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Author SHA1 Message Date
Kamron Batman
6aedbbe2ef
perf(core): sleep the event loop when idle
The loop span through its body regardless of whether there was anything
to do -- ~10% of a desktop core for an empty shard, ~70% of a small VPS
core, and a process that never idles is exactly what burstable vCPU
plans throttle.

The loop now blocks in NetState.WaitForCompletion whenever every queue
it drains is empty, waking on the next timer tick or the moment work
arrives. Receive completions, new connections, and cross-thread
LoopContext.Post (via IORingGroup 1.0.10's sticky Wake) are all in the
wait set, so sleeping adds no latency to any of them; only timer-driven
logic sees wheel lag, bounded by server.eventLoopIdleWaitMs (default
2ms, 0 = never sleep).

Measured on a real world of 190k items / 33k mobiles: 10.4% of a core
to 0.8-1.0%, with peak tick lag unchanged. Spin mode independently
gained 7x the iterations per core from the ring's AcceptEx rework.
Sleeping also gives the GC natural pause points, which the old spin
loop denied it -- memory no longer climbs until a save forces a
collection.

A sleep is bounded by the next wheel turn, so a correctly honoured
sleep can never miss a deadline; the only way sleeping harms the wheel
is the host returning the wait late. That overshoot is measured on
every sleep, and an escalating backoff (server.lateWakeThreshold)
suspends sleeping when it persists -- server work like saves or heavy
commands cannot trip it by construction. Hosts without high-resolution
waits are detected once at startup and spin instead. The admin gump
shows the verdict instead of the now-meaningless CPS figure, which is
removed.

Time accounting for diagnosis is compiled out of normal builds: build
with -p:EventLoopProfiling=true to enable EventLoopProfiler (per-phase
wall time, sleep overshoot, GC pauses, stolen-time residual, ~15min
ring buffer) and the [LoopStats command with CSV dump. See
dev-docs/debugging-event-loop.md for the diagnosis funnel.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-09 12:53:48 -07:00
Kamron Batman
b8d3fec59a
fix(opl): refuse property list invalidation raised from inside GetProperties (#2555)
## The bug

Any property getter reached from `GetProperties` that calls `InvalidateProperties` takes the tooltip build down with it:

```
System.ArgumentNullException: Value cannot be null. (Parameter 'array')
   at Server.ObjectPropertyList.AppendStringDirect(String value)
   at Server.Mobiles.PlayerMobile.GetProperties(IPropertyList list)
```

`InvalidateProperties` rebuilds **in place** — `Reset()`, then `GetProperties()` again on the same instance — and `Reset()` does two destructive things to a build already in flight:

1. **It returns the pooled interpolation buffer.** The compiler rents it in the handler ctor and returns it in the closing `Add`, so *every hole is evaluated while it is live*:

```csharp
var handler = new InterpolatedStringHandler(1, 2, list); // InitializeInterpolation() RENTS
handler.AppendFormatted(pl.Rank.Title);                  // <-- getter runs HERE
handler.AppendLiteral("\t");
handler.AppendFormatted(faction.Definition.PropName);
list.Add(1060776, ref handler);                          // consumes span, RETURNS
```

```
GetProperties(list)
├─ InitializeInterpolation()  -> _arrayToReturnToPool = Rent(256)     buffer LIVE
├─ « hole 1: pl.Rank.Title »
│  └─ PlayerState.Rank.get   (lazy recompute)
│     └─ Invalidate() -> InvalidateProperties() -> m_PropertyList.Reset()
│        └─ Dispose(): Return(buf); _arrayToReturnToPool = null        buffer GONE
└─ handler.AppendFormatted("Knight")
   └─ _arrayToReturnToPool.AsSpan(_pos..)
      └─ ArgumentNullException (Parameter 'array')
```

It surfaces as `ArgumentNullException` rather than `NullReferenceException` because the `Range` overload of `AsSpan` must read `array.Length`, so the BCL null-checks and names the parameter `array`.

2. **It rewinds the packet cursor**, so properties already written are overwritten by the nested pass — a silently corrupted tooltip even where the buffer survives.

