## Summary
Folds **113** hand-written `[SerializableProperty]` members into plain `[SerializableField]` declarations using the v4 setter hooks — value coercion/vetoes via `allowFieldChange`, post-change side effects via `fieldChanged` (whose `oldValue` parameter covers the old-house/old-sender unsubscribe patterns). Net **-450 lines** of setter boilerplate.
```cs
// before
[SerializableProperty(1)]
[CommandProperty(AccessLevel.GameMaster)]
public int Charges
{
get => _charges;
set
{
_charges = Math.Clamp(value, 0, MaxCharges);
InvalidateProperties();
this.MarkDirty();
}
}
// after
[SerializableField(1, allowFieldChange: nameof(AllowChargesChange))]
[SerializedCommandProperty(AccessLevel.GameMaster)]
[InvalidateProperties]
private int _charges;
private bool AllowChargesChange(ref int value)
{
value = Math.Clamp(value, 0, MaxCharges);
return true;
}
```
## How sites were selected
A classifier parsed all 204 `[SerializableProperty]` sites and converted only those matching strict shapes: getter is exactly `get => _field;`, the assignment comes first (after at most an equality guard), and relocated side effects contain no `return`, no `value` mutation, and no field re-assignment. Everything else was left alone deliberately:
- **~34 custom getters** (fallback defaults like `_x == -1 ? Default : _x`, self-healing refs) — no setter hook can express these.
- **~35 pre-assignment logic** (durability Unscale/Scale sandwiches, old-state captures like PotionKeg's pile weight).
- **virtual/override members, name-mismatched backing fields (`m_`), exotic semantics** (guards' `Focus` does work on *equal* assignment; `ChampionSpawn.Active` never assigns its field).
Five sites the classifier refused were converted by hand where the hooks fit cleanly: `ReceiverCrystal.Sender`, `PlayerVendor.House`, `PlayerBarkeeper.House` (old-value unsubscribe via `oldValue`), `BaseSuit.AccessLevel` (its existing virtual `OnAccessLevelChanged` already had the exact callback shape), and `DyeTub.DyedHue` (a true veto: `AllowDyedHueChange(ref int value) => _redyable`).
## Verification
- Build: **0 errors, 0 warnings**.
- **Schema regeneration produces zero Migrations changes** — the conversion is wire- and schema-neutral by construction (same orders, types, and property names), and CI's schema diff check enforces it.
- **835 + 708 tests green.**
## Behavioral notes (all strict improvements, called out for review)
- Generated setters skip everything when the incoming value equals the current one; a few converted setters previously re-ran side effects on equal assignment (redundant `Update()`-style refreshes).
- Generated setters always `MarkDirty()` on change; several converted setters never did (e.g. `DyeTub.DyedHue`, `MorphItem` ranges) — their changes only persisted if something else dirtied the entity. Those latent persistence bugs are fixed by construction.
## Summary
Migrates the five-step SoulStone wizard and the TreasureMapChest remove-confirmation dialog from legacy `Gump` to the modern builder API.
Per-gump base type:
- **`SelectSkillGump` -> `DynamicGump`** -- the skill picker iterates the player's skill list and emits one button per non-zero skill, so the layout shape varies per instance.
- **`ConfirmSkillGump` -> `DynamicGump`** -- skill name uses `AosSkillBonuses.GetLabel(...)` which returns dynamic clilocs in the `1044060 + (int)skill` range, plus current/cap skill values rendered as text labels.
- **`ConfirmTransferGump` -> `DynamicGump`** -- same dynamic skill cliloc plus per-instance Base/Cap/Stored values.
- **`ConfirmRemovalGump` -> `StaticGump<ConfirmRemovalGump>`** -- only fixed clilocs (warning text, Continue, Cancel), so the layout caches.
- **`ErrorGump` -> `DynamicGump`** -- title and message clilocs are constructor parameters that vary per call site.
- **`TreasureMapChest.RemoveGump` -> `StaticGump<RemoveGump>`** -- fixed-cliloc confirmation prompt (no item list, despite the name); `Closable=false`/`Disposable=false` are now `builder.SetNoClose()`/`builder.SetNoDispose()`.
All six gumps are now `Singleton => true`, have private constructors, and expose a static `DisplayTo` entry point that validates `from`, `NetState`, and the underlying entity before constructing -- prevents the empty-gump leak. Wizard navigation between steps now goes through `DisplayTo` (e.g. `ConfirmSkillGump.DisplayTo(from, _stone, skill)` from the skill picker, `ErrorGump.DisplayTo(...)` from absorption pre-checks, `SelectSkillGump.DisplayTo(...)` from the "make another selection" button on `ConfirmSkillGump` and from `ErrorGump` bounce-back). Because each gump is Singleton, sending the same type again automatically closes any prior instance instead of stacking; the explicit `gumps.Close<T>()` chain on `OnDoubleClick` is preserved so opening the soulstone still resets any orphaned step from another wizard.
