Commit graph

1820 commits

Author SHA1 Message Date
Crome696
7f40274c5c refactor: keep Spell Focusing reusable without sash 2026-07-10 23:28:04 +02:00
Crome696
dfee8f09c5 fix: tighten Spell Focusing Sash cleanup 2026-07-10 23:28:04 +02:00
Crome696
f040f1b69c feat: implement Spell Focusing Sash 2026-07-10 23:28:04 +02:00
Crome696
8cba41fb2a feat: implement Focus weapon property 2026-07-10 22:02:14 +02:00
Crome696
57774b1f38 feat: implement Wildfire spell 2026-07-10 22:01:14 +02:00
Crome696
a969ac0d45 feat: add Damage Eater armor properties 2026-07-10 16:59:40 +02:00
Crome696
7a40f7f0a7 fix: tighten Arcane Empowerment damage hooks 2026-07-10 16:54:09 +02:00
Crome696
434950ba49 feat: implement Arcane Empowerment 2026-07-10 16:54:09 +02:00
Crome696
8eafdd7605 test: harden Rising Colossus restrictions 2026-07-10 16:23:32 +02:00
Crome696
c83fb6fe1d feat: implement Rising Colossus 2026-07-10 16:23:32 +02:00
Crome696
0f2d83eb3d feat: implement Spell Trigger 2026-07-10 16:07:36 +02:00
Crome696
bfd6284eac test: make Soul Charge shield fixture explicit 2026-07-10 15:11:58 +02:00
Crome696
025f35ce68 test: cover zero chance Soul Charge 2026-07-10 15:11:58 +02:00
Crome696
f38d564ad6 feat: implement Soul Charge shield property 2026-07-10 15:11:58 +02:00
Crome696
cd526022fa feat: implement mysticism enchant spell 2026-07-10 14:28:00 +02:00
Crome696
1ad7593ddd feat: apply Spell Focusing to eligible spell damage 2026-07-10 09:44:28 +02:00
Crome696
84e73b81c8 feat: add Spell Focusing item property storage 2026-07-10 09:44:28 +02:00
Crome696
b048bc9813 feat: implement Healing Stone spell 2026-07-10 07:51:14 +02:00
Crome696
e8e439c373 feat: implement Purge Magic 2026-07-09 21:05:49 +02:00
Crome696
6b3a7d65e8 test(items): cover craft exceptional talisman bonus 2026-07-09 20:48:16 +02:00
Crome696
72ca6b1821
Merge pull request #40 from RebirthUO/feat/issue-36-dryad-allure
feat: add Dryad Allure spell
2026-07-09 20:35:51 +02:00
Crome696
010dbf3683 feat: add Dryad Allure spell 2026-07-09 20:30:18 +02:00
Crome696
7e2be0c324 feat: add last parry chance tooltip 2026-07-09 20:29:15 +02:00
Crome696
5c3ea8b598 feat: add Nether Bolt mysticism spell 2026-07-09 19:44:40 +02:00
Crome696
5810ce85cb feat(items): add Splintering Weapon property 2026-07-09 19:25:47 +02:00
Crome696
407fdd59b7 feat(items): add Swarm weapon property 2026-07-09 14:50:02 +02:00
Crome696
238c593ec4 feat(items): add Casting Focus property 2026-07-09 14:07:07 +02:00
Crome696
d4091e940d feat(items): add Brittle negative property 2026-07-09 10:24:19 +02:00
Crome696
0a8bd69adb feat(items): add Massive negative property 2026-07-09 08:29:26 +02:00
Crome696
d163761dcd feat(items): add Blood Drinker property 2026-07-09 08:10:12 +02:00
Crome696
a44cfbd5c9 feat(items): add Sparks weapon property 2026-07-08 23:43:57 +02:00
Crome696
b03a6ab91b feat(items): add Prized negative property 2026-07-08 23:10:13 +02:00
Crome696
237ac1644e feat(items): enable Storm Caller Battle Lust 2026-07-08 22:45:33 +02:00
Crome696
4ef61e0b11 feat(items): add extended weapon attributes 2026-07-08 22:28:16 +02:00
Crome696
d1580614e0 fix(items): harden Battle Lust cleanup 2026-07-08 19:32:11 +02:00
Crome696
4d9a7f815f feat(items): implement Battle Lust property 2026-07-08 19:15:53 +02:00
Crome696
3b3634036b feat(items): implement Bane weapon property 2026-07-08 15:19:05 +02:00
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
a706ef1449
fix(ci): run test projects on CI; remove brittle OPL attribute tests (#2513)
## Problem

Three coupled issues, each hiding the next:

1. **CI passed despite failing tests, with no test logs.** ([example run](https://github.com/modernuo/ModernUO/actions/runs/28639143286/job/84931544255) — the `Test` step produced zero output and the job went green.)
2. **Two `EmitsLowerStatReqWhenPassed` tests** fail with `KeyNotFoundException: '1060435'`.
3. Once CI actually ran the tests, **~337 UOContent tests failed** with `FileNotFoundException: tiledata.mul was not found` — the test bootstrap force-loaded copyrighted client data that CI doesn't have.

