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152 commits

Author SHA1 Message Date
Kamron Batman
73f9688083
feat: adopt serialization generator v4 (field-side linkage, anchored timers) (#2586)
## 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.
2026-08-22 17:54:02 -07:00
Kamron Batman
55ac2c3d98
refactor: Move legacy deserialization into the .Migrations.cs partials (#2575)
Follow-up to #2574, which added a `.Migrations.cs` partial to `BaseWeapon`. Pure relocation — no behaviour change.

## The inconsistency

`BaseArmor` and `BaseClothing` already kept their pre-codegen `Deserialize(reader, version)` in a `.Migrations.cs` partial, but left the `OldSaveFlag` enum and the `GetSaveFlag` helper behind in the main class file — even though every call site is in the partial:

| Class | `Deserialize` | `GetSaveFlag` / `OldSaveFlag` | Call sites outside the partial |
|---|---|---|---|
| `BaseArmor` | already in partial | in main file | 0 of 26 |
| `BaseClothing` | already in partial | in main file | 0 of 12 |
| `BaseWeapon` | in main file | in main file | — |

`BaseWeapon` had all three still inline, with its new `.Migrations.cs` holding only a `MigrateFrom`.

## After

All three follow the same layout: `MigrateFrom` newest to oldest, then the pre-codegen `Deserialize`, then `GetSaveFlag`, then `OldSaveFlag`. That moves ~290 lines of legacy read path out of `BaseWeapon.cs` — the file that needed it most at ~3,900 lines — and leaves the main class files describing only how the type behaves today.

## Reviewing this

The diff is large and almost entirely noise, so it is probably not worth reading line by line. Two checks are stronger:

- **Nothing was lost or altered.** Across each `.cs` / `.Migrations.cs` pair, the multiset of non-blank source lines is identical to `main` except for one added comment (below). The relocation was done mechanically and asserted against that invariant rather than by hand.
- **Nothing about serialization moved with the code.** Running `ModernUOSchemaGenerator` after the move emits no new migration files.

The complete set of intentional additions:

- `using System;` in each of the three partials, for the `[Flags]` attribute (implicit usings are not enabled here).
- `// Version 9 (pre-codegen)` above `BaseWeapon`'s moved `Deserialize`, matching the marker `BaseArmor` and `BaseClothing` already carry. Version 9 is correct because `BaseWeapon.v10.json` is its earliest migration schema, so codegen began at 10.

Everything else is blank-line placement.

## Verification

Full solution builds in Release with 0 errors and 0 warnings; 1516 tests pass (815 `Server.Tests`, 701 `UOContent.Tests`).
2026-08-13 18:43:53 -07:00
Kamron Batman
bd79cb7759
fix: Consolidate PlayerConstructed onto Item, stamped by the craft system (#2574)
Follow-up to #2573. That change made `SmallBOD.EndCombine` require a player-crafted item, but it could only read provenance off `BaseArmor`, `BaseWeapon` and `BaseClothing`, because those are the only three classes that track it — hence the hand-enumerated `armor?.PlayerConstructed ?? clothing?.PlayerConstructed ?? weapon?.PlayerConstructed ?? false`.

The gap is structural rather than cosmetic. `PlayerConstructed` is set inside each base's `OnCraft`, so it can only ever reach types implementing `ICraftable`. Most craftables do not — the tinkering catalogue alone is largely plain `Item` subclasses — so any rule keyed on "was this actually crafted" has nothing to key on for those types.

## What changed

Provenance moves to `Item` and is stamped centrally in `CraftItem`, immediately after the item is constructed and before the `ICraftable` dispatch, covering both the AOS and T2A craft paths. The three `OnCraft` overrides drop their now-redundant assignment and inherit `Item`'s property, so no call site outside them changes — `Resmelt` and `SalvageBag` still read `armor.PlayerConstructed` and still compile unchanged. `SmallBOD`'s three-way null-coalescing chain collapses to `item.PlayerConstructed`.

`OnCraft` is only ever invoked from `CraftItem` (the other three call sites are `base.OnCraft` chaining), so removing those assignments has no other reachable effect.

## Storage cost: none

`Item`'s `SaveFlag` word is written as a fixed-width `int`, not an encoded one, so occupying bit `0x08000000` changes no record lengths. Items that are not player-constructed serialize byte for byte as before, and crafted ones differ by a single bit in a field already being written.

`Item` itself needs no version bump: a bare `SaveFlag` bit is self-describing, so records written before it existed lack it and read `false`.

