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7 commits

Author SHA1 Message Date
Kamron Batman
e52d54b7da
perf: keep damage entries in an inline intrusive list (#2605)
## Summary

`Mobile.DamageEntries` was a `List<DamageEntry>` allocated for every mobile, including the ~99% that never take damage. It is now an inline `ValueLinkList<DamageEntry>` (24 bytes in the `Mobile` object, no separate allocation) ordered least recent → most recent.

- `DamageEntry` implements `IValueLinkListNode<DamageEntry>`.
- `RegisterDamage` moves the entry to the tail in O(1) instead of `Remove` + `Add` on a list.
- Expired entries are always a head prefix, so pruning walks from the head and stops at the first live entry. The `DamageEntries` getter prunes on access.
- `DamageEntries` is exposed as `ref readonly`; enumerate with `foreach` or `.ByDescending()`. Mutation goes through `RegisterDamage` / `ClearDamageEntries`.
- `BaseCreature.GetLootingRights` and `BaseCreature.ComputeBonusDamage` take `in ValueLinkList<DamageEntry>`; all callers compile unchanged. Files that `foreach` over `DamageEntries` need `using Server.Collections;` for the enumerator extension.
- RunUO migration docs (`dev-docs/runuo-migration-docs/09`, `11`) and the `migrate-items-mobiles` skill document the change.

Saves one object and 16 bytes per mobile (~8 MB and 500k gen2 objects on a 500k world). Second of three PRs from the lazy per-mobile collections design (first: #2604). Branched from `main`; the two diffs touch disjoint hunks of `Mobile.cs`.

## Breaking change

- `Mobile.DamageEntries` is no longer a `List<DamageEntry>`. Indexing, `.Clear()`, `.Add()`, `.Remove()` no longer compile; use `foreach`, `.ByDescending()`, `.Count`, `ClearDamageEntries()`, and `RegisterDamage`. Calling a `ValueLinkList` mutator on the `ref readonly` property compiles but operates on a copy while still unlinking the real nodes; do not.
- `BaseCreature.GetLootingRights` and `BaseCreature.ComputeBonusDamage` signatures changed to `(in ValueLinkList<DamageEntry>, …)`.

Save format is untouched: damage entries are not serialized.

## Behavior

Recency order, `allowSelf`, tie-breaking in `FindMostTotal`/`FindLeastTotal` (most recent wins), `Responsible` accounting, and loot-rights ordering are unchanged and covered by the new `DamageEntryTests` and `LootingRightsTests`.

## Testing

- `dotnet build -c Release` clean.
- New `DamageEntryTests` and `LootingRightsTests` plus full `Server.Tests` and `UOContent.Tests`.
2026-09-01 23:25:14 -07:00
Kamron Batman
d3bf283e2d
feat: event-driven target acquisition with a reaction-time gradient (#2601)
Fixes walk-up aggro latency (up to a full 10 s of obliviousness) and hardens the reacquire gate so no state can silence acquisition, while turning `AcquireOnApproach` into the reaction-time knob for future per-creature intelligence tuning.

### Why

`AcquireFocusMob` re-armed the 10 s `ReacquireDelay` **before** scanning, success or failure. A creature that scanned an empty room was blind for 10 s to a player walking up — walk-up aggro latency was uniform in 0..10 s. Waking from sector sleep stacked the AI timer's 0–3 s construction stagger on top. And `NextReacquireTime` is not serialized: on hosts whose tick counter starts negative (GCP pass-through), the 0 default blocked **all** acquisition shard-wide after a restart until the counter crossed zero.

### What

**Event-driven reaction — `AcquireOnApproachDelay` (the intelligence gradient)**
- The paragon `AcquireOnApproach` bool becomes a `TimeSpan` on every creature: an enemy moving inside `AcquireOnApproachRange` (10 for all creatures — on-screen reactive aggro; the periodic scan keeps the wide `RangePerception` sweep) *clamps* the next scan to at most the delay. Repeated steps cannot shorten it further — one scan per delay period, not per step or think.
- `Zero` (paragons) also prods the AI timer: the ranked scan engages within a wheel turn — the old snap, minus the special-cased engage path. The target now comes from the normal FightMode ranking instead of whichever mobile happened to move, and the `Combatant == null` guard stops re-engage spam.
- The 2 s default reads as "took a beat to notice you"; larger values are dumber; `ReacquireDelay` alone is the oblivious floor. Mover checks are the approach logic's `IsEnemy` + `CanBeHarmful` (so pets count and hidden movers are excluded via `CanSee`), with `IsEnemy` first to cheaply reject same-team wild creatures wandering past. The check rides the `OnMovement` callback every step already pays for — no polling added.

