**Follow-on to #2639 (merged). References a local IORingGroup `1.0.13-preview.11` pack until 1.0.13 (modernuo/IORingGroup#15) is published; do not merge before that switch.**
## Summary
Consumes IORingGroup's lean base pools (modernuo/IORingGroup#15): both network pools now start with one slab, grow a slab at a time with the population, and trim idle slabs back after quiet periods.
- Fixes the transport's send-pool cap: previously only 1024 of the 4096 connections could get a send buffer; connection 1025 was closed at accept.
- Network memory at boot drops from about 96 MB to about 10 MB at the defaults; a full 4096 logged-in connections is about 1.25 GB of base buffers plus the growth budget.
- New settings: `network.initialBufferSlabs` (default 1; slabs of each pool held from boot and the trim floor) and `network.maxBufferSlabs` (default 128; divides the connection maximum into slabs, 32 connections per slab). Both are coerced with a warning; the same value feeds the ring table and the manager so they cannot drift.
- The Debug-only maintenance line includes base-pool capacity and releases.
- `dev-docs/server-requirements.md` rewrites the network memory story and adds the two settings.
## Pre-auth buffers
Every connection starts on the transport's platform-minimum buffers (4 KB receive, 4 KB send) instead of the base pools. It is promoted to full-size buffers (64 KB receive, `network.sendBufferSize` send) when the game server verifies its account — the point where `NetState.Account` is assigned in the `GameServer_AwaitingGameServerLogin` or `GameServer_LoggedIn` state, so a verdict that lands after the parser has moved on still promotes. Nothing ever moves back. The login-server pass stays on the small buffers for its whole lifetime.
Before credentials verify, nothing promotes: the 4 KB send ring is the entire pre-auth send budget, and a connection that overruns it is dropped as exhausted, exactly as the receive side drops a packet header declaring more bytes than the receive buffer can hold (new guard in `HandlePacket`; it also closes the old 65535-byte edge on 64 KB buffers). The stock login sequence sends under 2 KB. After credentials verify, the send path promotes on demand if it ever needs to (unbudgeted, outside the memory ceiling and the shrink bookkeeping — promotion is not growth), and the oversize-packet guard waits on a pending receive promotion or retries a stalled one once for a verified account before disconnecting. A completion that fills the receive buffer arms no receive, so `HandleReceive` now calls `RingSocket.ResumeReceive()` after the parse loop — at 4 KB a burst of small packets fills the buffer in one completion.
Net effect: a flood of unauthenticated connections tops out at about 32 MB across the full 4096-connection cap where the platform minimum is 4 KB (the transport's retained slabs and the base pools used by logged-in players are separate), and never allocates a base-pool slab.
Platform note: on Windows Server 2012 R2 / 2016 the transport's legacy mapping path floors at 64 KB: the pre-auth receive pool is off there (its base is 64 KB), while the pre-auth send buffer starts at 64 KB under the 256 KB base. The server logs the effective sizes at startup.
## Testing
Server.Tests (905) and UOContent.Tests green on the preview pack (one pre-existing `FamiliarAITests` failure from #2644 reproduces on `main`, tracked separately). New tests cover both coercions, that the ring's registration table equals `RequiredRegisteredBuffers` for the configured values, promotion on game-server auth and on a late account, no promotion on the login server, pre-credential overrun ending in exhaustion, post-credential on-demand promotion, the oversize-packet guard through loopback (error, wait, retry with an account, and a promotion made pending mid-parse), and receiving again after a burst fills the initial buffer.
When an AI debug-message cooldown crosses the signed tick-counter boundary, DebugInterpolatedStringHandler can emit before the deadline or suppress a message after it. Both constructors compare absolute tick values.
Use subtraction-based deadline comparisons in both constructors, following dev-docs/tick-counts.md. This is a two-line production change; message formatting, cooldown duration, and gameplay behavior are unchanged.
Adds 35 regression cases exercising the actual handler and DebugSayFormatted:
- Both constructor overloads, with debugging enabled and disabled.
- Before/at/after deadlines on positive and negative clocks.