## Version bumps

The three content classes do need one, since removing a serialized field changes their layout:

| Class | Version | Field removed |
|---|---|---|
| `BaseArmor` | 9 → 10 | 24 (was last, nothing renumbered) |
| `BaseClothing` | 7 → 8 | 7 (fields 8–10 shift down) |
| `BaseWeapon` | 10 → 11 | 26 (fields 27–30 shift down) |

Each gets a `MigrateFrom` for its previous version that assigns the old bool to the inherited property, so existing crafted armour, weapons and clothing keep their provenance across the upgrade. `Item.Deserialize` runs first and reads the absent bit as `false`, then the migration overwrites it — the generated `Deserialize` calls `base.Deserialize` before dispatching, so the ordering holds. `BaseWeapon` had no migrations file and gains one.

The renumbering is not stylistic: the generator requires contiguous field ordering and rejects a hole with `SG3005: Expected field 'Crafter' with order 7 but found 8`.

New schema JSONs (`BaseArmor.v10`, `BaseClothing.v8`, `BaseWeapon.v11`) are generated by `ModernUOSchemaGenerator` and committed alongside.

## One thing worth a second opinion

The new property is a plain auto-property on `Item`, so it does not call `this.MarkDirty()` the way the codegen setters it replaces did. `MarkDirty` is currently a no-op (`// TODO: Add dirty tracking back`) and no property in `Item.cs` calls it, so this matches the file as it stands — but it is worth noting if dirty tracking comes back.

## Verification

Full solution builds in Release with 0 errors and 0 warnings; 1516 tests pass (815 `Server.Tests`, 701 `UOContent.Tests`).
2026-08-13 18:34:59 -07:00
Kamron Batman
191d3f3f33
feat(throwing): add remaining SA throwing artifacts (add-only) (#2516)
Adds the four remaining named Stygian Abyss throwing artifacts as item definitions, completing the throwing artifact set (7/7 now defined in ModernUO).

## Added (stat-for-stat from ServUO)
- **Abyss Reaver** (Cyclone) — random Throwing +5..10 skill bonus, +25..35 damage, Exorcism slayer
- **Storm Caller** (Boomerang) — Hit Lightning / Hit Lower Defense, 20/20/20/20/20 elemental split
- **Banshee's Call** (Cyclone) — Hit Harm / Hit Life Leech, 100% cold, Velocity 35
- **Wind of Corruption** (Cyclone) — Hit Stamina Leech / Hit Lower Defense, 100% chaos, Fey slayer

## Acquisition — deferred (documented)
These are **`[add`-only for now**. Their OSI sources aren't in ModernUO yet:
- Abyss Reaver → the Into the Void quest (Agralem), deferred with the Abyss void-creature content.
- Storm Caller / Banshee's Call / Wind of Corruption → renowned/boss creatures (`WyvernRenowned`, `PrimevalLich`, etc.) that need a `BaseRenowned` framework port.

Per direction, the items are worth defining now; wiring their drops follows later.

## Notes
- Storm Caller's ServUO `WeaponAttributes.BattleLust = 1` is left as a `//TODO Implement BattleLust` — the attribute doesn't exist in ModernUO's `AosWeaponAttribute` set yet.
- The human Bow variant `WindOfCorruptionHuman` is archery, not throwing — intentionally out of scope.

Server builds clean.
2026-07-03 08:50:16 -07:00
Kamron Batman
158e7f2e5f
feat(throwing): add Ter Mur reptiles (Raptor + slith family) and their SA claws (#2515)
Follow-up to the gargoyle Throwing work (#2510/#2512/#2514). Ports two Stygian Abyss creatures from ServUO so two of the throwing artifacts finally have a real OSI drop source instead of being `[add`-only.

## Changes
- **`Raptor`** and **`StoneSlith`** — ported stat-for-stat from ServUO. They **spawn automatically**: `Distribution/Data/Spawns/post-uoml/termur/TerMur.json` already contained Raptor/StoneSlith spawner entries referencing these class names, so no spawn-file edits were needed.
- **`RaptorClaw`** (Boomerang-based) and **`StoneSlithClaw`** (Cyclone-based) artifacts, dropped from each creature's `OnDeath` at ServUO's 0.5% rate (uncontrolled only).
- StoneSlith retains its `GraspingClaw` monster ability; both use `BleedAttack`.

## ModernUO idioms
Default range perception (16) / fight range, derived `GetSpeeds` (no `SetSpeed`), `[SerializationGenerator(0)]` codegen, collection-expression arrays.

## Documented omissions vs ServUO
Flagged as TODO in-code — all are content missing from ModernUO, not silent drops: Raptor's friend-spawn timer + its 25% `AncientPotteryFragments` drop; StoneSlith's `TailSwipe`, `DragonBlood`, and `SlithEye`/`TatteredAncientScroll`/`AncientPotteryFragments` drops; plus `HideType.Horned/Spined` and `PackInstinct.Ostard` (no ModernUO equivalents yet).

