## Problem
When a client's send buffer fills, the `send buffer exhausted` warning repeats for every packet, every tick, until the NetState is finally disposed. Before the io_uring transport an overflow produced one message plus the disconnect line.
## Root cause
Since #2315, `NetState.Disconnect()` only queues. The NetState keeps running, the Mobile stays attached, and in `Slice()` the queued disconnect becomes `RingSocket.Disconnect()`, which sees buffered or in-flight sends and merely sets `DisconnectPending` while the transport drains. Nothing stopped game logic from writing into that buffer afterwards, so:
- every broadcast to that player still reached `Send()`, hit the full buffer, and re-reported exhaustion (made visible by #2551);
- refills kept `ReadableBytes` above zero, so the graceful drain could never finish, and `DataSent` completions kept pushing the alive check out. A slow-but-acking client could keep a "disconnected" session attached indefinitely.
Two more sources of the same warning surfaced during the analysis: `Dispose()` sets `_running = false` before nulling `Mobile.NetState`, and the setter's bank-close / target-cancel packets then reported `0 writable`; and when the socket takes the immediate-close branch (nothing in flight) `Connected` drops without `DisconnectPending`, leaving a one-tick window that also re-reported.
## Changes
- `CannotSendPackets()` refuses once the socket is `DisconnectPending` or no longer `Connected`. Sends between `Disconnect()` and the `Slice()` handoff are still delivered (kicks with a message, the play-server ack).
- `SendBufferExhausted()` reports once per disconnect and keeps the first reason.
- `Send()` is silent while closing instead of reporting exhaustion for a socket that is going away.
- `_nextAliveCheck` is seeded from a real tick (the zero default suppressed the alive sweep on hosts whose counter starts negative).
- `CancelAllTrades()` had its null guard inverted since 547c2ea0f (#2603) and never cancelled anything.
## Does the gate cut off the graceful flush?
No. The gate only refuses writes made after `Slice()` has handed the disconnect to the socket. Everything committed before that point is drained by the transport, which then sends FIN. This matches the pre-io_uring lifecycle: `Disconnect()` cleared `_running` at once, and the next `Slice()` made its final `Flush()` and then closed the socket in `Dispose()`. In both worlds the send window after `Disconnect()` ends at the next network slice; the old one made a single flush attempt, the new one drains everything buffered.
Checked flows:
- **Login gateway.** `PlayServer` sends the 0x8C ack, and the parser queues `Disconnect()` in the same `HandleReceive` call. Both happen before the handoff, so the ack is delivered and FIN follows. ClassicUO's `HandleRelayServerPacket` disconnects and opens a fresh connection before sending the seed and second login, so the game login is a new NetState. The `LoginServer_ServerSelectAck` "CUO/Orion do not reconnect" fallback (#489, 2021) resets the parser state and returns without parsing or replying, and no further receive is posted once the disconnect is pending, so it sends nothing either way. Orion likewise opens a separate game socket before closing the login one.
- **Login rejections, character create/select/delete errors, duplicate-packet guards.** Each sends its rejection first and calls `Disconnect()` in the same handler.
- **Kicks and bans** (`[kick`, `[ban`, AdminGump, ClientGump, ClientVerification, AssistantHandler, lockdown). The message is sent first; delayed variants fire `Disconnect()` from a timer with nothing sent afterwards.
- **Main loop order.** Timers run before `NetState.Slice()`, packet handlers run inside it before the flush, and `LoopContext` tasks run after it; in every case a send that precedes `Disconnect()` reaches the buffer before the next handoff.
`Send_BeforeDisconnect_IsDeliveredThenPeerSeesEof` and `Send_LargeBeforeDisconnect_IsFullyDrainedThenPeerSeesEof` read the bytes back from the peer socket after the handoff (the latter 192 KB across several send completions, past the loopback kernel buffers) and then wait for the FIN, proving delivery and clean close with the gate in place.
## Tests
Seven new tests in `NetStateDisconnectTests` over real loopback sockets: force-close after the drain deadline, delivery then EOF for small and multi-completion sends before `Disconnect()`, send dropped after the handoff, send dropped after an immediate close, exhaustion reported once with the first reason kept, and trades cancelled on disconnect. `MockAccount` promoted to a shared test helper. Server.Tests 876 passed, UOContent.Tests 1048 passed against the published 1.0.11.
## Drain deadline and IORingGroup 1.0.11
A socket handed a disconnect drains what is buffered and closes once the peer has acknowledged it. Send completions keep `NextActivityCheck` moving, so a slow but acking peer could hold a closing socket open indefinitely. A deadline (`DrainTimeoutMs`, 10 s) is now armed at the handoff, or on first sight of a transport-initiated drain in `CheckAlive`, and force-closes when it passes, independent of the inactivity check.
That force-close is only safe with IORingGroup 1.0.11 (modernuo/IORingGroup#12), which this PR bumps to. Before it, `DisconnectImmediate` released pooled buffers while recv/send operations could still be in flight, a failed send stranded the socket forever, and a recv completion could be delivered after its buffer was released. 1.0.11 retires every outstanding operation before release, aborts on a failed send, and holds buffers until the pass after the `Disconnected` event.
## Summary
Two small additive changes that an external content assembly (ModernSpawner) needs, as separable commits.
**1. `SkillEvents.SkillUsed`** (`Projects/UOContent/Skills/SkillEvents.cs`, namespace `Server.Misc`): a plain C# event `Action<Mobile, Skill, bool success>` raised once per skill attempt from each of the four `Mobile_SkillCheck*` handlers, with the handler's own result. Attempts the handler resolves without a roll (too difficult, no challenge) raise too, so a grandmaster's trivial success and a guaranteed combat roll are observable. Not raised when the mobile lacks the skill. Each handler keeps its logic in a private core method and raises on the way out, so there is exactly one raise per attempt and `CheckSkill` itself is unchanged.
- **Why a plain event and not a `[GeneratedEvent]`:** generated events are compile-time static dispatch inside the UOContent compilation, so a subscriber in another assembly cannot use `[OnEvent]`. Shape follows `HelpEvents`.
- **Why "used", not "gained":** this is the XmlSpawner skill-trigger semantic (it wrapped the same four handlers and passed their result as `success`; its grammar was `Skill[+/-]` for success-only or failure-only). Gains are already observable through the existing skill-change notification on `Mobile`.