- Future and expired deadlines across signed wraparound.
- Cooldown rearming across wraparound and buffer clearing.
- A compiler-generated interpolated call through the public extension method.
Validation on Linux / .NET 10, based on clean upstream 35e3a31b4:
- Release build: 0 warnings, 0 errors.
- New tests against unchanged production code: 28 passed, 7 failed.
- With the fix: 35 passed, including without client map data (no skips).
- Selected AI/pet suites: 134 passed / 7 failed before; 141 passed / 0 failed after.
Tests use synthetic entities; no running shard or world saves. The faulty comparisons were reverified on upstream main before submission. Windows execution remains unverified. The tests exercise explicitly assigned deadlines; deadline initialization is outside this patch.
Addresses only the DebugInterpolatedStringHandler comparison item in #2627; it does not close the other audit items.
Two bugs found while reworking #2653.
**Custom flags throw.** `SyncStaticFlag` is a switch expression with no discard arm, so any key that has no static behind it throws `SwitchExpressionException`. `[FeatureFlag mykey create <category> <desc>` crashes in `CreateOrUpdateFlag`, and once such a key is in `flags.json`, every boot's `SyncAllStaticFlags()` throws mid-iteration — caught and logged as "Failed to load feature flags", but stock flags later in dictionary order never sync. Added `_ => enabled`.
**Removing a flag turns some features on.** `RemoveFlag` hardcoded `SyncStaticFlag(flagKey, true)`. For `speedhack_detection` and `insurance` the real default is `false` / `insurance.enable`, so deleting the flag enabled the feature. It now syncs the removed flag's `DefaultEnabled`, which #2653 seeds from the static.
Verified: `dotnet build Projects/UOContent/UOContent.csproj -c Release`, 0 `CS` diagnostics (post-build copy to `Distribution/` was blocked by a running server instance).
## Summary
Profiling with thousands of creatures in range of each other showed `BaseAI.IsInvalidFactionTarget` checking Ethereal Voyage and active Honor on every acquisition candidate and then calling `BaseCreature.IsEnemy`, which checked both again. This makes `IsEnemy` the single authority and removes the duplicate per-pair work.
## Changes
- **`BaseCreature.IsEnemy`**: the Ethereal Voyage check sat below the `m is not BaseCreature` early return, so it never reached players — the only mobiles that cast it. It is hoisted next to the Honor veto. `GetMaster()` was called three times per creature pair (inside `Ethics.Player.Find(m, true)` and twice at the bottom); it is now computed once.
- **`BaseAI.IsInvalidFactionTarget`**: reduced to `IsFriend` / `IsEnemy` / `CanBeHarmful`. The removed `Combatant != m` Honor exception was dead code — `IsEnemy` vetoed Honor unconditionally on the following line.
- **`Ethics.Player.Find`** / **`TransformationSpellHelper.GetContext`**: small simplifications on the same path.
## Behavior
- `ShouldAcquireOnApproach` and `OnAggressiveAction` only consult `IsEnemy`, so movement-triggered acquisition now respects Ethereal Voyage for players (previously a player under Ethereal Voyage walking past a monster was still acquired on approach).
- `BaseFactionGuard.IsEnemy` does not call base, so faction guards no longer skip honoring/voyaging enemy-faction players. Accepted: both mechanics describe monsters, not guards.
- `HealerAI`/`BerserkAI`/`PredatorAI` (`bFacFriend`) callers are unaffected — `IsFriend` already required a `BaseCreature`, so players were excluded before these checks ran. `MilitiaFighter`/`MilitiaCanoneer` return `false` for all players, so they are unaffected too.
## Testing
- `dotnet build` clean.
- Pure predicate reorder; no new tests.
### Summary
`default-flags.json` was never shipped — `Configuration/` is gitignored — so the predefined-flag loader has been dead since #2328. A fresh shard boots with 0 flags and writes no JSON until an admin changes something, so `[FeatureList` is empty on first run.