## Not included
The other three throwing artifacts (Storm Caller, Banshee's Call, Wind of Corruption) drop from renowned/boss creatures via a `BaseRenowned` artifact-list system that doesn't exist in ModernUO yet — a separate, larger effort. AbyssReaver stays with the (deferred) Into-the-Void quest.

Verified: server builds clean; throwing suite 14/14.
2026-07-02 23:58:29 -07:00
Kamron Batman
8c6eab5fca
feat(throwing): wire SA loot flavor + Valkyrie's Glaive stealable (#2512)
Phase 2 follow-up to #2510 — wires acquisition for the gargoyle Throwing content that Phase 1 deliberately left out.

## Changes
- **SA loot flavor (`IsStygian`)** — completes the dead loot path from the original PR: adds `SAWeaponTypes`/`SARangedWeaponTypes` pools + `isStygian` branches to `Loot.RandomWeapon`/`RandomRangedWeapon`, **and** the missing piece — computes `IsStygian` (`map == Map.TerMur`) in `LootPackEntry.Construct` and threads it through `LootPackItem.Construct`. Ter Mur creatures now roll SA gear + the three throwing weapons (Boomerang/Cyclone/SoulGlaive) from their normal `BaseWeapon`/`BaseRanged` loot entries. Conservative `TerMur`-only (not ServUO's extra `|| RandomBool()`).
- **Valkyrie's Glaive** — re-added as a self-contained Ter Mur stealable artifact at `(843, 665, 27)`, matching ServUO/OSI, with the previously-missing `ArtifactRarity => 5`.

## Deferred (documented)
The 5 host-dependent artifacts (Raptor Claw, Stone Slith Claw, Storm Caller, Banshee's Call, Wind of Corruption) are intentionally NOT included — their OSI drop sources (Raptor, StoneSlith, and the renowned/boss creatures + a `BaseRenowned` artifact-list system) don't exist in ModernUO yet, so re-adding the items now would leave them `[add`-only. They'll follow a dedicated SA-creatures effort.

## Notes
- No new tests: both changes are property/plumbing with RNG-driven output — no deterministic complex logic to assert (consistent with the repo's test-scope conventions).
- Verified: server + test project compile; throwing suite 14/14.
2026-07-02 22:28:55 -07:00
Kamron Batman
0bfbdd0764
feat(throwing): core gargoyle Throwing skill (SA) (#2510)
Supersedes #2376 (@jwvalentine). This is a reviewed, corrected, and scoped-down **Phase 1** of Joe Valentine's throwing implementation — his original commits are cherry-picked here with authorship preserved, plus a fix/scoping pass. Phase 1 lands only the **core gargoyle Throwing skill**; the incomplete content is excised for follow-up PRs (see below).

## What's included (core skill)
- `BaseThrown` combat mechanics on top of the existing skeleton: close-quarters penalty, below-min-range penalty, shield penalty, STR-scaled range, overthrow damage penalty.
- Base weapons: **Boomerang, Cyclone, SoulGlaive** (gargoyle-only), + blacksmith crafting (SA-gated).
- Two symmetric hooks on `BaseWeapon` (`ModifyHitChance`, new `ModifyDamage`) that are inert no-ops for every other weapon.

## Fixes over the original
- **Overthrow damage**: was dead code (the swing gate already guarantees you're within `MaxRange`, so the old `ComputeDamage` check never fired). Reimplemented as `finalDamage × 0.53` applied *after* all offensive bonuses via a new `ModifyDamage` hook, firing at the outer range ring.
- **`DefMaxRange`**: clamped to `[MinThrowRange, MaxThrowRange]` (uncapped before → e.g. range 13 at 200 Str) and guarded against a latent divide-by-zero.
- **Close-quarters mitigation** now uses `RawDex` (matches ServUO/OSI; deterministic under stat mods).
- **Return-throw timer** guarded against a deleted/unmapped thrower/target.
- Reverted the `MovingShot` change (it rebalanced archery — belongs in a separate PR).
- Kept only complex-logic tests (hit-chance/range/damage math); dropped property-value assertions.

## Excised for follow-up PRs (Phase 2/3)
7 named artifacts, the Into-the-Void quest + Agralem, GargishOutcast, the Bladeweaver vendor, and the SA loot tables — these were unwired/non-functional (loot never triggered, quest/creature never spawned) and will return properly wired. `StormCaller` also needs its missing Battle Lust, and the quest its correct void-creature target.