- **Cost:** one delegate null-check per attempt when nothing is subscribed; no boxing, no closure, no allocation. The handlers sit on the combat swing path.
- **Exception contract:** subscriber exceptions propagate, matching `EventSink`/`HelpEvents`; no try/catch by design.
**2. `InternalsVisibleTo("ModernSpawner.Tests")`** on `Server.csproj`, beside the existing `Server.Tests`/`UOContent.Tests` entries, so an external test host can seed `Core._now` the way the engine's own test initializers do. Separable; a public test seam on `Core` would serve the same need without naming a downstream assembly.
## Open question
The payload is the `Skill` object plus a positional `bool`. A `readonly struct` args type passed `in` would leave room to add `chance` or the target later without breaking subscribers. Happy to change before merge.
## Test plan
- [x] `UOContent.Tests`: 4 tests — a rolled attempt raises once with the returned outcome; each short-circuit path (no challenge, too difficult, on both the direct and value-window handlers) raises with the handler's result; a direct `CheckSkill` call does not raise; no subscriber does not throw. Full suite green.
- [x] `Server` and `UOContent` build clean with `TreatWarningsAsErrors`.
- [ ] CI
## Summary
Follow-up to #2621, which added a per-entry `Disabled` flag to the spawner gump as a checkbox. The checkbox was placed between the Expand and Delete buttons at x=22, overlapping Expand (5–35), and Delete moved to 46, overlapping the creature text box at 71.
- **Lock column on the far left.** Each entry row gets a toggle at x 5–25: padlock `0x82C` when the entry is disabled (press to unlock), green orb `0x2C88/0x2C89` when enabled (press to lock). The client's gump art has only closed padlocks (`0x82C`, `0x0020`), so the orb marks the unlocked state; XmlSpawner uses the same padlock paired with a blue gem.
- **Expand and Delete are adjacent again** (28 / 61, the original 33px pitch), and everything to the right shifts 23px: creature/#/Max/Prb boxes, headers, the totals row, page arrows, Save/Cancel. The gump is now 369 wide (was 346). Params/Props boxes widen to match.
- **Locked entries are read-only.** Name, max, probability, and Params/Props (when expanded) render as `AddLabelCropped` on a grey tile (`0x23F4`) instead of `AddTextEntry`. There is no read-only text entry in the UO gump protocol, so omitting the entry is the only way to make the field truly non-editable. `CreateArray` already `continue`s on a null type entry, so Save leaves locked entries untouched.
- **Totals row aligned under its columns.** Spawned under `#`, a new total max under `Max`, total weight under `Prb`. Max and weight exclude locked entries, matching `BaseSpawner`, which skips `Disabled` entries when rolling.
## Test plan
- [x] `[props` a spawner with several entries: lock column is on the left, Expand/Delete sit side by side, no overlaps.
- [x] Lock an entry: padlock shows, fields go grey and cannot be typed into; unlock: orb shows, fields are editable again.
- [x] Edit an unlocked entry, lock another, Save: unlocked edits persist, locked entry keeps its values.
- [x] Expand a locked entry: Params/Props are grey and read-only.
- [x] Totals sit under `#` / `Max` / `Prb`; locking an entry drops it from the max and weight totals.
## Summary
Moves spawner entry storage out of the abstract `BaseSpawner` into the concrete owner, so a spawner subclass can store its own entry type while every stock code path keeps working. Motivation: an out-of-tree spawner (ModernSpawner) needs `ModernSpawnerEntry : SpawnerEntry` with extra fields; today `BaseSpawner` owns `List<SpawnerEntry>` and a family of non-virtual members, and the serialization generator constructs list elements from the declared element type, so storage has to live in the class that declares the concrete list.
### What changed
- **`BaseSpawner` v13** no longer owns `_entries`. It reads entries through an abstract view and mutates them through an owner contract (`BaseSpawner.Entries.cs`):
`Entries` (`IReadOnlyList<SpawnerEntry>`, `[IgnoreDupe]`), `EntrySpan` (`ReadOnlySpan<SpawnerEntry>` for hot loops), `CreateEntry`, `AddEntryCore`, `RemoveEntryCore`, `ClearEntriesCore`, `AdoptEntries`, `CloneEntry`, `TransferSpawned`, plus public `RemoveAllEntries()`, `CopyEntriesTo(target)` and protected `RebuildSpawned()`. Every loop inside `BaseSpawner` is an indexed `for` over `EntrySpan`.
- **`Spawner` v2** owns `[SerializedIgnoreDupe] List<SpawnerEntry> _entryList` (generated `EntryList`, protected). `ProximitySpawner`/`RegionSpawner` inherit it unchanged. The `Spawned` rebuild and timer re-arm moved from the base `[AfterDeserialization]` (which runs before derived fields are read) into `Spawner`'s.
- **Save migration**: `MigrateFrom(V12Content)` (and the v10/v11/legacy readers) hand the old list to the owner via `AdoptEntries`; `Spawner.MigrateFrom(V1Content)` restores its own fields and leaves the adopted list alone. Three v12/v1/v0 save blobs captured before the change are committed as fixtures and loaded by tests.
- **Lifecycle hooks** (`BaseSpawner.Hooks.cs`, all no-op by default): `OnStarted`, `OnStopped`, `OnBeforeSpawn(entry)` veto, `OnConfigureSpawned(entry, spawned)` before positioning, entry-aware `GetSpawnPosition(entry, spawned, map)`, `OnSpawned(entry, spawned)`, `OnSpawnedDeath(entry, spawned, killer)`. `BaseCreature.OnDeath` calls `NotifySpawnedDeath` before base death (which deletes the mobile and unlinks the spawner). `Start()` and the `NextSpawn` setter share one start core so `OnStarted` fires on both.
- **`SpawnerEntry` v2**: per-entry `Disabled` (XmlSpawner's entry "lock"), stored inverted so the common case writes nothing in binary or JSON; skipped by weighted selection, live spawns untouched; toggle button per row in `SpawnerGump`. `SetParent` is public and `Parent` is protected so an out-of-tree entry subclass can adopt and dirty-track.
- **DTO**: `SpawnerDto` loses `Entries`; each concrete record declares its own `entries` at the same JSON order, so `Distribution/Data/Spawns/**` is byte-identical. Import adopts the deserialized entry objects instead of recreating them through `AddEntry`, which is what preserves subtype fields (and `disabled`).