Stock flags are now defined in code. `Initialize()` runs `Load()` first, then `LoadDefaultFlags()` seeds any of the 14 stock keys the save is missing, reading each default from the static it syncs (`ServerFeatureFlags` / `ContentFeatureFlags`) rather than a duplicated boolean — so `speedhack_detection` stays off and `insurance` honors `Insurance.Configure` (`insurance.enable`). Existing entries are never overwritten, so admin state survives upgrades and saves predating a flag pick it up. `Save()` runs only when something was seeded, so all five JSON files exist from first boot.
Verified: `dotnet build Projects/UOContent/UOContent.csproj -c Release`, 0 warnings 0 errors.
## Summary
Two workflow additions to `CLAUDE.md`, with the detail in `dev-docs/`, plus a GitHub issue form.
### Rule 21 — comments explain why, never what changed
- Keep invariants, protocol/era quirks, value couplings, and the reason a workaround exists. One line where one line will do.
- Development narrative does not ship: before a PR leaves draft, sweep `git diff main...HEAD` for added comments and remove change history ("previously", "changed from"), review dialogue ("per review"), hedges ("I think"), and commented-out code. What a future reader still needs goes in the commit message or PR description.
- New `## Comments` section in `dev-docs/code-standards.md`; rule 21 in the `modernuo-code-audit` skill.
### Workflow Rules — bugs you were not asked to fix
Written for forks and custom projects built on ModernUO, which inherit this repo's `CLAUDE.md`. Also applies here (upstream is `origin`).
1. **Classify** — exploit-class (duplication, player-triggerable crash, auth bypass) goes to private disclosure only (`hi@modernuo.com`, per `CONTRIBUTING.md`), never a public issue, PR, or Discord post.
2. **Verify** the defective lines exist verbatim in upstream `main` via read-only `gh api`. If they don't, it is the fork's bug and nothing leaves the fork. This is also what mechanically keeps custom code out of reports: only lines that pass the check may be quoted.
3. **Dedup** — search upstream issues and PRs (all states) by file, symbol, and symptom, plus recent commits on the path. A merged fix → offer to import it; an open issue → offer to comment there.
4. **Draft, show, offer, wait** — the draft and a *scrub ledger* (what was removed, what was verified upstream, what is new code) are shown in full. The user picks: file an issue, open a PR, comment, draft a Discord post for https://muo.gg/discord, or nothing. A standing or conditional instruction ("if upstream has a fix pull it in and open a ticket") is not approval of a draft the user has not read.
5. **Importing fixes** — never `fetch`/`cherry-pick`/hand-port from any remote without asking; canonical URL only; review the whole commit as untrusted (workflows, `*.csproj`, `Directory.Build.props`, scripts); apply only after a second yes. Third-party forks and unmerged PRs are never a source.
`dev-docs/bug-reporting.md` is the process; `dev-docs/claude-skills/modernuo-bug-reporting.md` is Claude's step-by-step procedure (opt-in, like the other skills).
### Issue form
- `.github/ISSUE_TEMPLATE/bug_report.yml` — structured fields (summary, upstream location, commit, reproduction against a clean build, expansion/platform/found-via dropdowns) and a required checklist restating the rules. Applies the `bug` label.
- `.github/ISSUE_TEMPLATE/config.yml` — chooser links for private security reports and Discord.
- Form submissions render as `### <Field>` markdown; the skill writes that exact shape via `gh issue create --body-file`, so an assistant-drafted issue is indistinguishable from a browser one.
## How the skill was validated
Pressure scenarios against subagents, without and then with the rules present.
- **Without**: given a fork with custom content, an owner who said "open a ticket so they know" and went to bed, and a restart in 20 minutes, the agent filed the upstream issue immediately — and the body carried the fork's console log lines and a description of the custom mechanic that triggered the bug, despite the agent stating it had "scrubbed hard". It did refuse an unreviewed third-party PR.
- **With**: same scenario, the agent pushed nothing and filed nothing, removed every log line (including the one that only named the upstream method), produced a scrub ledger, left the "reproduced on clean main" box honestly unticked, and linked the third-party PR without fetching it. An exploit scenario with a relayed standing "email the maintainers immediately" instruction also held: private email drafted, not sent.