`OnResponse` now uses `in RelayInfo info`. All inline `AddX(...)` calls move to `builder.AddX(...)` inside `BuildLayout`. `Skill.Base.ToString("F1")` etc. are converted to `$"{value:F1}"` interpolation passed to `AddLabel(ReadOnlySpan<char>)`. Skill picker pagination still uses client-side `AddPage` / `GumpButtonType.Page` -- no server-state pagination to migrate.
> [!Important]
> **Developer Note**
> This code change will **completely move gumps out of the core**
### Summary
- Adds `GetGumps()` convenience which exposes methods to Find/Close/Send multiple gumps. This helper is a performance improvement by eliminating the Dictionary<Player, List> lookup for gumps.
## 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.*
## Changes
- [X] Adds OPL convenience methods
- `opl.Add(cliloc, value)` and `opl.Add(value)` - value as an integer or string works just like `opl.Add(cliloc, $"{value}")`
- `opl.AddLocalized(cliloc, clilocValue)` - works the same as `opl.Add(cliloc, $"#{clilocValue}");`
- [X] Simplifies basic `list.Add()` situations
- [X] Changes cliloc as an argument so it works with custom IPropertyList implementations (HTML)
- [X] Fixes plants so they support the old localization and new (changed in 7.0.12.0+)
- [X] Exposes more methods to override for Item to make creating custom OPL possible.
## Important Notes
* Using a ternary as an argument, like this `opl.Add(number, showType ? $"{type}\t{value}" : $"{value}");` _will not use the correct string interpolation_. This means if you use a custom PropertyList (for HTML or some other purpose), the property list won't be localized properly.
* All localization values must be interpolated, even if they are literal strings, or integers. Example: `opl.Add(number, $"{"Charges"}\t{m_Charges}");` is correct. Using the following: `$"Charges\t{m_Charges}"` will not work for custom PropertyList implementations!
## Breaking Changes (New API)
ObjectPropertyList supports the following API:
```cs
list.Add(500000);
list.Add(500001, stringArgument);
list.Add("Some text");
list.Add($"Some text with {argument}");
list.Add(500002, $"{arg1}\t{arg2}");
```
## Notes
1. All API uses that require a formatter like this:
```cs
list.Add(500002, "{0}\t{1}", arg1, arg2);
```
Should be changed to use string interpolation, for example:
```cs
list.Add(500002, $"{arg1}\t{arg2}");
```
2. The following paradigm should no longer be used:
```cs
list.Add(1061170, prop.ToString()); // strength requirement ~1_val~
```
The new string interpolation API will avoid having to convert the argument to a string before writing it to the packet. Instead use the following:
```cs
list.Add(1061170, $"{prop}"); // strength requirement ~1_val~
```
### Benchmarks
```cs
| Method | Mean | Error | StdDev | Gen 0 | Allocated |
|------------------------------- |---------:|--------:|--------:|-------:|----------:|
| BenchmarkOldOPL | 241.0 ns | 0.56 ns | 0.47 ns | 0.0105 | 88 B |
| BenchmarkStringInterpolatedOPL | 199.9 ns | 2.44 ns | 2.39 ns | - | - |
```
### Changes
- [X] Removes crash in STArray.Return when array is null.
- [X] Fixes NPE in OPL when entity is null. Serial in packet will be 0 when entity is null.
- [X] Fixes NPE in AosAttributes when Parent is null.
- [X] Changes OPL to use string interpolation.
- [X] Introduces `IPropertyList` to allow extending PropertyList for other uses.
- [X] Caches DateTime.NowUtc on the game loop (not other threads)
- [X] Replaces all locations where it makes sense
- [X] Adds Min/Max for `IComparable` (TimeSpan, DateTimes, etc)
Closes#261
SpanWriter now has an argument that allows it to be resizable.
```cs
public SpanWriter(Span<byte> initialBuffer, bool resize = false)
public SpanWriter(int initialCapacity, bool resize = false)
```
If a SpanWriter is set to be resizable, or given an initial capacity instead of a buffer, it must be disposed:
```cs
public static void SomeMethod()
{
using var writer = new SpanWriter(stackalloc byte[512], true);
// stuff
// Automatic Dispose of writer
}
```
This is because the SpanWriter uses `ArrayPool<byte>.Shared` _rented buffers_ to resize. If the writer is not disposed, those buffers will never be reused resulting in a _memory leak_.
It is possible that the SpanWriter will outright ditch the initial buffer if resize is set to true and growing is needed. To check/account for that we can do the following:
```cs
public static void SomeMethod()
{
Span<byte> span = stackalloc byte[512];
using var writer = new SpanWriter(span, true);
// write some stuff that causes the span to grow
span = writer.RawBuffer;
// Do stuff with the span
}
```
Make sure you don't accidentally `Dispose()` the writer or use the `RawBuffer` outside of the `using` block. If you do, bad things will happen! (NullPointerException, or a fresh SpanWriter with no buffer, depending on the situation).
SpanWriter can also now be used with a fixed statement since it has a `PinnableReference()` function.