## Verification
- Build: 0 warnings / 0 errors.
- `UOContent.Tests`: **501/501** passing (the `ModifyDamage` hook causes zero regressions across all weapons).
- Full whole-branch review completed: no must-fix defects.
2026-07-02 21:06:11 -07:00
Kamron Batman
f7c44f7c10
refactor(opl): Consolidate AOS attribute OPL emission into per-family GetProperties (#2501)
## Summary

Consolidates the duplicated inline AOS attribute → `ObjectPropertyList` emission that each item base copy-pastes into per-family `GetProperties(IPropertyList)` methods, mirroring the existing `AosSkillBonuses.GetProperties` precedent.

### Per-family `GetProperties(IPropertyList)`
- **`AosAttributes`** — the 24 common attributes in canonical cliloc-ascending order, with optional `damageBonus` / `hitChanceBonus` / `luckBonus` params so item-computed bonuses (e.g. `GetDamageBonus()`) stay out of the family type.
- **`AosWeaponAttributes`** — `UseBestSkill`, the `Hit*` block (1060416–1060430), `MageWeapon` (`30 - prop`), `SelfRepair`.
- **`AosArmorAttributes`** — `MageArmor`, `SelfRepair` (the always-direct members; `LowerStatReq`/`DurabilityBonus` stay inline since they're item-computed in armor but container-direct in clothing).

### Rewired all 6 `AosAttributes`-emitting item bases
`BaseJewel`, `BaseArmor`, `BaseClothing`, `BaseWeapon`, `BaseTalisman`, `Spellbook` now call the family methods instead of inlining the chain. Net: large dedup in `BaseWeapon`/`BaseArmor`/`BaseClothing`/`BaseTalisman`/`Spellbook`.

## Behavior change: tooltip line **order** (set preserved)

This is **not** a pure no-op refactor, and that's unavoidable. Today the families are emitted **interleaved in cliloc order**, and the relative order differs per item class — e.g. `BonusDex` (1060409) is emitted early in `BaseArmor` but **after** the `Hit*` block in `BaseWeapon`. No single emission order reproduces every class byte-for-byte, so consolidating into contiguous per-family blocks necessarily **de-interleaves**: lines regroup **specific → general** (family-specific, then common `AosAttributes`).

- The **set** of emitted `(cliloc, argument)` lines per item is preserved **exactly** — nothing dropped, added, or value-changed.
- Only the **order** of lines within a tooltip changes for `BaseArmor` / `BaseWeapon` / `BaseClothing`. `BaseJewel` / `BaseTalisman` / `Spellbook` were already canonical, so those are byte-identical.

## Tests
- **Golden set-invariance tests** per item base (`BaseArmor/Clothing/Jewel/Weapon/Talisman/Spellbook PropertiesTests`) — each was written to pass against current `main` **before** the rewire (locking the emitted-line set), then confirmed still passing after, proving no line is lost/added/changed.
- Family-level unit tests for each `GetProperties` (canonical order, computed-bonus folding, the `AosArmorAttributes` exclusions).
- `dotnet build` clean; full `UOContent.Tests` green. (Pre-existing `AccountPacket`/`GumpPacket`/`MobilePacket`/`ClientEnumerator` golden-test failures reproduce on unmodified `main` and are unrelated to this change.)
2026-07-02 19:40:54 -07:00
Kamron Batman
a7bb8a8222
refactor(archery): centralize SE ammo auto-recovery off PlayerMobile (#2496)
## Summary

Streamlines the SE-era archery ammo auto-recovery (recovering spent arrows/bolts after a miss). The mechanic was previously spread across four unrelated trigger points and a weapon-scoped timer that was divorced from the recovery state living on `PlayerMobile`. It also contained dead code.

### Problems fixed
- **Dead `!Warmode` gate** — `OnMiss` only runs from `OnSwing`, which requires warmode to fire, so the `if (!pm.Warmode)` branch that started the recovery timer could never trigger.
- **Scattered, divorced state** — banked ammo lived on `PlayerMobile.RecoverableAmmo` while the timer lived on the weapon (`_recoveryTimerToken`), and recovery was kicked off from four different places (`OnWarmodeChanged`, `PlayerMobile.OnDamage` kill, `BaseCreature.OnDamage` kill, `OnBeforeDeath`).
- **Per-player footprint** — every `PlayerMobile` carried a `RecoverableAmmo` field even though ~99% never miss with a bow (and most are offline).

### New design — `AmmoRecovery` side table
- All state (banked ammo + one repeating timer) is keyed by player in a static dictionary, so only players who actually miss carry any state. Transient by design — this was never serialized.
- **One feed point:** `OnMiss` banks the spent ammo type and starts the player's timer.
- **One drain point:** the timer self-gates and gathers ammo into the backpack only once the archer has disengaged — **alive, out of warmode, and not running** — otherwise it retries next tick, so banked ammo is never lost while online.
- **"Not running" allows standing still _or_ walking.** The `Direction.Running` bit is stale after a player stops, so it's paired with movement recency (`LastMoveTime`); only an *actively* running archer is blocked.
- Removed the redundant scattered triggers, the dead `!Warmode` branch, `RecoverableAmmo`, `RecoverAmmo()`, and the now-empty `OnWarmodeChanged` override. `PlayerMobile.OnDelete` calls `AmmoRecovery.Forget`.

