## Summary
Phase 3 of the anchored-time work: **every actively-written delta-time value in the engine now stores an anchored timestamp** — absolute on the wire, shifted forward by the downtime at load. Remaining time survives restarts (as delta did), and unlike delta, the bytes do not change on every save, so an idle world serializes identically save after save.
The answer to "is it possible everywhere": **yes** — including the one case that looked impossible.
## The GenericPersistence problem, solved
`GenericPersistence` bins (`Virtues.bin`, `StealableArtifacts.bin`, …) are raw payloads with no idx header, so they have no anchor of their own — anchored reads there would silently apply zero shift. But the anchor is a property of the **save**, not the file: every file in one save shares one `World.SaveStartTime`, and `Persistence.Load` reads **all** entity indexes (phase 1) before **any** persistence payload (phase 2). So the idx v5 header stamps a save-wide `World.LoadTimeShift`, and generic persistence readers inherit it. No file-format change, no per-bin header, old bins unaffected.
## Converted
- **Item v10 → v11**: `LastMoved` — previously whole-minute delta, rewritten every save for every item, the single largest source of idle-save churn — and `DecayResetTime` (retiring the TODO from #2583). **Mobile v37 → v38**: the three stat-gain stamps. **BaseCreature v20 → v21**: `SummonEnd`.
- **17 code-generated classes** (`[DeltaDateTime]` → `[AnchoredDateTime]`, version bump + `MigrateFrom` each): the five field spells, TransientItem, VirtueContext (×7 fields), PuzzleChestSolutionAndTime, BaseCamp, BaseBoat, RentedVendor, PlayerVendor, Ethics Player, Sheep, StarRoomGate, ChampionSpawn (×3), Corpse (`TimeOfDeath`, v19). The `MigrateFrom` bodies were generated from each class's current migration schema and are compiler-verified; VirtueContext's save-flagged nullables fall back to the same defaults the old deserialize left in place. Corpse's six migrations moved to a new `Corpse.Migrations.cs`.
- **Hand-written sites**: StealableArtifacts (v2), VendorInventory (v1), ML quest objectives (persistence v3) — each gated on its own version.
**Not converted, deliberately**: the ~25 read-only `ReadDeltaTime` sites in legacy version fallbacks and migration replays — they decode existing old bytes and must never change. `[DeltaDateTime]`/`WriteDeltaTime` remain available for them.
## Verification
- Build 0 errors / 0 warnings; **837 + 708 tests green**.
- Schema regeneration produced exactly the 17 expected new `vN.json` files (all `AnchoredTime` rule args), nothing else touched.
- **New acceptance tests** pin the point of the whole effort: serializing the same item at two save times **5 hours apart produces byte-identical output**, and `LastMoved`/`DecayResetTime` round-trip **exactly** at sub-minute precision (the old minutes encoding destroyed both properties).
## Notes for review
- `LastMoved` grows from a 1–3 byte encoded minutes value to 8-byte ticks per item — the price of byte-stability; it repays itself in incremental-save behavior since unchanged items now produce unchanged bytes.
- BaseEscortable-style semantics are unchanged: anchored shift preserves *remaining* time exactly, the same contract delta provided, so no gameplay-visible behavior changes — deadlines simply stop being consumed by downtime that delta already protected against, now with stable bytes.
## Enforcement
`WriteDeltaTime` is now `[Obsolete]` (interface + implementation). With the repo's warnings-as-errors, any new delta-time write — hand-written or emitted by a still-unconverted `[DeltaDateTime]` field — fails the build, with the migration instructions in the message. That the full solution still builds with **zero warnings** is itself the proof no active delta writer survived the conversion. `ReadDeltaTime` deliberately stays un-attributed: its remaining callers decode existing old bytes and are correct forever; its XML docs now state the legacy-decode-only contract.
### Summary
- Drastically streamlines the spell targeting by collapsing the target classes into a single `SpellTarget<T>` class.
- Moves TargetRange to the spell itself so it can be used by MageAI.
- Changes range check in MageAI to use TargetRange. This should fix target acquisition bugs
### Summary
- Cleans up target cancellation being called incorrectly.
- An invalid target type (which should never happen), now calls `OnTargetUntargetable` instead of `OnTargetCanceled`
- Removes double calls to `FinishSequence` in Spells.
### Summary
- Fixes some serialization issues with spell items
- Fixes accessibility issues with field spells and removes the awkward "InternalItem" concept
- Codegens the fields/items used in spells
### 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()`.
- [X] `BaseRegion.CheckTravel` now properly cascades through parent regions
- [X] `SpellHelper.CheckTravel` now returns a failure message instead of sending one internally.
- [X] Consolidates travel restriction messages so they aren't duplicated.
* Fixes disarm
* Fixes strangle not refreshing
* Fixes curse not refreshing
* Fixes 125% bonus to looting rights
* Fixes mobs attacking each other, or not attacking each other
* Fixes items dropping to the floor
* Fixes protection spell
* Fixes cure sending wrong message
- [X] Removes several `ToList()` uses with `PooledRefQueue`
- [X] Adds a `PeekRandom` to PooledRefQueue
- [X] Updates EV/BS so they dispel each other in a more efficient manner.
- [X] Fixes Firebomb so it works like a normal firefield.
- [X] Fixes field spells so they aren't unnecessarily using a Point3D ref more than necessary.
- [X] Removes extra allocation in campfire by using reverse loop.
- [X] Removes other LINQ calls that aren't needed.
- [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] Changes effect packets
- [X] Updates playing sounds
- [X] Updates Effects class to have more options so there are less direct calls to building the packets
- [X] Changes bonding status packet