Commit graph

59 commits

Author SHA1 Message Date
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
Kamron Batman
ebaf104935
chore: Use var everywhere (#2294) 2025-12-27 16:47:28 -08:00
Kamron Batman
40ba85d7b8
fix: Optimizes items to use default weights. (Part 3) (#2242) 2025-07-24 16:21:27 -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
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
09d6420320
fix: Fixes Item ID so it doesn't gain from non-identifiable items (#2075) 2025-01-18 10:58:22 -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
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
Kamron Batman
26dfde19ee
fix: Consolidates Color/Center html (#1762)
### Summary
- Fixes bad color in virtual check gump
- Consolidates the Color/Center html strings for all gumps
2024-05-07 23:56:32 -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
Kamron Batman
42012538bc
fix: Fixes crafter deserialize, cleans up bandages, and codegens misc items (#1350) 2023-02-25 00:54:12 -08:00
Kamron Batman
df9a58dd49
feat: Adds IAosItem for items with AosAttributes (#1268) 2022-11-23 10:49:30 -08:00
Kamron Batman
936000ecf7
feat: Adds SerializedCommandProperty (#1249)
## Breaking Change
* Removes `SerializableFieldAttrAttribute` in favor of `SerializedPropertyAttr`.

## Important Change
* Adds `SerializedCommandProperty`

Example:
```cs
    [InvalidateProperties]
    [SerializableField(0)]
    [SerializedCommandProperty(AccessLevel.GameMaster)]
    private Mobile _completedBy;
```
2022-11-14 18:24:33 -08:00
Kamron Batman
e1e30998ba
fix: Adds ReadType/Write(Type) and improves type referencing (#1172)
## Changes
* Improves type hashing by introducing xxHash3 (64bit)
* Removes individual `tdb` files in favor of a single `SerializedTypes.db` file. This file is only used to identify a type that is being deserialized, which doesn't exist.
* Adds duplicate type alias detection
* Adds `AssemblyHandler.FindTypeByHash`

View changed files whitespaces: https://github.com/modernuo/ModernUO/pull/1172/files?diff=split&w=1

## SerializedTypes.db
The serialized types file is used to get back the original name of a type in case it no longer exists in code. This can easily be necessary if a class is renamed in code and no `TypeAlias` is provided.

### Format
byte[4] - version
byte[4] - count
--array--
byte[8] - xxHash
byte[1] - flag, 0 - null, 1 - not null
byte[n] - Full class name in UTF8

### Example
<img width="472" alt="SerializedTypes_Example" src="https://user-images.githubusercontent.com/3953314/195255429-31d24293-6bd1-419e-811b-07874dd0f78d.png">

## Benchmarks
Serialized 500 Type fields. The 8192bytes comes from the _ConcurrentQueue_ that would later be used for SerializedTypes.
Note that the queue is never cleared, so it's size grew considerably.
```cs
|               Method |     Mean |    Error |   StdDev | Allocated |
|--------------------- |---------:|---------:|---------:|----------:|
|      BenchmarkXXHash | 18.44 us | 0.278 us | 0.260 us |    8192 B |
| BenchmarkTypeStrings | 25.09 us | 0.292 us | 0.259 us |         - |
```