### Behavior notes
- On death, banked ammo is **no longer flushed to the corpse** — it stays banked and is recovered after resurrection once the archer settles (player keeps it rather than dropping it to looters).
- `OnHit` immediate recovery (the ~40% arrow-to-defender behavior) is **unchanged**.

## Test plan
- [x] `dotnet build Projects/UOContent/UOContent.csproj -c Release` — succeeds, 0 warnings, 0 errors.
- [ ] In-game (SE era): miss bow shots, then disengage (drop warmode + stop) and confirm the "You recover N arrows/bolts" message and backpack contents; confirm recovery does **not** fire while running and **does** while walking/standing.
2026-06-21 23:22:55 -07:00
Kamron Batman
61e41df00c
feat: Add zero-alloc interpolation handler to ValueStringBuilder, replace all StringBuilder usage (#2387)
## 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
2026-03-22 14:23:44 -07:00
Jack
7be8b5f7f6
feat: T2A defensive spells (#2378)
## Summary

Implements T2A-accurate mechanics for the three defensive spells based on UO98 demo scripts. Pre-UOR (`!Core.UOR`) triggers the new behavior; UOR and AOS paths are unchanged.

- **Reactive Armor**: percentage-based melee damage reflection (10-35% based on target Magery), targeted, timed (25-75s). Guards exempt, ranged attacks beyond 1 tile unaffected. Reflected damage is sourceless.
- **Protection**: temporary AC bonus (casterMagery/10, 1-10 AR) via VirtualArmorMod, targeted, timed (12-120s). Shared table with Arch Protection — only one protection buff per mobile.
- **Magic Reflect**: single-use spell reflection using MagicDamageAbsorb as a flag. No timer, no DefensiveSpell lock. Consumed on first reflected spell.
- **Arch Protection**: T2A path applies Protection via shared table with area sound (0x1F7 vs 0x1ED).
- No DefensiveSpell mutual exclusion for T2A — all three spells operate independently.

## Test plan

- [x] Set expansion to T2A
- [x] Cast Reactive Armor on self → verify particles (0x376A) and sound (0x1F2)
- [x] Get hit in melee → verify attacker takes reflected damage with spark effect and sound
- [x] Get hit by ranged weapon from > 1 tile → verify no reflection
- [x] Wait for RA to expire → verify effect ends silently
- [x] Cast RA on target that already has it → verify "This spell is already in effect"
- [x] Cast Protection on another player → verify particles (0x375A) and sound (0x1ED)
- [x] Check target's AR → verify it increased by casterMagery/10
- [x] Wait for Protection to expire → verify AR returns to normal
- [x] Cast Protection on self, then cast Protection on another player → verify both succeed
- [x] Cast Arch Protection on ground near allies → verify each gets AR bonus with sound 0x1F7
- [x] Cast Arch Protection near a target already protected → verify that target is skipped
- [x] Cast Magic Reflect on self → verify particles (0x375A) and sound (0x1E9)
- [x] Have an enemy cast a harmful spell at you → verify spell reflects back, effect consumed
- [x] Cast Magic Reflect again → verify it can be recast after consumption
- [x] Cast Magic Reflect when already active → verify "This spell is already in effect"
- [x] Verify all three spells can be active simultaneously on the same mobile
- [x] Switch expansion to UOR → verify existing UOR behavior unchanged
- [x] Switch expansion to AOS → verify existing AOS behavior unchanged
2026-03-22 11:18:34 -07:00
Jack
6cdec42146
fix: Special moves and various UOR+ bonuses (#2384)
## Special moves
Special moves were added [27 Apr, 2000.](https://uo.com/wiki/ultima-online-wiki/technical/previous-publishes/2000-2/2000-publish-05-27th-april/). This is well past the discussed cutoff date for T2A, which is **[Nov 23, 1999 - Publish 1](https://uo.com/wiki/ultima-online-wiki/technical/previous-publishes/1999-2/1999-publish-01-23rd-november/)** as per the UOSecondAge shard which is the golden standard for T2A accuracy and represents a logical cutoff for this era. 

Regarding the specific date: **Nov 23, 1999 (Publish 1)** - the game significantly changed as a "pre-patch" to UOR on this date, and UOSecondAge picks and chooses from this date based on QoL features, while keeping the gameplay accurate to what is widely known as the "T2A era". However this date is ~4 months before the actual UOR release date.