## The fix: refuse, don't recover

There is no correct recovery, and retrying the build would only hide the defect. A nested invalidation now logs an error with a stack trace, **throws in `DEBUG`** so it gets found and fixed, and in `RELEASE` returns without touching the list — a possibly stale tooltip, but no crash, no corrupted packet, and nothing leaked back to the pool. Getters that genuinely must invalidate should defer:

```csharp
Timer.DelayCall(InvalidateProperties);
```

The guard flag lives on the `ObjectPropertyList`, not the entity: it is that list's own lifecycle, it costs nothing (both `Item` and `ObjectPropertyList` absorb it in existing padding, and the list is allocated lazily), and it stays correct when builds for different entities nest.

Base instance sizes are unchanged from `main`: Item 128 B, Mobile 792 B, ObjectPropertyList 72 B, PlayerMobile 1216 B.

`PropertyList` also publishes the list into `m_PropertyList` **before** building it rather than assigning through `??=` afterwards, so a nested `InvalidateProperties` sees the build in progress instead of recursing into a second throwaway list whose work is discarded.

`ObjectPropertyList` re-rents its scratch buffer instead of spanning a null array, so a stray `Reset()` from any other caller degrades rather than aborting `GetProperties`.

## Factions `PlayerState`: maintained, not lazily computed

The getter that surfaced this is now a plain field read — the whole `if (m_InvalidateRank)` block and the flag itself are gone:

```csharp
public RankDefinition Rank => m_Rank;
```

`UpdateRank()` recomputes at each point an input actually changes:

| Site | Why |
|---|---|
| `RankIndex` setter | this player's index changed |
| end of `KillPoints` setter | two paths write `m_RankIndex` directly, bypassing the setter; runs once the swap bookkeeping and `ZeroRankOffset` have settled |
| `Faction.AddMember` | *after* the insert — the member count is not settled during the ctor |
| `FactionState` load | once ordering and `ZeroRankOffset` are final |

Supporting fixes this forced out:

- **Both ctors seed the lowest rank.** Nothing recomputes on read any more, so `Rank` has to be usable immediately — including for members that never get a `RankIndex` assigned, which is *every member with no kill points*. Without this, `Rank.Title` NREs.
- **`Rank` always resolves.** Ranks are ordered by `Required` descending ending at `0`, so a *negative* percent (`RankIndex` out of sync with `ZeroRankOffset`) matched nothing and left `m_Rank` null. It no longer divides by a zero `ZeroRankOffset` either.
- **A pre-existing staleness bug.** The `KillPoints` setter writes `m_RankIndex` directly in two places, so the cached rank was never refreshed when a player crossed zero kill points.

All six readers of `Rank` were checked; none relied on the old side effect.

One behaviour change worth flagging: rank refreshes are now **eager** where they used to be lazy, so a `KillPoints` change invalidates each swapped player as it happens. The swap loops break as soon as ordering is satisfied — typically 0–2 swaps — but it is on the path that runs on every faction kill.

## Documentation

The rule is written down so it is enforceable rather than folklore:

- **CLAUDE.md** audit rule 19
- **`dev-docs/property-lists.md`** — new "Never Invalidate From Inside `GetProperties`" section with the failing/passing pattern
- **`dev-docs/claude-skills/modernuo-property-lists.md`** — key rule + anti-pattern
- **`dev-docs/claude-skills/modernuo-code-audit.md`** — rule 19, ERROR severity

## Tests

- `ObjectPropertyListReentrancyTests` — `Reset()` and `Dispose()` re-entered mid-hole (both red against `main` with the exact exception above), nesting behaviour, and the new contract: `DEBUG` throws, `RELEASE` survives, and the build is never retried into a loop.
- `FactionRankTests` — `Rank` is populated before anything reads it, tracks `RankIndex` without a read, is stable across reads, and still resolves when `RankIndex` is out of sync with `ZeroRankOffset`. Red-verified: removing the ctor seed fails the first one.

793/793 `Server.Tests` and 608/608 `UOContent.Tests` pass.

## Noted, not addressed here

`~ObjectPropertyList()` returns the rented array to `STArrayPool<char>.Shared` from the **finalizer thread**, and that pool is single-threaded by design. Left alone as a separate concern.
2026-07-28 21:29:03 -07:00
Kamron Batman
9ea1b54758
docs(messages): document interpolation anti-patterns and :L format spec (#2441)
## Summary

Captures the durable learnings from the message-interpolation work (PRs #2434, #2436, #2437, #2438, #2440) as reference documentation. **Doc-only PR — no code changes.**

The original Phase 2 audit (PR #2435) was development scaffolding and was closed unmerged once Phase 3 consumed it. This PR replaces it with proper reference docs that future authors can consult.