### Breaking changes and behaviour changes
- **API:** `BaseSpawner.Entries` is `IReadOnlyList<SpawnerEntry>` instead of `List<SpawnerEntry>`. The generated `AddToEntries`/`RemoveFromEntries`/`InsertIntoEntries`/`RemoveFromEntriesAt`/`ClearEntries` helpers on `BaseSpawner` are gone; use `AddEntry`/`RemoveEntry`/`RemoveAllEntries`/`CopyEntriesTo`. `RemoveAllEntries()` deletes the entries' live spawns as well as the entries (the old generated `ClearEntries()` only cleared the list), which is why it has a new name rather than the old one.
- `SpawnerControllerGump` "copy entries" now goes through `CopyEntriesTo`, which deletes the target's live spawns (previously it cleared the list and left the spawns orphaned) and is a no-op when source == target (previously that wiped the source).
- `RemoveEntry` with an entry the spawner does not own is now a no-op (previously it deleted that entry's spawns).
- `Respawn()` honours `Disabled` because it calls `Spawn()`; `Spawn(int index)`, `RemoveSpawn`, and `RemoveSpawns` ignore it.
- Copying entries between spawners no longer forces a 1-second first spawn; the target re-arms on its normal delay.
- Subclasses that own a different entry list than `Spawner`'s must call `RebuildSpawned()` from their own `[AfterDeserialization]` (`Spawner`'s call runs before their list is read) and, when converting adopted entries into their own type, carry live spawns across with `TransferSpawned`. The in-repo test subclass demonstrates both.
### Performance
Manual harness (`Benchmark_SpawnPath_Manual`, skipped by default): 100k calls, entries all full so `Spawn()` does selection only.
| Path | Before (4bad0cc9e) | After |
|---|---|---|
| `Spawn()` 1 entry | 48.7 ns | 53.2 ns (within run-to-run noise) |
| `Spawn()` 10 entries | 243.7 ns | 153.1 ns |
| `Spawn()` 50 entries | 1077.6 ns | 645.1 ns |
| `Remove()` 10 entries | 139.6 ns | 83.6 ns |
Hooks are no-ops for stock spawners; `OnMovement` is untouched.
### Tests
- `SpawnerEntryOwnershipTests` (add/remove/clear, start after stop, dupe, copy, self-copy, foreign-entry removal, Disabled binary/JSON)
- `SpawnerHookTests` (hook order for mobiles and items, veto, death notification, `NextSpawn` start, a subclass with its own `List<TestEntry>` round-tripping and duping)
- `SpawnerSaveMigrationTests` (v12 fixtures through `Spawner`, `ProximitySpawner`, `RegionSpawner`; new-format byte-identical round trip with a live spawn reference)
- `SpawnerDtoEntryTests` (compact JSON position of `entries`, `disabled` only when set, import adopts the deserialized objects)
- Existing DTO/JSON/spawn-data tests unchanged. UOContent.Tests 801 passed, Server.Tests 869 passed. Migration schemas regenerated (`BaseSpawner.v13`, `Spawner.v2`, `SpawnerEntry.v2`).
Coverage caveats, stated plainly: v10, v11 and the pre-codegen legacy reader could not be captured as fixtures by the current code; each changed only `_entries = …` → `AdoptEntries(…)` into the same sink the v12 fixtures exercise, and is covered by review. The captured v12 fixtures carry no live spawns, so re-linking live `ISpawnable` references is proven by the new-format round trip, not by a legacy blob. The `SpawnerGump` toggle layout could not be checked in a client; the delete button moved from x=38 to x=46 to make room.
An uncontrolled creature with `Map == null` throws in `BaseAI.Deactivate()` when the condition reaches `Map.GetSector()`. A controlled creature with a null map avoids the exception but leaves its AI timer running.
Treat a null map like `Map.Internal` in the existing stop condition. This stops the timer without dereferencing the missing map and leaves the existing valid-map condition and return-home scheduling unchanged.
Addresses only the null-map `Deactivate()` item in #2627; the other audit items remain separate. No era-specific rules are changed.
A player can mount a horse or validate an ethereal mount inside a BaseRegion that overrides MountsAllowed to false because CheckMountAllowed never consults that property. This adds the missing check in the shared player permission path, using existing localized message 1042317.
## Pressing `>` on a TextDefinition did nothing useful
`#1217` moved `TextDefinition` into the Server project for serialization support and added `[PropertyObject]` along the way. `PropsGump` checks that attribute **before** its parsable fallback, so from that commit on the button either drilled into a read-only `Number`/`String` page (both get-only since `#1221`, so no `>` buttons — a dead end) or, when the value was null, re-sent the same page and looked inert.
Worth being clear that `#765` — which replaced the hand-maintained type list with a generic `IsParsable` branch — was **not** the regression. At that commit `TextDefinition` was `[Parsable]` only, fell through to the new branch, and the editor worked. Only the later attribute hijacked the routing.
`TextDefinition` is now caught ahead of the `[PropertyObject]` branch and routed to `SetGump`, which has had `TextDefinition`-specific code at line 35 all along.
## `0` and `"0"` could not be told apart
`Commands.Split` strips quotes before any parser runs, so this was never fixable in `TextDefinition.Parse` alone — the information is gone two layers earlier. The markers now travel inside the value:
| Input | Result |
|---|---|
| `1060847` | cliloc (unchanged) |
| `#1060847` | cliloc, explicit — the form `ToString()` already writes |
| `@"1060847"` | the literal string |
| `hello` | string (unchanged) |
| `(-null-)` | null (unchanged) |
`GetValue()` quotes a string that would not survive the trip back. That check is a real round trip through the parser rather than a pattern match, so it cannot drift from it. `Types.TryParse` decodes the same escape for plain strings — which is what `[get` has always written for the literal `"null"` without `[set` ever reading it back.
**Saved data is untouched.** Serialization reads a discriminated flag plus int/string (`IGenericReader.cs:175`) and the JSON converter switches on token type; neither calls `Parse`, so a stored string `"1060847"` stays a string and spawner JSON is unchanged. The new syntax stays in the text and command layer, where it reaches `[set`, `[add`, spawner props, the props gump and Advanced Search.
## `where` still parsed its constants its own way
`#2625` carried the hand-rolled constant parser across to `PropertyExpressions.Parse` unchanged. It looks for a static `Parse` overload on the property type and gives up if there is none — and `Type` and `IEntity` have neither:
```
where Subject Kind = Static -> Unable to convert string "Static" into type 'System.Type'.
where Subject Owner = 0x1 -> Unable to convert string "0x1" into type 'Server.Mobile'.