## Defensive wrestling
Defensively wrestling as (eval+anat)/2 was added in [publish 16](https://uo.com/wiki/ultima-online-wiki/technical/previous-publishes/2002-2/publish-16-changes-and-bug-fixes-24th-july/) and should be gated behind !Core.LBR
* "Unarmed “to-be-hit” changes (chance to get hit while unarmed is now the better of either Wrestling skill, or an average of Anatomy & Evaluate Intelligence)."

## Lumberjacking damage bonus

Lumberjacking damage bonus was added in [UOR](https://uo.com/wiki/ultima-online-wiki/technical/previous-publishes/2000-2/2000-publish-05-27th-april/)

## Anatomy and LJ +10% GM bonus
Anatomy/LJ +10% GM bonus was added in [pub 13](https://uo.com/wiki/ultima-online-wiki/technical/previous-publishes/2001-2/2001-publish-13-19th-august/), which was during UOTD.
2026-03-22 10:55:01 -07:00
Kamron Batman
992bc95164
feat: Refactor Poison system, implement Darkglow & Parasitic effects (#2385)
## Summary

- Refactors the poison system to separate `Index` (globally unique ID) from `Level` (tier within a family), enabling multiple poison families (Standard, Darkglow, Parasitic) to coexist without collisions
- Implements Darkglow and Parasitic poison special effects from Mondain's Legacy: Darkglow boosts damage by 10% when attacker is ranged, Parasitic heals the attacker for damage dealt in melee range
- Fixes several bugs: `Register()` crashing on duplicate `Level` values across families, `IncreaseLevel()` crossing family boundaries, `InfectiousStrike` and `NinjaWeapons` stripping poison family via level-based lookups, and `ArchCure`/`CleansingWinds` using raw `Level + 1` instead of `IncreaseLevel()`

## Changes

**`Projects/Server/Poison.cs`** — Adds `PoisonFamily` enum and abstract `Family` property. Adds `Index` as unique identifier. Fixes `Register()` to check `Index` uniqueness (not `Level`) and validate the new poison's name (not the existing one's). Fixes `IncreaseLevel()` to use `Index + 1`, naturally respecting family boundaries via Index gaps. Replaces linear name lookup with `Dictionary`-based `PoisonsByName`.

**`Projects/UOContent/Misc/Poison.cs`** — Adds `family` parameter to `PoisonImpl`. Implements Darkglow effect (10% damage boost when `From` >1 tile, cliloc 1072850) and Parasitic effect (heals `From` for damage dealt within 1 tile, cliloc 1060203) in `PoisonTimer.OnTick()`. Renames `m_` fields to `_` convention.

**`Projects/UOContent/Misc/PoisonKinds.cs`** — New file. Moves poison registration out of `PoisonImpl` into `PoisonKinds.Configure()`. Adds `PoisonFamily` to Darkglow/Parasitic registrations. Provides extension properties (`Lesser`, `Deadly`, `LesserDarkglow`, etc.), `GetPoison(int level)` (standard-only), `GetPoisonByFamilyAndLevel()`, and `IsDarkglow`/`IsParasitic` instance helpers.

**`Projects/UOContent/Items/Weapons/Abilities/InfectiousStrike.cs`** — Family-aware poison scaling: Darkglow caps at Deadly (Poisoning/33.3), Parasitic caps at Lethal (Poisoning/25), Standard unchanged. Level bump uses `IncreaseLevel()` with family boundary check.

**`Projects/UOContent/Items/Skill Items/Ninjitsu/NinjaWeapons.cs`** — EvilOmen level bump uses `Poison.IncreaseLevel()` instead of `Poison.GetPoison(Level + 1)`.

**`Projects/UOContent/Spells/Fourth/ArchCure.cs`** and **`CleansingWindsSpell.cs`** — Replace `poison.Level + 1` with `Poison.IncreaseLevel(poison).Level` for family-safe cure chance calculation.

**`Projects/Server/Serialization/SerializationExtensions.cs`** — Serializes/deserializes `Index` instead of `Level`.

**`DarkglowPotion.cs`** / **`ParasiticPotion.cs`** — Point to actual Darkglow/Parasitic poisons instead of placeholder `Greater`.

**`PotionKeg.cs`** / **`BasePotion.cs`** — Adds Darkglow, Parasitic, Invisibility, and FlintsPungentBrew to `PotionEffect` enum and keg label support.