**Gate correctness**
- Every scan re-arms the full `ReacquireDelay`, success or failure (classic semantics; reaction time is the approach path, not the poll).
- Self-healing by construction: a deadline further out than `ReacquireDelay` is an illegal state and reads as open — no wedged or wrapped value can silence acquisition beyond one delay period.
- `NextReacquireTime` is seeded from a live tick on deserialize (the GCP negative-tick blackout).

**AI timer wake**
- Activation (sector wake, spawn, resurrection) starts within a 0–256 ms spread instead of the 0–3 s construction stagger, which read as lag.
- The stagger's real job — keeping same-speed cohorts out of lock-step (the RunUO town artifact) — is now a zero-mean ±period/8 jitter on each **idle** think, so phases random-walk apart within seconds and can never re-lock. Instrumentation showed why a one-shot spread can't do this job: the timer wheel fires within ±1 ms, so with 10 creatures on a 500 ms period some pair collides on nearly the same phase ~75% of the time (birthday paradox) and then steps in the same loop iteration *forever*. Jitter is scoped to passive speed: engaged cadence stays exact, since pursuit timing anchors to real step times.

**Debug**
- The `AcquireFocusMob` scan message no longer re-arms the shared 5 s debug cooldown, which swallowed every AI's "I have detected X" transition line.

**API change** for custom scripts: `AcquireOnApproach` (bool) → `AcquireOnApproachDelay` (TimeSpan). Documented in `content-patterns.md` § Target Acquisition, `runuo-migration-docs/09` + `11`, and the migration skill checklist.

### Tests

`AcquisitionTests`: both scan outcomes honor `ReacquireDelay`; a 60 s-wedged gate still acquires; enemy movement clamps the deadline (same-team wild movers and out-of-range movers ignored); repeated movement cannot shorten below the delay; `Zero` opens the gate and prods without a direct engage. Full suite: 755 UOContent green.
2026-09-01 20:42:15 -07:00
Kamron Batman
e07416902a
feat: derive the Running bit from the step pace and fix step-pacing bursts (#2599)
Stacked on #2594. Fixes jerky creature movement (lich / Fast-bucket melee chases) by choosing the client animation flag from the actual step pace instead of a caller-supplied `run` argument, and fixes three step-pacing defects in the move budget found while verifying it with paired server/client traces.

### Why

The `Direction.Running` bit does nothing for creatures server-side (`Mobile.OnMove` reads it only for the player throttle and stealth reveal). Its whole effect is on the client, which animates each step over a fixed time selected by that bit: walk 400 ms / run 200 ms on foot, 200 / 100 ms mounted. ClassicUO queues up to 5 steps and *drops* the sixth, so a creature stepping every 300 ms while flagged as walking backs the queue up until it snaps forward — the observed jerk.

The `run` argument never carried the one fact that matters (the step interval). RunUO passed `true` in combat / `false` for pets and gated it on `dist > 5`; #2271 flipped every combat site to `false`; pets passed `currentDistance > 2`. None of that is a coherent signal.

### What

**Pace-derived run flag**
- `BaseAI.ShouldRun()`: run iff the effective step delay (move clock + badly-hurt inflation) is shorter than `Movement.WalkFootDelay` / `WalkMountDelay` (mounted or flying) — with a continuity rule: an *isolated* step (taken after standing at least a walk interval) goes out as a walk, because the client renders each step alone and a lone run-flagged step is a 200 ms dart. Only a continuing cadence flags run; a true sprinter (pace under the run interpolation) always runs, since a walk-rendered first step would flood the client's 5-step queue. This reproduces RunUO's close-in feel (its `dist > 5` gate) from first principles.
- `DoMoveImpl` stamps the bit; it is the single place the flag is set.
- `run` removed from `MoveTo`, `WalkMobileRange`, `ApproachTarget`, `MoveToPoint`, `MoveToWithGroup`, `MoveToWithCollisionAvoidance`, the move intent, and `PathFollower.Follow`. All 35 call sites updated. **API change** for custom scripts — documented in the RunUO migration docs (`09-items-mobiles-creatures.md`, `11-api-reference.md`) and `content-patterns.md` § Creature Speeds.