```
Both resolve fine for every other command. Routing through `Types.TryParse` picks up type-name lookup, entity resolution by serial, and the `@"..."` literal convention, so a value that works in one place now works everywhere. It also deletes the duplicate parser (−56 lines in `PropertyExpressions`).
Two things are load-bearing and preserved. `where` has always spelled a null constant as a bare `null`, where `[set` uses `(-null-)`; the shared parser reads a bare `null` as the text, so the null case is handled ahead of it and `= null` keeps meaning null. And nullable targets still unwrap first, so `where <int? prop> = 5` is unaffected.
Bare and hex integers, enums, bools, strings, `Map`, and TextDefinition's `#` / `@"..."` markers all resolve exactly as before — 13 of the 15 tests in `WhereConstantParsingTests` pin that and passed before the change as well as after.
## Documentation
The generic command system had no documentation anywhere in the repo: scopes, `where` and its operators, dot notation, `order by` / `distinct` / `limit`, the value and quoting syntax, `[interface` and `[batch` were all learn-by-reading-the-source. `dev-docs/generic-commands.md` covers them, linked from `CLAUDE.md` and `commands-targeting.md`, and points at <https://muo.gg/commands> for the per-command list rather than duplicating it.
Two behaviours it records that were news to me while writing it:
- `Contained` honours conditions on the normal command path but never sets `SupportsConditionals`, and `[batch` is the only place that reads the flag — so the same condition works typed directly and is refused under batch.
- `Multi`, `Single`, `Self` and `Serial` do not parse modifiers at all, so a `where` clause there is passed to the command as ordinary arguments rather than rejected.
Comments in the changed code were trimmed to what is not evident from the code itself; the rationale they carried is either in the doc now or in the commit that introduced it.
## Behavior changes worth a reviewer's attention
Two things go beyond strict bug-fixing, both deliberate:
- **Hex now parses into a TextDefinition.** Consolidating the three `Parse` overloads onto one span codec means `[set Message 0x102CE7` is cliloc 1060847 rather than the string. Previously only the 1-arg `Parse(string)` did hex and nothing called it. This makes the props gump's own `1060847 (0x102CE7)` display typeable.
- **`@"..."` decodes generally for strings**, not only the exact token `@"null"`. So `[set Name @"hello"` sets `hello`. A half-working escape seemed more surprising than a general one, and the `where` path already decoded it — but narrowing it back is a one-line change if preferred.
## Testing
40 tests, each written first and watched fail for the right reason. They cover the props gump routing (populated and null), cliloc/string/quoted parsing and `GetValue` round trips, `where` constant resolution for Type- and entity-valued properties, and the bare-`null` vs `@"null"` distinction that must not drift.
One sort case is added that #2625 left uncovered: ordering a value-typed chain whose intermediate is null, which reads as `default(int)` rather than throwing. Two other tests from the pre-rebase branch were dropped as duplicates of `ConditionalCompilerEdgeTests`.
Rebased onto `535a09899`. `dotnet build` clean, 0 warnings. **902 UOContent** and **869 Server** tests pass, 0 failures.
## Known gaps
- `Nullable<T>` comparisons work via #2625's lifted operators; nothing here changes that.
- Spawner **Params** are split on plain spaces (`BaseSpawner.cs:1035`) rather than through `Commands.Split`, so a constructor argument still cannot contain one. Untouched here — a tokenizer issue, not a TextDefinition one.
- `Types.ParseStringNumericParamTypes` is now unreferenced. Left in place because it is public and shards may use it.
## Summary
Pet orders lived in two files with nothing enforcing which phase owned what: `PetOrderHandlers.cs` ran one-shot handlers inside the `ControlOrder` setter and `PetOrders.cs` ran `DoOrderXxx` every AI tick from `Obey`. Friend/Unfriend refusals repeated their message every tick, Rename froze the pet, Drop on a dead pet never ended, the loyalty drain bypassed the release handler, and the command issuer leaked through a public field that only some handlers cleared (#2613 fixed the Release casualty of that split; this finishes the job).
Every order now lives in one place, `PetOrders.cs`, with two named phases:
- **Issue** — `BaseAI.IssueOrder(order, previous, issuer, resuming, interruptedTarget)` runs once, synchronously, from the new `BaseCreature.SetControlOrder` funnel. It may only set state and emit (message, sound, reveal) and returns the order to rest in. The funnel loops to a fixed point, so transient orders (Drop, Friend, Unfriend, Transfer, Release, Rename, Stop, Patrol) resolve before the setter returns and can never rest.
- **Tick** — `DoOrderXxx` runs from `Obey` for the six restable orders only (None, Come, Guard, Attack, Stay, Follow). Anything else that arrives there came from an old save and falls back to the standing order.
The issuer is a parameter: `BaseCreature.IssueOrder(order, issuer, target)` is the entry for player commands (speech, context menu, targeting), a raw `ControlOrder = x` assignment is a system-issued order, and nothing has to remember to clear anything. A resumed Follow restores the mobile the standing Follow was following, never a transient's target.
Because the funnel is synchronous it also carries the order being interrupted, so an administrative command can hand control back to what the pet was doing without storing anything per creature.
## Era behaviour, with sources
Two publishes govern most of the questions here, and the inherited code matched neither exactly.
[**Publish 16**](https://uo.com/wiki/ultima-online-wiki/technical/previous-publishes/2002-2/publish-16-part-2-4-23rd-july/) (23 July 2002) — *"The 'stop' command will stop a pet from guarding, following, and attacking."* Stop cancels the current attack and leaves the pet idle but still reactive. That is what this branch does whenever the stand-down policy below is off, in every era. (The same publish's *"Friends will only be able to issue movement commands to pets"* is the rule already enforced by `IsFriendOrder`.)
[**Publish 51**](https://uo.com/wiki/ultima-online-wiki/technical/previous-publishes/2008-2/publish-51-26th-march/) (26 March 2008) lists it per command:
> Follow: The pet should follow. It will not attack anything, even if it is attacked.
>
> Come: The pet should come. It will not attack anything, even if it is attacked.
>
> Stay: The pet will stay where it is currently, and will not attack anything, even if it is attacked.