## What's added

### `dev-docs/string-handling.md`
- Promote `RawInterpolatedStringHandler` from a one-line note to a proper section listing all APIs that accept it (messages, OPL, gumps, packets).
- Document the `:L` lowercase format specifier.
- New comprehensive **"Interpolation Anti-Patterns"** section covering 8 patterns with before/after examples — applies to any handler-aware API:
  1. Ternary with interpolated branches
  2. Switch expression with interpolated arms
  3. Pre-built local typed as `string`
  4. `.ToString()` (or any string-returning method) inside a hole
  5. String concatenation inside a hole
  6. `string.Format` feeding a handler-aware API
  7. LINQ-built strings inside a hole
  8. Pre-built concat var

### `dev-docs/networking-packets.md`
- Add **"Player-Facing Message APIs"** section listing `Mobile` / `Item` / `NetState` message methods with their handler overloads.
- Note the `IBroadcastFilter` pattern for new spatial-broadcast helpers.

### `dev-docs/property-lists.md`, `dev-docs/gump-system.md`
- Cross-reference the new anti-patterns section.
- Add explicit `.ToString()` inside holes warning to property-lists (it had no such guidance before).

### `dev-docs/claude-skills/`
- Mirror the same content (condensed) in `modernuo-string-handling.md`, `modernuo-networking.md`, `modernuo-property-lists.md`, `modernuo-gump-system.md`.
- Add audit rule #17 to `modernuo-code-audit.md` covering all 8 anti-patterns with severity WARNING, plus the `:L` format spec.

### `CLAUDE.md`
- Add audit rule #18 summarizing the interpolation anti-patterns + `:L`, pointing to `dev-docs/string-handling.md` for details.

## Why this matters

Before this PR there was no documentation explaining when an interpolated string call site silently allocates a string despite the receiving API providing a handler overload. The Phase 3 cleanup (PRs #2436/#2437/#2438) discovered ~28 such sites in the codebase; without these docs the same patterns would re-emerge. The new audit rule + CLAUDE.md entry will catch them at write time.
2026-05-03 18:23:50 -07:00
Kamron Batman
af35c25ca2
docs: Updates CLAUDE dev-docs/skills for serialization (#2372) 2026-03-15 01:05:03 -07:00
Kamron Batman
1391c563fe
chore: Adds AI instructions and SKILLs for ModernUO codebase (#2347)
Summary

  - Adds CLAUDE.md at repo root with 14 terse code audit rules (always loaded, low token cost)
  - Adds pointer files for other AI tools: AGENTS.md (Codex), GEMINI.md, .github/COPILOT-INSTRUCTIONS.md (Copilot), .cursorrules (Cursor) — all redirect to CLAUDE.md as single source of truth
  - Gitignores /.claude so personal AI config isn't distributed
  - Moves Claude skills to dev-docs/claude-skills/ (opt-in, not auto-loaded)
  - Adds 14 dev-docs covering codebase conventions

  Code Audit Rules (in CLAUDE.md)

  1. LINQ tiered rules (Tier 1 free, Tier 2 warm, Tier 3 forbidden)
  2. No Console.WriteLine — use LogFactory.GetLogger()
  3. No concurrency primitives in game code
  4. No World.Mobiles/World.Items iteration
  5. Clean up refs in OnDelete()/OnAfterDelete()
  6. Cancel timers in OnDelete()/OnAfterDelete()
  7. STArrayPool<T>.Shared not ArrayPool<T>.Shared
  8. PooledRefList<T> not new List<T>() on hot paths
  9. Serialization: partial class, [Constructible], no serialized TimerExecutionToken
  10. No Task.Run/new Thread() in game code
  11. Never assume era — ask which expansion
  12. _camelCase fields, PascalCase properties/methods
  13. No empty gumps — use DisplayTo() pattern
  14. PropertyList string literals must be {} holes, cliloc-as-argument uses :#
2026-03-01 11:42:19 -08:00