## Test plan

- [ ] `dotnet build` compiles cleanly (verified, 0 warnings 0 errors)
- [ ] Verify `PoisonKinds.Configure()` registers all poisons without throwing (Register bug fix)
- [ ] Standard poison behavior unchanged — PoisonField, PoisonSpell, SerpentArrow, SavageShaman, TrappableContainer all use `GetPoison(int level)` which now correctly filters to Standard family
- [ ] Darkglow: poison tick deals +10% damage when attacker is >1 tile away, sends "Darkglow poison increases your damage!" message
- [ ] Parasitic: poison tick heals attacker for damage dealt when within 1 tile, sends heal message
- [ ] InfectiousStrike preserves poison family and respects family-specific skill scaling
- [ ] EvilOmen + NinjaWeapons level bump stays within poison family
- [ ] ArchCure/CleansingWinds cure chance calculations work correctly across all poison families
- [ ] Serialization round-trips correctly using Index
2026-03-21 21:27:22 -07:00
Bohica
2b80286d2e
fix: Fixes arrow animations by using 0xC7 when possible. (#2343)
### Summary

This is a partial fix for servers that enable 0xC7 and clients that support 0xC7. A proper fix should be made on ClassicUO.
2026-03-05 23:23:20 -08:00
Kamron Batman
f7eab79adb
fix: Fixes arrows in the internal map (#2336) 2026-02-12 21:31:42 -08:00
Kamron Batman
ee2cd1d18d
feat: Adds new decay system and SkipSerialization (#2311)
## Summary

- Replaces scan-based decay checking during world saves with an event-driven timer wheel scheduler
- Removes virtual property checks from serialization hot path, achieving 6-8x faster world saves

## Changes

### DecayScheduler (new):
- Timer wheel with 12 HashSet buckets (5-min intervals) + PriorityQueue for active processing
- O(1) register/unregister vs O(n) scan of all items
- Auto start/stop when items exist/empty
- Configurable tick interval with jitter to prevent system synchronization

### Item.cs:
- Added ScheduledDecayTime computed property
- Added UpdateDecayRegistration() called from SetLastMoved(), property setters, AddItem()/RemoveItem()
- Hooks in Visible, Movable, Spawner setters and Delete()

### World.cs:
- Removed _decayQueue, EnqueueForDecay(), ProcessDecay()
- ItemPersistence.Serialize() now tight loop without virtual calls

## Performance

| Metric        | Before     | After     | Improvement |
|---------------|------------|-----------|-------------|
| Items (230K)  | 245K ticks | 34K ticks | 8x faster   |
| Mobiles (43K) | 56K ticks  | 6K ticks  | 9x faster   |
| Total         | 302K ticks | 40K ticks | 7.5x faster |

## Configuration

decay.maxItemsPerTick = 250       # Items processed per tick
decay.tickInterval = 256ms        # Base processing interval
decay.bucketInterval = 5min       # Timer wheel bucket size
decay.jitterMaxMs = 25            # ±25ms tick jitter
2026-01-08 11:43:51 -08:00
Kamron Batman
cc4a679fb0
fix: Fixes serializing EngravedText (#2296) 2025-12-28 02:44:49 -08:00
Kamron Batman
ebaf104935
chore: Use var everywhere (#2294) 2025-12-27 16:47:28 -08:00
Kamron Batman
fa0b67ec29
fix: Optimizes items to use default weights. (Part 4) (#2243) 2025-07-24 23:29:29 -07:00
Kamron Batman
2c5441731e
fix: Optimizes items to use default weights. (Part 2) (#2241) 2025-07-24 15:41:44 -07:00
Kamron Batman
2eba2868a6
fix: Optimizes items to use default weights. (Part 1) (#2240) 2025-07-24 14:44:39 -07:00
Felipe Maya Muniz
4209f7ea16
fix: Add properties for crafting ranged weapons with colored logs (#2222) 2025-07-07 18:51:08 -07:00
Kamron Batman
a286e282a9
fix: Fixes fist disarm (pre-aos) (#2214) 2025-06-07 18:22:54 -07:00
Kamron Batman
f3bcf89015
fix: Fixes weapons not serializing lesser poison (#2194)
### Summary

Fixes weapons not serializing lesser poison.