>
> Stop: The pet will stop attacking. It will not attack anything, even if it is attacked, and may wander.
>
> Guard: The pet should guard as it does currently.
>
> Kill/Attack: The pet will attack its target as it does currently.
The inherited rule covered Follow and Stay only, so a pet told to come fought back, and it could not cover Stop at all: Stop resolves to None rather than resting, and None is exactly the state the publish describes. `BaseAI.IsStandDownOrder` now names the set — Follow, Come, Stay, None — and both halves of `AggressiveAction` read it.
## Configuration
`taming.petsStandDownOnCommand` (default `Core.ML`) controls the Publish 51 behaviour. The publish has no step of its own on the expansion ladder — it lands between ML and SA, and Kingdom Reborn was a client rather than an expansion — so it keeps riding ML as before, and the setting carries the rest: the behaviour is popular well outside its era, so a shard on AOS that wants it sets the key, and one that does not clears it. `BaseCreature.StandsDownOnCommand` is virtual for a creature that should differ.
## Bugs fixed along the way
- Friend/Unfriend refusal spam (every tick until the next command); Rename freezing the pet; Drop on a dead or non-`CanDrop` pet freezing the pet.
- Loyalty-zero release skipping the name clear and the summoned kill; a released pet keeping its `Friends` list and its previous owner's standing order.
- A transferred pet still answering to the previous owner's friends; transfer playing the idle sound twice.
- `BaseTalisman` summons issued `Friend` with no target (*looks confused* forever, or young-player spam); they follow their owner.
- Speech: single-pet commands lost their name gate after #2232 (a bare "come" moved every pet in range; "all stay" issued Stay twice); the speech cases passed a hardcoded `isOwner: true`, so a pet friend could say "`<name>` drop" and dump the pack, or issue Come/Guard.
- GM "`<name>` obey" was unreachable for a controlled pet; context-menu Release and speech Release disagreed about the control roll (resolved by removing it from both, below).
- Login derived the standing order from proximity even for a pet saved on Stay (zeroing its post), and only recorded the derived order without issuing it, so a pet saved mid-transient idled after a restart.
- `Friends` mutations never marked the creature dirty for delta saves.
- A resumed standing Follow was left without a target and cancelled itself to idle on the next think — the same defect as #2616, fixed here by `IssueFollow(resuming)` restoring the remembered target.
## Behaviour changes a shard maintainer will notice
- Every player command reveals its issuer, including context-menu commands from a hidden owner. This restores the blanket reveal (RunUO reveals in every order arm) minus its bug: it revealed the **control master**, so a friend's command popped the owner wherever they stood. Speech already reveals through `Mobile.OnSaid`, so the practical change is the context menu, target picks and the release gump.
- Resumed/chained orders are silent (no idle sound when falling back after Drop, Stop, a refused Friend, etc.).
- **Administrative commands no longer call the pet off.** Drop, Friend, Unfriend and Rename keep the pet's combat posture and hand control back to the order they interrupted, target and all; the standing order is the fallback only when the interrupted order cannot resume (a transient, or an attack whose target died, left or hid). Resuming an attack does not repeat its aggression or replay its bark.
- **Friend and Unfriend no longer rewrite the standing order.** Previously a success pointed the pet at the new friend and made Follow its standing order, so a pet left on Stay silently became a Follow with its anchor cleared. Friending grants a permission and nothing else; the friend has movement commands and can ask the pet to follow.
- **Releasing a pet no longer rolls the control chance**, on either path. A refused roll cost 3 loyalty, and loyalty reaching zero releases the pet anyway, so refusing only converted a deliberate release into an involuntary one minutes later. Both paths gate on `CanBeControlledBy` instead: if you can command it, you can dismiss it.
- **The pet distraction roll is gone.** A pet on Follow had a 10% chance per damage callback of dropping the order and attacking whoever hit it, issued without consulting anything, so it overrode the stand-down policy a few hits after the aggression path had correctly ignored it. Its era gate was guesswork by its own comment's admission and no publish describes it; `CanBeDistracted`, `CheckDistracted`, both call sites and the `Golem` override are deleted. Pre-ML shards lose the mechanic.
- **A pet's follow pace moved off the think clock.** The AOS sprint wrote a bespoke `CurrentSpeed = 0.1`, which fused both clocks — discarding any configured `ActiveMoveSpeed`/`PassiveMoveSpeed` — and pinned a following pet's AI at 10 Hz even while standing still. `BaseCreature.FollowMoveSpeed` (virtual, AOS 0.1) now caps the resolved step delay while the pet is closing on its master, the same way herding does: nothing stored, and a creature configured faster keeps its own pace.
- Transfer with an invalid target is a refusal (resumes) instead of forcing Stay; the transfer combat gate rests on the aggressor lists and `NextCombatTime`.
- Stop with no standing order anchors the idle where the pet stands (a vendor-bought pet no longer wanders off unbounded).
- The old "master must be alive" bails in the handlers are gone; stand-down and sounds run for orphaned pets too. RunUO gates only on the master being null or deleted, and a living friend commanding a dead owner's pet could not previously call it out of a fight.
- Login: a pet at None near its master is issued Follow silently; a saved Stay/Follow/Guard is adopted as is.
- GM "all obey" only reaches wild creatures; a controlled pet must be named.
- Death still issues Follow with the idle sound, as RunUO did.
## Tests
`PetOrderTests` grew from 16 to 63, plus 13 in a new `PetRetaliationTests` for the Publish 51 matrix and 13 in `PetPacingTests` for the clocks. Together they cover order resolution, reveal on every entry path, release parity (player vs drain, summoned), transfer/friend refusals and successes, stand-down and war-mode invariants, the interrupted-order resume, speech gating and permissions, GM obey, login derivation, the load probe, and the retaliation matrix across eras and both damage callbacks. Whole project green: 845 `UOContent.Tests`, 869 `Server.Tests`.
## Summary
Advanced Search results came back in a different order every search, whether or not a sort was chosen. Follow-up to #2625, where it was noticed while testing the property test.
## Why
Results arrive from the search workers in whatever order they finished. Each sort the gump offers compares a single key and `Array.Sort` is not stable, so equal keys, which is most rows under type or map, landed in a different order every run; with no sort chosen the list was arrival order outright. The range sort also answered 0 for any two results off the viewer's map, so those shuffled as well.