**Move-budget pacing fixes** (each confirmed by UTC-aligned server/client step traces)
- A stall no longer banks catch-up steps: the budget's snap-to-now released up to three steps in ~300 ms when a creature resumed chasing after standing beside its target — rendered as a teleport.
- Debt accrual removed entirely: a step landing sub-period late (think-grid vs budget misalignment during reactive mirroring) kept the remainder and fired a follow-up ~100 ms later — a dart pair. `ConsumeMoveBudget` now paces every step from when it was actually taken; in continuous pursuit the move-wake lands within wheel resolution of the deadline, so the cost is single-digit-ms drift.
- Net effect: a creature can never step faster than its pace, verified across a full chase session (zero sub-pace steps; metronomic 350 ms cadence for a 0.3 s lich).

- Test fixture now runs `Movement.Configure()` (the walk delays were 0 in tests).

### Accepted trade-off

Animal (LOW group) bodies without a run animation slide on their stand frames when flagged as running. Most are slow enough to stay flagged as walking; the client-side fallback is in ClassicUO/ClassicUO#1930.

### Tests

`RunFlagTests`: foot thresholds (0.3 / 0.125 run; 0.4 / 0.45 / 1.05 walk), flying uses the mount threshold, badly-hurt inflation flips a 0.35 s creature back to walk, a real `DoMove` stamps the bit, isolated steps drop to walk (sprinters keep running), a stall restarts the cadence with no banked steps, and a late step earns no quicker follow-up. Full suite: 837 Server + 747 UOContent green.
2026-08-30 16:48:52 -07:00
Kamron Batman
b992c7b955
docs: update serialization docs and skills for generator v4 (#2588)
## Summary

Brings every serialization-related doc, skill, and the CLAUDE.md rule in line with generator **v4** (adopted in #2586/#2587). No code changes.

**Updated surface, everywhere it was referenced:**
- `[SerializableFieldSaveFlag(order)]` / `[SerializableFieldDefault(order)]` → `[SaveFlag(nameof(Should), nameof(Default))]` on the field (second method optional).
- `[TimerDrift]` + `[DeserializeTimerField(order)]` → `[DeserializeTimer(nameof(Method), wallClock)]` on the field, with the anchored-time semantics spelled out: drifting by default (downtime preserves the remaining delay, idle saves byte-stable), `wallClock: true` for absolute deadlines, restart method invoked **only when a timer was running** (no sentinel), and the timer `MigrateFrom` pattern (`XxxNext`/`XxxDelay`) for wire-format changes.
- New `[SerializableField]` documentation: the real signature (the documented `saveIf` parameter never existed) plus the setter hooks — `allowFieldChange` (`bool Method(ref T value)`: coerce/veto before assignment) and `fieldChanged` (`void Method(T oldValue, T newValue)` after) — with the generated pipeline and the SG3015/SG3018 guardrails.
- `[SerializableProperty]` guidance narrowed to its remaining purpose: custom getters and setter semantics the hooks cannot express.
- `[AnchoredDateTime]` documented alongside `[DeltaDateTime]` (now marked legacy, with the version-bump warning for converting between them).

**Files:** `dev-docs/serialization.md`, `dev-docs/timers.md`, `dev-docs/claude-skills/modernuo-serialization.md`, `dev-docs/claude-skills/modernuo-timers.md`, `dev-docs/runuo-migration-docs/02-serialization.md`, `dev-docs/runuo-migration-docs/03-timers.md`, and a condensed v4 addition to CLAUDE.md rule 9.

**Example refresh:** the skill's `BagOfSending` "custom properties" example was itself converted in #2587 — it is now quoted in its real post-conversion form as the canonical hooks example; the real-examples list points at `BaseWeapon.cs` for custom getters and `BaseLight.cs` for the drifting-timer + `MigrateFrom` pattern.

Verified by grep: zero references to the removed v3 attribute names remain anywhere in `dev-docs/` or `CLAUDE.md`.
2026-08-22 18:29:27 -07:00
Kamron Batman
1e97ed50f6
fix: Harden Advanced Search: crash-safety, autosave, correct results & worker fixes (#2543)
## Summary

Hardens the **Advanced Search** engine (`Projects/UOContent/Engines/Advanced Search/`) — the GM entity finder that fans searches across background worker threads. A code review surfaced 14 defects (A–N), including a shard-crasher reachable from a single admin typo and a path that silently disables autosave for the rest of the shard's uptime. Each behavioral fix ships with a test.

Full `UOContent.Tests` suite: **530/530 green** (21 new AdvancedSearch tests).