TODO:
* Add support in the Serialization Generator for `ReadType()` and `Write(Type)`
* Remove `SetTypeRef` from Serialization Generator
2022-10-11 22:17:22 -07:00
Kamron Batman
2c294b463c
fix: Fixes default values from serialization for basearmor (#1167) 2022-09-07 19:45:11 -07:00
Kamron Batman
89815ad4d3
feat: Updates to Serialization Generator v2.2 (#1157)
* Adds `SerializationProperty` - This will generate the private variable for serialization. Also provides an option `useField` to specify your own. Example:
  ```cs
  [SerializationProperty(0, useField: nameof(_resource)]
  ```
2022-09-04 08:45:27 -07:00
Kamron Batman
c4b814cc07
fix: Fixes damage from AR (#1134) 2022-07-28 17:39:21 -07:00
Kamron Batman
b779d7737f
fix: Adds ISpanFormattable support to Serial (#1065) 2022-06-14 18:39:46 -07:00
Kamron Batman
b74b47159f
fix: Fixes localization corner cases with OPL (#1050)
## 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!
2022-06-12 21:17:42 -07:00
Kamron Batman
ecbee17690
fix: Optimizes OPL using string interpolation (#1041)
## 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.
2022-06-02 10:09:53 -07:00
Kamron Batman
54d728a322
fix: Updates serialization to use v2.0 (#998)
- [X] Deletes serialization annotations
- [X] Updates to ModernUO.Serialization.Annotations nuget
- [X] Updates serializer to v2.0
- [X] Changes all `Serializable()` to `SerializationGenerator()`
- [X] Updates to schema generator v2.0
2022-04-17 08:02:15 -07:00
Kamron Batman
9baa6f58e7
fix: Codegens deeds (#983) 2022-03-30 19:42:38 -07:00
Kamron Batman
77181678da
fix: Converts BaseArmor and BaseClothing to use string crafter fields (#928) 2022-02-27 03:18:17 -08:00
Kamron Batman
63e1b02d93
chore: Cleans up pattern checks. (#892) 2021-12-24 15:53:59 -08:00
Kamron Batman
bfbe2a6512
fix: Updates professions & new player gargish equipment (#819)
* Now reads Prof.txt to get the professions
* The templated professions are based on profession `TrueName`
* Adds missing starting equipment
* Implements gargish starting equipment
* Consolidates some of the code
* Moves TC stuff to the TC file.
* Fixes some starting equipment that was wrong.

Note:
* Implementing the original T2A professions is possible on the client side, but requires moving the old clilocs to the current clilocs file. In the current file the entries are blank.
* Using the original LBR professions (they match AOS but without necromancy/chivalry) is kind of confusing because the profession indexes are ripped out of the UOTD/UOR ones and have non-sequential indexes. This will probably cause confusion and people will get no templated items when they select the wrong profession.
2021-10-16 10:48:58 -07:00
Kamron Batman
8eaa859332
fix: Fixes code genning armor, clothing, and BODs (#810)
* Fixes code genning clothing
* Fixes code genning armor
* Fixes code genning BODs
2021-09-28 22:09:34 -07:00
Kamron Batman
dbd4d6f13f
fix: Various code cleanup (#756) 2021-09-03 19:41:12 -07:00
Kamron Batman
e7e0151b38
fix: Fixes armor not scaling properly from world deserialization (#752) 2021-08-31 19:46:41 -07:00
Kamron Batman
8ffd5a5bd0
fix: Updates races to properly support gargoyle equipment. (#744)
* Adds `RaceFlag` to the `Race` object. This is `1 << RaceIndex`
* Replaces `RequiredRace`  with `RequiredRaces` for items.
* Adds convenience flags for `RequiredRaces`
  ```cs
  
  public const int AllowAllRaces = 0x7;      // Race.Human.RaceFlag | Race.Elf.RaceFlag | Race.Gargoyle.RaceFlag
  public const int AllowHumanOrElves = 0x3;  // Race.Human.RaceFlag | Race.Elf.RaceFlag
  public const int AllowElvesOnly = 0x2;     // Race.Elf.RaceFlag
  public const int AllowGargoylesOnly = 0x4; // Race.Gargoyle.RaceFlag
  ```
* Example usage on an item:
  ```cs
  public override int RequiredRaces => Race.AllowHumanOrElves;
  ```
* Adds Wood and Stone armor material types
* Updates Woodland armor to Wood
* Adds proper messaging for race restrictions
* Adds gargoyle only for object properties
* Adds `CheckRace` functions for validating if a race or mobile can use the item:
  ```cs
  bool CheckRace(Race race);
  bool CheckRace(Mobile from, bool message = true);
  ```
2021-08-29 00:43:55 -07:00
Kamron Batman
db59bf6dd0
fix(cleanup): Cleans up attribute syntax (#734) 2021-08-26 18:30:16 -07:00
Kamron Batman
451e53d006
fix: Fixes base armor deserializing old version (#731) 2021-08-26 13:45:31 -07:00
Kamron Batman
ca3faec01d
fix(codegen): Codegens clothing (#714) 2021-08-24 23:11:59 -07:00
Kamron Batman
c2f853d8a8
fix(codegen): Fixes base armor using wrong int type (#708) 2021-08-19 23:02:16 -07:00
Kamron Batman
ca5e9342a0
fix(codegen): Adds default codegen option for save flags. Fixes world load issues. (#707) 2021-08-19 22:51:44 -07:00
Kamron Batman
c8a2605c0d
fix(codegen): Code gens base armor and fixes code genning of other armors. (#696)
* Fixes code gen of save flags
* Code gens rest of armor
* Fixes some existing code genned armors
* Code gens BaseArmor
2021-08-17 17:52:15 -07:00
Kamron Batman
803d594300
fix(codegen): Fixes leather gloves again, typo in the serialize version. (#695) 2021-08-17 13:45:08 -07:00
Kamron Batman
5f7dab0795
fix(codegen): Fixes leather gloves deserialization (#694) 2021-08-17 12:44:34 -07:00
Kamron Batman
9833b0439a
fix(codegen): Code gens more armor items (#693) 2021-08-17 11:04:03 -07:00
Kamron Batman
2c8097f707
fix(codegen): Fixes various code gen issues. Adds better embedded serialization support (#688)
* Adds save flag support (see `ElvenGlasses` for an example)
* Updates AOSAttributes so they are code genned
* Fixes embedded object support by adding an `IRawSerializable`
* Fixes various inconsistencies in serializing with codegen
2021-08-17 02:43:52 -07:00
Kamron Batman
69af652a18
fix: Codegens some armors & Fixes code genning of some base addons (#687) 2021-08-16 16:11:20 -07:00
Kamron Batman
db02a6b6e9
fix(core): Fixes some properties that cannot be modified ingame (#604)
- [X] Adds a property to `CommandProperty` to allow modifying `PropertyObject` where there is no property setter that is accessible.
- [X] Updates AosAttributes and friends