## What changed
- The five comparers share one base class whose `Compare` applies the chosen key and then a fixed tie-break, serial ascending regardless of direction. The direction is about the key; a fixed order among equal keys is what keeps two searches identical.
- The collected result list is put in serial order before the gump sees it, so an unsorted search is deterministic too. That sort runs on the thread-pool work item that already assembles the list and reads only the result records.
- No change to which key each sort uses or to what ascending and descending mean.
## Test plan
- [x] New `AdvancedSearchResultOrderTests`: six equal-keyed results offered in two arrival orders to every comparer in both directions, asserting the same sequence and serial order; the range comparer on off-map results; reverse flips the key but not the tie-break.
- [x] `UOContent.Tests`: 873 passed, 0 failed
- [x] `Server.Tests`: 869 passed, 0 failed
- [ ] In game: run the same search twice with each sort and with none; the lists match.
## Summary
`where`, `sort by`, `distinct` and the Advanced Search property test now compile through expression trees instead of the hand-rolled IL in `Emitter.cs`. The emitter and its three `Reflection.Emit` compilers were RunUO-era code from before expression trees existed; they were the only way to avoid per-object reflection at the time, and they are not any more.
Net: ~1,900 lines of IL bookkeeping deleted, one comparison engine instead of two, faster per object, cheaper to compile, collectible, and `Nullable<T>` properties work.
## Why
- **Bugs hid in the IL.** Equality on a type with value semantics but no `IComparable` (`TextDefinition`) was a raw `ceq`, so `where Message = 1060847` never matched. A chained binding (`Message.Number`) dereferenced every link unguarded, so the first swept object with a null intermediate killed the sweep with an NRE. A constant narrower or unsigned than `int` threw before compiling. A struct with no `CompareTo` reached `ceq` on two unboxed values, which is invalid IL. Every dynamic assembly was `Run`, so each `[global where` grew the process for good.
- **Advanced Search had its own engine.** Per entity and per leaf it re-split the expression, scanned the runtime type's properties by name, read the value by reflection, re-parsed the right-hand side and dispatched on type through ~300 lines of `CompareValues`. Same job, second implementation, second set of bugs.
## What changed
- `ICondition.Compile(MethodEmitter)` becomes `ICondition.Build(ParameterExpression)` returning an `Expression`. `ConditionalCompiler` assembles a `Func<object, bool>`, `SortCompiler` a `Comparison<T>`, `DistinctCompiler` both comparer interfaces over one lambda. The parsed constant is an `Expression.Constant`, so the generated type, its constructor and the per-condition field for non-primitive constants disappear with `PropertyValue`.
- `PropertyExpressions` holds the shared pieces: the chain walk with its null-intermediate guard, `CompareTo` resolution with the old null ordering, the integral/enum operator path, and constant parsing.
- `BaseExtension.Optimize` loses its `ref AssemblyEmitter` parameter. An out-of-tree extension that overrides `Optimize` needs to drop it.
- Advanced Search keeps its grammar (`~` negates, `@` is AND, `|` is OR and binds looser, string `>` is "starts with") and translates each leaf into the same conditions, compiled once per declaring type per search and memoized across the workers. Float and double keep their typed-precision tolerance through a small `EpsilonCondition` in the Advanced Search folder.
## Semantics preserved
- Equality on a non-comparable reference type is `object.Equals`, never reference identity. A non-comparable struct boxes into the same call.
- A null intermediate in a chained binding is no match, and stays no match under negation. Sort and distinct read it as `default(T)`.
- Unsigned relational compares stay unsigned; integral primitives and enums use the operator directly, nothing widens to a signed type. `float`, `double`, `decimal`, `string` and structs still go through the type's own `CompareTo`, so `string` equality stays culture-sensitive exactly as before.
- Only `==` and `!=` are valid for non-comparable types; a relational operator still throws at build time.
- `TypeCondition` is still first and still null-checks the cast target.
## Behavior changes
- **`Nullable<T>` works**, with C# lifted semantics in `where`: two nulls are equal, a null and a value are unequal, a null satisfies no relation. Sort keeps a total order with unset values at one end. A null *reference* keeps the ordering it had.
- **Advanced Search**: a leaf that cannot be parsed or resolved is no match even under `~` (it used to negate the failure and match every entity); `null` is the null value for equality on strings, nullables and reference types, as in `where`; dotted names walk into a property; static properties are no longer searchable.
## Measurements
`where`, from the handoff (Debug test host, single condition, ratios not absolutes):
| Approach | ns/object | Compile | Collectible | LOC |
|---|---:|---:|---|---:|
| `AssemblyBuilder` + IL (before) | 20.5 | 0.311 ms | no (`Run`) | ~1,916 |
| Expression trees (after) | ~12 | 0.187 ms warm | yes | ~600 |
Advanced Search, Release, one `SkillTeleporter`, 2M evaluations per leaf:
| Leaf | Before | After |
|---|---:|---:|
| `Hue=5` | 137 ns | 20 ns |
| `Name~~gate` | 121 ns | 39 ns |
| `Skill=Magery` | 116 ns | 21 ns |
| `Weight>0.5` | 122 ns | 28 ns |
Plus 0.5 to 2 ms to compile each declaring type a search meets (12 ms for the first compile in the process). All of it runs on the search workers; nothing new touches the loop.
## Also fixed: Advanced Search map filters
Found while testing the property test in game. The map boxes are independent checkboxes, but the worker applied each ticked map as "must be on this map", so ticking two or more (all maps and Internal, say) rejected every entity before any other filter ran. Present since #1649; the default of Felucca alone never showed it. An entity now passes when its map is any of the ticked ones, with none ticked meaning no map constraint. Pinned by a worker test.
## Test plan
- [x] `UOContent.Tests`: 862 passed, 0 failed
- [x] `Server.Tests`: 869 passed, 0 failed
- [x] Every commit builds and its tests pass on its own (bisectable)
- [ ] In game: `[global where`, `[area where`, `[condition`, `sort by`, `distinct`, Advanced Search property test
Tokuno scribes currently load only `SBScribe`, so the existing Zento scribe does not offer the Book of Bushido or Book of Ninjitsu. Add the existing `SBSamurai` and `SBNinja` inventories when `Core.SE && IsTokunoVendor`.
This reuses the existing book prices and default stock quantities. It does not change NPC placement, trainer behavior, or inventories outside Tokuno.