## Root causes & fixes

### 1. CI ran zero tests (`fix(ci)`)
The `Test` step ran `dotnet test --no-restore`, but the `Build` step only restores/builds `Application` — never the test projects. Without a restore, the test projects have no `project.assets.json`, so `Microsoft.NET.Test.Sdk`'s targets aren't imported, they aren't recognized as test projects, and `dotnet test` runs the `VSTest` target against **zero** projects → no output, **exit 0**.

- Both jobs now run `dotnet test --logger trx --results-directory ./TestResults` (test projects restore and run) **plus a guard** that fails the job if no `.trx` is produced — a permanent backstop against silent zero-test passes.

### 2. Impossible OPL tests (`fix(ci)` + `test(opl)`)
#2501 deliberately emits `LowerStatReq` (`1060435`) **inline in each item**, not in `GetProperties`. A follow-up "fix" dropped the `lowerStatReq:` argument to make the tests compile but left the assertions expecting `1060435`.

- Removed the two impossible tests, then removed the **entire `Tests/PropertyList/` OPL attribute set** from #2501: these assert exact cliloc/value/order of OPL emission per item base — a one-time proof of the #2501 rewire, now a permanent tax on modding (any admin reorder/value change/added line reddens the build). The one non-trivial case (LowerStatReq) is what just broke, because the test was wrong. Inline emission stays covered by the `BaseArmor`/`BaseClothing` tests.

### 3. Tile-data-dependent tests crashed CI (`test(uocontent)`)
UOContent.Tests' collection-fixture constructor force-loaded `tiledata.mul` unconditionally. On CI (no client files) it threw, and xUnit failed **every test in the collection** with the same error — mostly collateral (packet/scheduler/spawner tests that don't need tile data).

- Mirror Server.Tests' graceful pattern: `TestServerInitializer` probes for `tiledata.mul` and only loads tile/multi data (and runs the tile-dependent configure steps) when present, exposing `TileDataLoaded` so the fixture no longer throws.
- Add a shared `TileDataRequirement.SkipIfMissing()` guard and apply it to exactly the **31** pathfinding/multi/AI tests that genuinely need real tile data (`[SkippableFact]`/`[SkippableTheory]`).

## Verification (all local)

| Scenario | Server.Tests | UOContent.Tests |
|---|---|---|
| **Client data absent (CI)** | 726 pass, 17 skip, **0 fail** | 469 pass, 32 skip, **0 fail** |
| **Client data present (dev)** | 726 pass, 0 skip, **0 fail** | 501 pass, 0 skip, **0 fail** |

- Full `dotnet test` exits **0**; TRX files produced; the no-test guard trips (exit 1) only when zero `.trx` are produced.
2026-07-02 22:35:37 -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
e42a62b1d3
fix: Fixes tests for armor/weapons (#2511) 2026-07-02 21:49:33 -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
d7668df5ee
feat(opl): OplTextBlock multi-line tooltip builder + AddChunked (#2507)
## At a glance

```csharp
public override void GetProperties(IPropertyList list)
{
    base.GetProperties(list);

    // Accumulate any number of free-text lines. On dispose the block flushes via
    // AddChunked, splitting across as many OPL properties as needed so none can
    // overflow the legacy 2D client's per-property buffer (which would crash it).
    using var block = list.TextBlock();

    if (luck > 0)
    {
        block.Add($"Luck Bonus: +{luck}%");       // zero-alloc interpolation
    }

    block.Add("Cannot be repaired".AsSpan());      // plain text, no string allocation

    // Already holding a '\n'-joined string? Skip the builder and chunk directly:
    // list.AddChunked(description);
}
```

## What

Adds a safe path for emitting **variable-length, free-form (non-cliloc) tooltip text**:

- **`ObjectPropertyList.Add(ReadOnlySpan<char>)`** overloads — append raw text with no string allocation. Makes the old single-arg `Add(string)` redundant (a `string` binds to the span overload implicitly), so it's dropped.
- **`AddChunked(ReadOnlySpan<char>)`** on `IPropertyList` — splits newline-joined text at `\n` boundaries across as many passthrough-cliloc properties as needed, so no single property exceeds the cap.
- **`OplTextBlock`** (`ref struct`) + **`IPropertyList.TextBlock()`** — an ergonomic builder that accumulates `\n`-joined lines (with a zero-alloc interpolated `Add($"...")` overload) and flushes via `AddChunked` on dispose. Usage: `using var block = list.TextBlock();`.
- **`MaxArgumentLength` (504)** — per-property cap with a hard backstop that clamps + logs anything that slips through.

## Why

The legacy 2D client copies each OPL property's text into a fixed ~512-char (1024-byte) buffer. A single property longer than that smashes an adjacent world object's vtable on the client heap and crashes the client. `AddChunked`/`OplTextBlock` keep multi-line content safely under the cap instead of risking one oversized `Add`.

## Docs

- `dev-docs/property-lists.md` — new "Multi-Line Free Text" deep-dive section; corrected the stale `IPropertyList` listing.
- `dev-docs/claude-skills/modernuo-property-lists.md` — condensed pattern + anti-pattern.

## Tests

9 tests pass (`OplTextBlockTests`, `ObjectPropertyListSpanAddTests`): line joining, empty-line skipping, no-line no-op, zero-alloc interpolation, and long-content chunking staying under `MaxArgumentLength`. Full `UOContent` build is green, confirming dropping `Add(string)` breaks no call sites.
2026-07-02 19:41:36 -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
Chuck Thier
0502f98050
feat: Adds Spectral Spellbinder for Old Haven (#2453) 2026-07-02 19:40:11 -07:00
Kamron Batman
a038655541
fix: Bumps dependencies. Adds Server 2012/2016 support. (#2509)
### Summary

* Bumps dependencies
* Bumps IORingGroup to add epoll support and backward compatibility for Server 2012/2016.

Closes #2508
2026-07-02 19:29:34 -07:00
Kamron Batman
a28a32f46d
fix(json): Rectangle3DConverter loses a z-level on write (#2506)
## Summary

`Rectangle3DConverter.Write` corrupts a rectangle's Z range for certain bounds. The omit-z guard was:

```csharp
var writeZ = value.Start.Z is > sbyte.MinValue and < sbyte.MaxValue
          || value.End.Z   is > sbyte.MinValue and < sbyte.MaxValue;
```

This drops `z1`/`z2` whenever **both** Z bounds sit at/outside the sbyte extremes — but `Read` reconstructs absent Z as exactly `z1 = -128, z2 = 127` (depth 255). So any rectangle that trips the omit condition without *being* that sentinel round-trips to depth 255 and is corrupted.

The concrete case: a **homeRange-style** bound `Start.Z = -128, End.Z = 128` (depth 256, the full vertical range used by spawners) gets `z1`/`z2` omitted on write, then reads back as depth **255** — silently losing the top z-level on every re-serialize.

(Spotted while working on #2505; spawners now prefer the `homeRange` form so most square bounds avoid this path, but any non-square `spawnBounds` or other `Rectangle3D` JSON is affected.)

## Fix

Omit Z only for the exact sentinel `Read` produces (`z1 == -128 && z2 == 127`); write it for anything else:

```csharp
var writeZ = value.Start.Z != sbyte.MinValue || value.End.Z != sbyte.MaxValue;
```

`Read` is unchanged, so existing `regions.json` rectangles that omit Z keep loading identically.

## Tests

New `Rectangle3DConverterTests`: round-trips the homeRange depth-256 case, the depth-255 sentinel, and ordinary/edge z values; asserts the sentinel omits Z while homeRange bounds write it. Server.Tests 717/717, UOContent.Tests 487/487.
2026-06-25 23:42:49 -07:00
Kamron Batman
d8a64f3316
refactor(spawners): replace DynamicJson with typed SpawnerDto records (#2505)
## Summary

Removes the dated `DynamicJson` JSON helper and migrates spawner JSON (de)serialization to a polymorphic `record SpawnerDto` hierarchy. `DynamicJson` was the last remaining consumer (regions moved off it in #1400).