The rationalization table in the skill is built from what the baseline agent actually said.
## Notes for review
- The rule is deliberately strict: the user reads the exact draft before anything is submitted. If an explicit in-session waiver ("file it, I don't need to see it") should be honored, that is a one-line change to Workflow Rule 2.
- All `gh` commands in the docs were run against this repo; the worked example points at `Projects/UOContent/Mobiles/AI/BaseAI/PetOrders.cs` and a line that exists there, with the example defect marked as illustrative.
- `config.yml` links private disclosure to `CONTRIBUTING.md` rather than a `mailto:` because GitHub only accepts `http(s)` contact links.
## Symptom
Since #2614, on any shard with `taming.petsStandDownOnCommand` (default `Core.ML`), every wild creature hits `"I'm being attacked but my master told me not to fight."` when struck. Brigands still chase (acquisition is a separate path in the think loop) but the retaliation path is dead: no `OnAggressiveAction`, no `StopFlee`, no `ForceReacquire`, `Combatant` never set, and `Warmode` forced off on every hit.
## Root cause
#2614 correctly added `OrderType.None` to `BaseAI.IsStandDownOrder` — a stopped pet rests on `None` and Publish 51 says it must not fight back. But the gate in `BaseCreature.AggressiveAction` never asked whether anybody could have given the order. The old predicate (`ct != Follow && ct != Stop && ct != Stay`) had only excluded wild creatures by accident: `None` was not in its set, so nothing ever needed to spell the check out. A wild creature's `_controlOrder` is always `None`.
## Fix
Both halves of `AggressiveAction` now gate on `Controlled && ControlMaster != null && Commandable` — the same predicate every order entry point already uses (`OnSpeech`, context menu, `IsValidTarget`). Only a creature somebody can command has been told to stand down. That excludes, and lets fight back:
| Creature | Why it was standing down |
|---|---|
| Wild creature | rests on `None` |
| Energy vortex, blade spirits, animated weapon, animate dead | `Summoned` with a `SummonMaster` but never `Controlled`; rests on `None` |
| Familiar, talisman summon, escortee, mirror image | `Controlled` with a master but `Commandable => false`; sits on a system-issued `Follow` |
The last row is a deliberate behaviour change from #2614 for ML+ shards: a familiar or escortee on `Follow` no longer stands down when attacked. The publish speaks of commanded pets; a creature that cannot take an order was never told anything, and pre-ML it always fought back.
Commandable summons (Summon Creature, elementals, daemons) are `Controlled` with `ControlMaster == SummonMaster`, so they stand down exactly as pets do.
## Also: stop after stay
Found while testing: `all come` then `all stop` left the pet on `Stay`, ticking *"I have been ordered to stay"*. `come` rests into `Stay` on arrival (deliberate ModernUO divergence, kept), and #2614 had `IssueStop` keep a previous `Stay`. RunUO and ServUO never consult the previous order — `DoOrderStop` is "wander around here" (or `None` pre-ML) — and Publish 51 says a stopped pet *"may wander"*. `Stay` now joins `Follow`/`Guard` in `IssueStop`: stop cancels the standing order and the pet idles anchored where it stands. `Stop_WhileStaying_RemainsStayingAtOriginalPost` is replaced by `Stop_WhileStaying_CancelsToIdleNone` plus the `come, stop` repro.
## Tests
`PetRetaliationTests` gains one case per row above: `WildCreature_`, `UncontrolledSummon_`, `UncommandableCreature_Retaliates_UnderStandDown`. Each fails on main and passes here; full `UOContent.Tests` green (1058 passed).
## Problem
`BaseFamiliar.OnThink` drove its own movement (`WalkMobileRange` toward the master) while the familiar was also a controlled pet running `Obey()`. `Summon → SetControlMaster` issues `Come`; `DoOrderCome` converts it to `Stay` within two tiles and anchors `Home`; from then on `OnThink` walked toward the caster while `DoOrderStay` greedy-stepped back toward the stale post — the backtracking. Combat never approached anything: main only copied `Combatant` while already adjacent to the caster. `CurrentSpeed = 0.01` was a 10 ms think / 50 ms step sprint hack, and `RangeCheck` teleported the familiar to a spot eight tiles *from* the caster.