### Sources and reasoning
- The [official UO Ninjitsu guide](https://uo.com/wiki/ultima-online-wiki/skills/ninjitsu/) identifies the scribe at Rokuon Cultural Center in Zento as a seller of the Book of Ninjitsu.
- [UOGuide: Bushido](https://www.uoguide.com/Bushido), documenting standard UO, explicitly lists Tokuno Islands scribe NPCs as a source for the Book of Bushido. This supports adding both book inventories to Tokuno scribes.
- Documentation distinction: the [official UO Bushido guide](https://uo.com/wiki/ultima-online-wiki/skills/bushido/) describes the Zento seller as a samurai trainer, rather than a scribe. The Bushido scribe change follows the explicit UOGuide description. These references do not independently establish the exact historical introduction date or original prices.
### Validation
- Built the change in a customized ModernUO 0.15.6.145 deployment: Release, linux-x64, zero warnings or errors.
- In-game with Mondain's Legacy enabled: both books appeared on the existing Zento scribe, and a player successfully purchased both.
- Reviewed the expansion/location guard for pre-SE and non-Tokuno behavior; those cases were not gameplay-tested. This exact patch has not been built against current upstream main.
When a player selects Bulk Order Info while a cooldown is active on a pre-SE server, the vendor sends localized message 1049039 to itself instead of the requesting player. The player therefore receives no cooldown response.
Change the recipient from `vendor` to `from`, matching the SE branch. Cooldown durations and bulk-order eligibility remain unchanged.
Validation: This one-line fix compiled successfully in our customized 0.15.6.145 server build with zero warnings or errors. The current upstream main branch was not built locally.
## Summary
`BaseSpawner.Dto.cs` exposes `DtoName`, `DtoWalkingRange`, `DtoSpawnPositionMode`, `DtoMaxSpawnAttempts`, `DtoHomeRange` and `BoundsFromHomeRange` as `private protected`, which limits them to subclasses in this assembly. A spawner subclass in another assembly that overrides `ToDto()` to produce its own `SpawnerDto` subtype cannot build the DTO without duplicating that logic.
This widens them to `protected`. No behaviour change; nothing else in UOContent is affected.
## Tests
- `dotnet build` clean.
- An external spawner assembly builds and its test suite (419 tests) passes against this commit.
## The bug
Pet is set to follow. It gets attacked and defends itself (the order flips to `Attack`), or the player tells it to `come`. The player then says `stop`. The pet quietly stops following and starts idle-wandering — the player has to re-issue the order to get it back.
`ResolveStop` clears `ControlTarget`, since the transient order that is ending owns it, and then resumes the standing order. Nothing restores a target, so the resumed `Follow` has none. `DoOrderFollow` checks for a target before anything else, finds none on the very next think, says "I have no one to follow" and cancels the order to `None`:
```
follow standing order=Follow target=set persist=Follow cur=0.2 => move=0.3
attacked (defends) order=Attack target=set persist=Follow cur=0.2 => move=0.3
stop issued order=Follow target=null persist=Follow cur=0.2 => move=0.3
next think order=None target=null persist=Follow cur=0.4 => move=0.9
```
Two things go wrong at once:
- `PersistentOrder` still reads `Follow` while `ControlOrder` is `None`, so the pet never recovers on its own.
- The pace falls from the active clock to the passive one. A shard that tunes `SetMoveSpeed(active, passive)` sees a following pet drop from its active move speed to its passive one for no visible reason — which is how this surfaced.
Era-independent. Guard is unaffected: `DoOrderGuard` works off `ControlMaster`, not `ControlTarget`.
## The fix
A standing `Follow` does not always mean "follow the master" — a pet friend can point it elsewhere with `all follow me` / `*follow me` (0x163, 0x16C) or `*follow` plus a target pick. So `SetPersistentOrder` remembers the target the standing order was given, and `ResumePersistentOrder` restores it, falling back to the master only when that target is gone. The field is runtime-only, like `PersistentOrder` itself.
Doing this in `ResumePersistentOrder` rather than `ResolveStop` also covers the Friend/Unfriend/Transfer resumes, where `ControlTarget` points at a third party and the pet would otherwise have resumed its follow on *them*. It matches what `HandleInvalidControlTarget` already does before its own resume.
## Tests
`Stop_WhileAttacking_FallsBackToPersistentFollow` already existed and passed, because it asserted the resumed order without checking for a target or driving a think tick. Three tests added alongside it:
- `Stop_WhileAttacking_ResumedFollowTargetsTheMaster`
- `Stop_WhileAttacking_ResumedFollowKeepsAPetFriendAsItsTarget` — a friend's follow order is not hijacked back to the owner
- `Stop_WhileAttacking_ResumedFollowSurvivesTheNextThink` — the one that catches the cancellation
Each was confirmed to fail without the change (`Expected: Follow, Actual: None`; wrong target). Full suites green: 782 UOContent, 869 Server.
## The bug
`ObjectPropertyList.AddHash` folded each cliloc and a Marvin hash of each argument together with XOR, which is both commutative and self-inverse. Any value mixed in an even number of times cancelled outright, so two properties sharing one argument hashed identically no matter what that argument was:
```
_hash = 31659021
AddHash(1063752); AddHash(hash("10"))
AddHash(1063737); AddHash(hash("10")) // the argument cancels here
AddHash(1063740) // -> 32714560, for ANY argument
```
The 10% and 5% variants of the same item therefore produced the same revision. The client caches the tooltip by revision and only re-requests when it changes, so it kept rendering the stale percentage.
Same root cause, three more shapes:
| | old | new |
|---|---|---|
| Two properties sharing an argument | collides | distinct |
| Properties reordered | collides | distinct |
| Two properties trading arguments | collides | distinct |
| Argument-less property added twice | cancels to 0 | distinct |
## The fix
Hash the finished property block in `Terminate()` instead of accumulating per property. Those bytes — cliloc, length prefix and UTF-16 text, in emission order — are the exact content the client renders, so anything that changes the tooltip changes the hash. The length prefix also removes the concatenation ambiguity the old scheme had.
`AddHash` and both `string.GetHashCode` calls are gone.
## Why 26 bits, and why not 64
The client never recomputes the hash — it stores what we send in 0xD6 and compares it for equality against the 0xDC revision (`ObjectPropertiesListManager.IsRevisionEquals`). So the algorithm is ours to choose, but the width is not:
- Both packets carry a **4-byte** revision, so 64 bits is not available. A wider internal value would be worse than useless: the server would see a change and send a 0xDC whose truncated 32 bits are identical, and the client still wouldn't refresh.
