibly disconnected.
> This means they will be stuck at "Verifying account..." if it was a real client.
### Summary
- Removes firewall wildcard support.
- Removes `AccessRestrictions`.
- Moves Firewall/IPLimiter to the core.
- Moves `TcpServer` to its own thread.
- Removes the `SocketConnect` and `SocketDisconnect` event sinks.
- Moves `Instances` back to `NetState.Instances`.
- Fixes a long standing bug with bad handling of duplicate listener addresses.
#### Firewall
The firewall has been completely rewritten. There is now an "Admin Firewall" which saves to the config file. Secondarily, there is an internal firewall used exclusively by the TcpServer while processing sockets. The Admin firewall mirrors it's additions/deletions to the internal firewall by adding requests to a queue.
> [!IMPORTANT]
> **Wildcard firewall entries, such as `X`, `*`, `?` are not allowed.**
> **Ranges in between IP classes or sextets are not allowed.**
> **Please make sure to use one of the following:**
> * IP Address - `192.168.1.1`
> * CIDR - `192.168.1.0/24`
> * Range - `192.168.1.1-192.168.1.100`
#### IP Limiter
The IP Limiter has been completely rewritten. The available configurations are:
```json
"ipLimiter.enable": "True",
"ipLimiter.maxConnectionsPerIP": 10,
"ipLimiter.clearConnectionAttemptsDuration": "00:00:00:10",
"ipLimiter.clearThrottledDuration": "00:00:02:00",
```
The IP Limiter is set up to prevent spamming connections from the same IP. Every time an IP connects, it is added to a connection list. After 10 attempts, the IP is added to the throttle list. To keep the system fast, the connection list is entirely wiped every 10 seconds, and the throttle list is entirely wiped every 2 minutes.
### Summary
- Fixes issues with non-_ISerializable_ objects having bad serialization (Skill/Stat. Mods)
- Fixes issues with MarkDirty and namespaces: https://github.com/modernuo/SerializationGenerator/issues/29
- Fixes missing dirty tracking for some data structures.
- Fixes cascading MarkDirty for non-serializable types that have owners that are also non-serializable types.
### New Codegenned API
When a data structure (Array, List, Dictionary, HashSet, etc) is source generated for serialization, new methods are added which will handle dirty tracking. Use these instead of the built in methods for that data structure.
_All Data Structures_
```cs
public void Clear<PropertyName>();
```
_Lists and Sets_
```cs
public void AddTo<PropertyName>(V value);
public void RemoveFrom<PropertyName>(V value);
```
_Lists_
```cs
public void InsertInto<PropertyName>(int index, V value);
public void RemoveFrom<PropertyName>At(int index);
```
_Dictionaries_
```cs
public void AddTo<PropertyName>(T key, V value);
public void RemoveFrom<PropertyName>(T key);
public void ReplaceIn<PropertyName>(T key, V value);
```
Over time, they will be cleaned up and more variants added such as `bool RemoveFrom<PropertyName>(T key, out V value)`