The key correctness improvement: **System.Text.Json deserializes plain DTO records, never a live `Item`.** Previously, deserializing directly into an `Item` meant STJ constructed world-registered objects *before* the data was validated — a malformed/hand-edited spawn file could leave orphaned spawner Items in the world save. Now a parse failure is GC-only; `dto.ToSpawner()` constructs the spawner only from a fully-validated DTO and self-cleans on failure.

## What changed

- **New:** `SpawnerDto` (abstract) + `SpawnerDataDto` / `RegionSpawnerDto` / `ProximitySpawnerDto`, each marked with a reusable `[JsonDiscoverableType]` opt-in attribute. Auto-discovered at the `Configure` phase — no manual registration list (avoids the regions `Register<T>()` footgun), open to custom spawner subtypes.
- **Symmetric mapping:** `BaseSpawner.ToDto()` (export) ⇄ `SpawnerDto.ToSpawner()` (import). `ToSpawner()` deletes-and-rethrows on any failure, so the importer can never orphan an Item.
- **`SpawnerJsonSerializer`** wires `$type` polymorphism on the `SpawnerDto` root with loud collision/constructibility validation.
- **Import/export commands** rewired to the typed DTO path (reflection `FindTypeByName`/`CreateInstance` removed).
- **Data migration:** the 109 `Distribution/Data/Spawns/**` files moved from `"type"`→`"$type"` and legacy `homeRange`→`spawnBounds`. The runtime still *reads* legacy `homeRange` for external files. The `homeRange→spawnBounds` formula is proven equivalent to the runtime conversion (`BoundsEquivalenceTests`, hr=0/1/3/7).
- **Deleted:** `Projects/Server/Json/DynamicJson.cs`.

Sparse export output matches the legacy `ToJson` (nullable DTO properties + `WhenWritingNull`). Binary world-save serialization is untouched.

## Tests

- DTO round-trip per spawner type; sparse-default omission; legacy `homeRange` read; export/import file round-trip.
- `Import_MalformedFile_LeaksNoWorldItems` — proves a mid-array parse failure constructs zero world Items.
- `AllSpawnFilesLoadTests` — every migrated spawn file deserializes and builds.
- Duplicate-discriminator validation.
- UOContent.Tests 485/485, Server.Tests 710/710, build clean.

## Follow-up (not in this PR)

`Rectangle3DConverter.Write` (in `Projects/Server/`) omits `z1/z2` when `Start.Z == -128`, so a future server-side export of a `homeRange`-style spawner round-trips depth 256→255. Pre-existing and out of scope here (Server change); the migrated data reads correctly. Worth a separate small converter PR.
2026-06-25 23:24:45 -07:00
Kamron Batman
73d1ee3874
fix(network): don't leak duped-layer equipment via EquipUpdate/OPL (#2502)
## Problem

A creature equipped with two items that resolve to the **same layer** can crash the legacy EA 2D client (use-after-free). Equipment `Layer` comes from tiledata (`Layer = (Layer)ItemData.Quality`), so a **two-handed weapon and a shield both resolve to `Layer.TwoHanded`**. `Mobile.FindItemOnLayer` even documents the invariant: *"We only allow 1 item per layer. Its an implicit contract."*

## Root cause

- `SendMobileIncoming` (0x78) **dedupes by layer** (the `layers` span) and sends only the first item per slot — so a static creature is fine.
- But the per-item **`SendEquipUpdate` (0x2E)** and the item **OPL** sends do **not** dedupe. On any equip/property delta (`Item.ProcessDelta`) they fire per item and leak the second same-layer item on its own.
- The client then holds two items on one equipment slot; when that slot is torn down (e.g. a large group of such creatures and the player runs out of range → mass remove) the legacy 2D client frees one and dereferences it → UAF. ClassicUO bounds-checks and is unaffected, but the server is emitting an invalid, self-contradictory stream either way.

## Fix

Make per-item equip/OPL sends honor the same first-item-per-layer rule `SendMobileIncoming` already uses:

- `Item.IsDupedEquipLayer()` — `m_Parent is Mobile m && m.FindItemOnLayer(m_Layer) != this` (reuses the existing helper; true when an earlier item already holds this items layer).
- `Item.ProcessDelta`: early-return before the per-client loop for a duped equipped item (skips the EquipUpdate and OPL to everyone).
- `Mobile` lift-reject re-show: skip the EquipUpdate and OPL for the dupe.

No behavioral change for valid equipment (distinct layers → never duped). For the invalid duped-layer case the second item was already omitted by the 0x78 packet; this just stops it leaking back via the per-item paths.
2026-06-22 23:20:57 -07:00