Example of how to make this work:
```cs
        [CommandProperty(AccessLevel.GameMaster, canModify: true)]
        public AosWeaponAttributes WeaponAttributes { get; private set; }
```

This fix is necessary because in release mode the optimizer will sometimes _entirely remove the setter_ because it knows it can do something that is more efficient _when the property setter is private_. RunUO got around this by declaring a public setter explicitly that _was empty_.

### Screenshot
<img width="313" alt="Screen Shot 2021-05-15 at 11 34 01 PM" src="https://user-images.githubusercontent.com/3953314/118387955-49293c00-b5d6-11eb-8f31-a3b5e31bd18b.png">
2021-05-15 23:47:33 -07:00
Maciej Cz
89223e9196
fix(content): Adds Gargish leather and studded armor (#559) 2021-03-31 17:29:25 -07:00
Kamron Batman
1e2242bb1a
chore(content): Updates to C# 9 syntax (#373) 2020-12-30 12:50:10 -08:00
Kamron Batman
4ddb3de026
fix(core): Fixes several serialization issues (#355)
- [X] Fixes an issue where a buffer smaller than 8 bytes would not double with enough space in some cases.
- [X] Fixes an issue with dupe copying the savebuffer reference (ugh).
- [X] Streamlines the IGenericWriter API to use better generics.
- [X] Streamlines the IGenericReader API to use better generics.
- [X] Forces `tidying` of a List/HashSet to be done externally since Writers/Readers should not have side effects.
- [X] Fixes an issue where Tidying a list didn't TrimExcess, causing memory leaks.
- [X] Reverted the meaning of `World.Running` to specifically refer to any world state post world loading.
  - NOTE: Do not use this if you want to block on world saves. Instead use checks against `WorldState.Saving` states.
- [X] Fixes an issue with serializing negative DateTime deltas.
- [X] Fixes a potential issue with serializing non-UTC DateTime.

Bumps release version
2020-12-23 07:11:41 -08:00
Kamron Batman
b6cd408623
Updates Message Packets (#321)
### API Breaking Change
Combined `AsciiMessage` and `UnicodeMessage` into a single function that takes two arguments, `bool ascii` and `string lang`. Lang can be null (or anything) if ascii is true. 

- [X] Changes message packets
- [X] Cleans up some code
- [X] Uses benchmarks to determine if the spanwriter + copyfrom
2020-11-20 21:50:13 -08:00