> [!NOTE]
> Dev Note: After applying this fix, fix weapons already in-game using the following command
> `[global set poison lesser where baseweapon poison = null poisoncharges > 0`
2025-05-23 15:54:17 -07:00
Kamron Batman
e468f79e18
feat: Adds SpecialAttack monster ability trigger. Fixes fanning fire. (#2186) 2025-05-15 22:14:52 -07:00
Kamron Batman
da517f56c4
chore: Fixes variable types for possible performance issues (#2172) 2025-05-01 21:54:41 -07:00
Kamron Batman
47b03f5d62
fix: Fixes NPCs not able to equip armor/clothing/weapons (#2161) 2025-04-21 14:01:08 -07:00
Bohica
772511d1e8
fix: Reverts GetProtOffset, Adds PreT2A Weapon Damage & PreUOR Armor Durability (#2114) 2025-02-06 01:27:40 -08:00
Bohica
51367df0d2
fix: Fixes AR/Durability/Tool Uses for Pre-UOR and LBR (#2113) 2025-02-05 19:54:56 -08:00
Kamron Batman
d407847fc4
fix: Fixes axes not working when equipped or in backpack (#2112) 2025-02-04 22:11:29 -08:00
mark1145
d5160bd6db
fix: Fixes buffs don't start/stop properly. Streamlines constructor and Add/Remove buffs. (#2082) 2025-01-24 18:20:23 -08:00
Kamron Batman
09d6420320
fix: Fixes Item ID so it doesn't gain from non-identifiable items (#2075) 2025-01-18 10:58:22 -08:00
Kamron Batman
b6950fc77c
fix: Removes unused usings (#2071) 2025-01-17 16:23:30 -08:00
Erik Askov Mousing
3b698de556
feat: Adds Pre-UOTD single click support for weapons, armor, wands, and clothing (#2053) 2025-01-13 17:04:24 -08:00
Nathan Oines
863b4b5460
fix: Ensure ShouldSerializeCrafter serializes when _crafter is not null or empty (#2062) 2025-01-13 13:22:56 -08:00
Reetus
8a41d84239
fix: Fixes Velocity property not displaying value (#1938) 2024-08-20 21:15:12 -07:00
Kamron Batman
1272be7be9
fix: Fixes damage scale for AOS (#1931) 2024-08-15 18:32:25 -07:00
Kamron Batman
28860b7f53
fix: Fixes timer index offset (#1907)
### Summary

- Fixes timer intervals not continuing
- Fixes `Timer.Index` being off by 1. Should start at 0 for the first OnTick
- Simplifies Gift of Renewal end check
- Fixes force of nature not applying at the proper time and simplifies the timer logic.
2024-08-06 15:46:40 -07:00
Kamron Batman
e41d35d3d7
feat: Adds Pre-Pub 81 (UOML) Force of Nature (#1842) 2024-07-21 21:53:58 -07:00
Kamron Batman
f58117a877
fix: Moves ContextMenu out of core, streamlines code, fixes bugs (#1873)
## 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)
> ```
2024-07-20 21:33:23 -07:00
Kamron Batman
e6bfc45228
fix: Consolidates and fixes movement/direction checks (#1861) 2024-07-06 12:41:45 -07:00
Kamron Batman
c914d3d722
chore: Bumps MailKit to 4.7.0 & Cleans up bad code formatting (#1857) 2024-07-04 19:55:14 -07:00
Kamron Batman
9c7cb5d778
fix: Fixes dupe property copying. Adds IgnoreDupe (#1811)
## 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.*
2024-06-02 15:04:54 -07:00
Marcelo Paez Sequeira
1cb798d807
fix: Removed StunRequest and DisarmRequest EventSinks (#1781) 2024-05-19 14:12:58 -07:00
Kamron Batman
173b2d5834
fix: Fixes WeaponAbility GetTactics override (#1778) 2024-05-18 10:24:29 -07:00
Kamron Batman
416c96d8cd
fix: Fixes spelling of HasManaOverride (#1777) 2024-05-17 21:40:43 -07:00
Kamron Batman
2d5ef2fad9
fix: Removes weapon ability context (#1776)
### Summary
- Removes weapon ability context
- Renames context related functions to Cooldown

Note: View with [whitespace off](https://github.com/modernuo/ModernUO/pull/1776/files?diff=split&w=1).
2024-05-17 21:30:55 -07:00
Kamron Batman
fb8563aa60
fix: Codegens house/vendors (#1767)
### Summary
- Cleans up ShardPoller
- Breaks up player vendor file
- Codegens houses/vendors
2024-05-08 22:45:59 -07:00
Kamron Batman
974062b0d4
feat: Adds leather/metal food, fixes weapons/armors with wrong materials (#1718)
### Summary
- Fixes the name `Vegies` to `Veggies`
- Adds feeding leather to goats
- Adds metal for Lava Lizards
- Fixes Bone Helm being classified as plate instead of bone.
- Fixes wooden shields not classified as wood.

### Note
On OSI, the preferred foods on the animal lore gump doesn't contain all possible favorite food categories. Furthermore, the one listed is not necessarily always the "first" in the list of possible categories. We aren't going to try and fix that since it isn't important.
2024-04-04 19:43:02 -07:00
Kamron Batman
70575e1517
fix: Fixes weapon and armor quality default value (#1710) 2024-03-28 10:30:42 -07:00