## Fixes

### Crash / data-loss
- **A — Shard crash on a malformed Property Test.** `AdvancedSearchThreadWorker.Execute` had no `try/catch` and the worker `Thread` is foreground, so a parse throw (`Hits>abc`, `Layer=onehanded` — `Enum.Parse` was case-sensitive, `Hits>1@` — empty sub-expression indexing) terminated the process. Now: `ParseValue`/`CompareValues` use `TryParse`/`Enum.TryParse(ignoreCase)` and return no-match instead of throwing; the per-entity filter is wrapped in `try/catch` (logs + skips); empty expressions are guarded.
- **C — Overlapping searches corrupt state + brick autosave.** `_threadWorkers`/`_threadId` were `static` but `DoSearch` is an instance method; a second search (double-click / two admins) stomped shared worker state and could leave a drain waiting forever on the shared `AutoResetEvent`, so `AutoSave.SavesEnabled` was never restored. Now: an `Interlocked` re-entrancy guard rejects concurrent searches.
- **G — Autosave restore not guaranteed.** The restore lived only in the success callback. Now it's in a `finally` (plus an outer `catch` covering the synchronous setup and a `catch` on the drain body), so autosave + the guard are always released.

### Wrong results
- **D — `@`/`|` operator precedence.** `a@b|c` evaluated as `a && (b || c)` instead of `(a && b) || c`. OR now binds looser than AND (`AdvancedSearchUtilities.EvaluateBoolean`, unit-tested).
- **E — Descending sort, partial last page rendered blank** (the index decreased in descending mode and the `break` early-out killed the loop). Now a bounded `VisibleCount`-driven loop renders the last page in both directions.
- **F — Deleted entities** were not skipped (ghost rows). Now `DoEntitySearch` skips `entity.Deleted`.
- **N — Reference-type comparisons** threw (`Comparer<T>.Default.Compare` on non-`IComparable`) and compared references to a string. Now equality is by value and ordering is guarded to `IComparable` (no throw).

### Worker perf / hardening
- **H** busy-spin → `Thread.Yield()` in the drain; **I** `GetProperties()` cached per `Type`; **J** `HandleValidInternal` moved behind the cheap map/range/region filters; **K** worker threads are `IsBackground` + `Exit()` tolerates an already-terminated worker; **L** `_filter == null` guard; **M** consistent `Volatile` access on `_pause`/`_exit`.

### Documented
- **B** — the residual worker/event-loop read race is documented on `AdvancedSearchThreadWorker`: workers read live entity state concurrently with the loop, so value-type reads may be stale-but-safe and getter exceptions are swallowed; fully eliminating it would require snapshotting entity fields on the main thread (deferred).

## Notes
- New test-only seams (`TryBeginSearch`/`EndSearch`/`IsSearchInProgress`/`VisibleCount`/`TryParseValue`/`EvaluateBoolean`) are `internal` via the existing `InternalsVisibleTo("UOContent.Tests")`.
- Dead `public ParseValue<T>` removed.
- `ConcurrentDictionary` for the reflection cache is intentional — these workers are genuinely parallel.
2026-07-21 07:51:06 -07:00
Kamron Batman
af35c25ca2
docs: Updates CLAUDE dev-docs/skills for serialization (#2372) 2026-03-15 01:05:03 -07:00
Kamron Batman
4f9bc1d9f6
feat: Adds AI skills to migrate from RunUO (#2366)
## Summary

Adds comprehensive RunUO → ModernUO migration documentation and Claude AI skills to help shard owners and script authors convert RunUO 2.7 code to ModernUO.

- **10 migration skills** (`dev-docs/claude-skills/migrate-from-runuo/`) — system-by-system conversion guides (foundation, serialization, timers, gumps, packets, property lists, commands/events, persistence, items/mobiles, systems/engines)
- **12 reference docs** (`dev-docs/runuo-migration-docs/`) — deep-reference with before/after examples, API mapping tables, edge cases, and gotchas
- **Updated existing skills** — `modernuo-timers`, `modernuo-serialization`, and `modernuo-threading` now document that `Serialize()` runs on background threads and timers are not thread-safe
- **Updated `CLAUDE.md`** — added migration skill lookup table

### Key migration patterns covered
- Manual `Serialize()`/`Deserialize()` → source-generated `[SerializableField]`
- `Packet` class hierarchy → static `SpanWriter`/`SpanReader` methods
- `Timer` subclasses → `TimerExecutionToken` fire-and-forget
- `Gump` → `StaticGump<T>`/`DynamicGump` with builders
- `EventSink.WorldSave` → `GenericPersistence`
- `ObjectPropertyList` → `IPropertyList` with string hole rules
- Universal changes: naming (`m_` → `_`), `[Constructable]` → `[Constructible]`, logging, spatial queries
2026-03-13 00:33:45 -07:00