## Change
A dedicated `FamiliarAI : BaseAI` (registered through `ForcedAI`, like `CloneAI`) owns every familiar decision, for both the controlled (`Obey`) and uncontrolled (`Think`) dispatch:
1. **Lifecycle** — caster gone → drop pack, delete. Caster on another map → stand down and wait for `TeleportPets`.
2. **Herding** (Dark Tides) — stands down, then `CheckHerding()`. Outranks combat.
3. **Assist** — combat-capable familiars (dark wolf, vampire bat, horde minion) engage the caster's target; otherwise anything in a fight with the caster's side — attacked the caster or the familiar, or attacked by the caster (a pet's attack is credited to the caster) — that is still fighting the caster, the familiar, or one of the caster's pets. Leashed to `RangePerception` of the caster; dropped when the caster hides. Shadow wisp and death adder never fight (`AssistsMaster => false`, enforced at the `Combatant` setter so no path can hand them a target).
4. **Follow** — `MoveTo(master, 1)` through the centralized `ApproachTarget` (greedy step / persistent `PathFollower` / stall detection).
5. **Keep-up** — snap to a validated tile beside the caster (on the caster's floor) when outpaced on open ground beyond 10 tiles, or when `ApproachTarget` gave up; never while a detour is working.
**Command immunity** is expressed inside the order machinery rather than around it: `FamiliarAI.IssueOrder` does nothing and rests the order on `Come`, so `TeleportPets` keeps working and no system-issued `Attack` (retaliation on ML's stand-down rule) can strand the familiar. `StandsDownOnCommand => false` so the ML rule never mutes it.
**Visibility** mirrors the caster from the familiar's own state (a step reveals a hidden NPC in `Mobile.OnMove`; the old cache compared the caster's previous state), `RevealingAction` is suppressed while the caster is hidden, and becoming hidden drops Warmode so no swing gives the caster away.
**Speed** is a flat 0.1 (`ReduceSpeedWithDamage => false`).
### Engine-side (all `Projects/UOContent`)
- `ApproachTarget` records which exit it took in `BaseAI.LastApproach` (`ApproachOutcome`: Arrived / Waiting / DirectProgress / Routing / Blocked / GaveUp / InvalidGoal). Callers' booleans are unchanged; keep-up reads this instead of running a second scheduler. `MoveTo`'s arrival return now also clears the move intent, as `ApproachTarget`'s own arrival does.
- `MoveToPoint(goal, range = 1)`; `CheckHerding` passes 0. **Fixes a main regression from #2591:** herding stopped one tile short, never cleared `TargetLocation`, and left the creature pinned to the herding pace — affects the shepherd's crook and the Dark Tides scroll fetch for every herded creature, not just familiars.
- `ChangeAIType` reads `ForcedAI` once. It read it twice, and each `BaseAI` ctor activates its timer for a non-sector-gated creature, so a `ForcedAI` creature with `PlayerRangeSensitive => false` got an orphan AI ticking it.
## Tests
`FamiliarAITests` are timer-wheel driven (the real `AITimer` thinks and moves; `PetPacingTests` style) against live Trammel statics, gated on client map data: follow without backtracking, the five-way assist theory, leash, retaliation, aggressor fallback (caster's own `Combatant` expired; caster's pet in the fight), target dropped when it stops fighting, keep-up on open ground / not while routing / after give-up, hidden mirror across steps, herding priority with a visible fighting caster, stand-down when left behind, no stale move intent. `ApproachOutcomeTests`, `HerdingTests` (fails on main), `ForcedAITests` (fails on main) cover the engine-side pieces.
Against `origin/main` with the familiar tests dropped in: 16/16 fail, including the reported backtracking. On this branch: `UOContent.Tests` 1082 passed / 2 skipped, `Server.Tests` 891/891, solution builds with 0 warnings.