- `Terminate` writes the bare hash into 0xD6 while `SendOPLInfo` writes `Hash` with bit 30 set. The client recovers one from the other by masking off `0x40000000`, which only holds while the hash stays below that bit. Hence 26 bits, unchanged from before.
- `Hash => 0x40000000 + _hash` keeps the revision non-zero; the client parks 0 as its "nothing cached" sentinel.
## Collision behaviour
Enumerated real small-OPL spaces and counted 26-bit collisions against the birthday expectation for a uniform hash:
| Scenario | block | n | collisions | expected |
|---|---|---|---|---|
| 1 cliloc, no arg (every cliloc 1.0M–3.2M) | 6 B | 2,200,000 | 35,591 | ~36,061 |
| 1 cliloc + numeric arg 0–199,999 | 8–12 B | 200,000 | 300 | ~298 |
| 2 clilocs, both with numeric args | 12–24 B | 202,500 | 288 | ~306 |
| 1 cliloc + 1-char arg | 8 B | 4,000,000 | 116,291 | ~119,209 |
Every case lands on the random-model line, and per-bit P(1) across all 26 bits is 0.4962–0.5024 — XXH3's short-input paths still avalanche fully, so a 6-byte block behaves like a uniform 26-bit draw. Masking the low 26 bits versus folding all 64 down was a wash (35,591 vs 35,558).
The metric that matters is narrower, since the client compares a revision only against the previous revision **for the same serial**: 2^-26 = 1.5e-8 per genuine tooltip change. Consecutive-value transitions (charges 50 -> 49) collided 0 times in 200,000.
Row 3 is the old scheme quantified: it collapsed 202,500 inputs into 100,954 distinct hashes, a 50% collision rate — systematic, not probabilistic.
One honest regression: in row 1 the old scheme had zero collisions, because for a single argument-less cliloc under 2^26 the hash was the identity function. An item whose whole tooltip is one argument-less cliloc changing to a different one goes from never colliding to 1.5e-8.
## Performance
Cheaper, not just correct — one xxHash3 pass replaces a Marvin hash per string property over those same bytes. A 12-property, 302-byte tooltip, steady state:
```
old (XOR + Marvin per property) 70.5 ns
xxHash3 (streaming, HashUtility) 27.0 ns
```
`XxHash3.HashToUInt64` one-shot is a further ~7ns faster and produces byte-identical output, but taking it would mean editing `HashUtility.ComputeHash64`, whose values are baked into save files via `AssemblyHandler.GetTypeHash`. Not worth it.
## Second commit: plant old-client property list
Found while tracing the `Hash` read sites. `PlantItem.OldClientPropertyList` called `InitializePropertyList` on every access instead of only when the list was null, and without a `Reset`. Every read appended another copy of every property to the same buffer. `SendOPLPacketTo` and `SendPropertiesTo` both go through the getter, so a pre-7.0.12 client looking at a plant grew the buffer without bound and moved the revision on reads alone.
Now builds once, matching `Item.PropertyList`. `InvalidateProperties` already `Reset`s before rebuilding.
## Testing
`Server.Tests` 869 passed, `UOContent.Tests` 779 passed.
New regression tests, each confirmed failing against the old code first:
- `RepeatedArgument_DoesNotCancelOut` — the reported case
- `PropertyOrder_ChangesHash`, `SwappedArguments_ChangeHash`, `DuplicateProperty_ChangesHash`
- `ShortNumericArguments_ConsecutiveValuesDiffer`, `SmallPropertyBlocks_StayWellDistributed` — short-input avalanche, bounded loosely enough to hold for any seed
- `Hash_StaysWithinTheRevisionMask`, `EmptyList_IsNonZeroAndDistinctFromPopulated` — wire constraints
- `PlantItemPropertyListTests.OldClientPropertyList_BuildsOnceAndIsStableAcrossReads`
Pet and summon bugs found by the master-reference audit for #2592 (comments there have the full inventory). Independent of delta saves.
## Releasing a pet never finished
The Release order ran two half-releases that never met:
- The order handler cleared the master. That set `Controlled` to false, so `Obey` never ran again and the think-side `DoOrderRelease` (re-home, three-day delete timer, backpack drop) was dead code: a released pet kept its pack and never despawned.
- The loyalty drain called `DoOrderRelease` directly, so a pet whose loyalty hit zero got the countdown and dropped its pack but kept its master and its owner's follower slots, the opposite of the code comment's intent.
`DoOrderRelease` is now the whole release (targets, bonding, `SetControlMaster(null)`, re-home, delete or countdown, pack drop) and runs once, synchronously, from the handler or the loyalty drain. Summons still die on release, as before. Two tests pin both entry points: master cleared, follower slots returned, countdown running, home anchored.
This is the one place the `PetOrders` / `PetOrderHandlers` split bit; the wider audit of that duplication is a separate task.
## Summon master follows the pet
Transfer, stable claim, GM "obey" and Ball of Summoning copied `SummonMaster` only when `Summoned`, so a talisman summon (`Summoned` is false, `SummonMaster` set) kept its original summoner after a transfer: two different masters on one creature, with the original summoner's area spells still exempting it. They now mirror the summon master whenever it is set. Jail stabling cleared only `ControlMaster`, so a jailed talisman summon kept charging the summoner's follower slots; it now clears both, like the stable master and auto-stable already do.
## Small ones
- The faction horse breeder set `Controlled`/`ControlMaster` directly; it now goes through `SetControlMaster` and tells the buyer why it refused (1049607) instead of silently deleting the horse.
- `Notoriety` dereferenced `SummonMaster` on a summoned creature without a null check.
## Tests
UOContent.Tests 778 green (two new).
The pure SerializationGenerator conversion of `BaseCreature`, split out of #2592 so it can serve as the reference for converting every other large hand-written class in the Delta Saves project (#7, phase 3). Two behaviour changes from #2592 are deliberately not here and follow in their own PRs on top of this one: `SpeedClass`, and the collapse of `ControlMaster`/`SummonMaster` into one reference (a creature can lose or keep either independently: Blade Spirits and Energy Vortexes are summoned but never controlled, EnragedCreature and talisman summons keep a summon master with neither flag set).
## What this is
- `BaseCreature` becomes `[SerializationGenerator(23, false)]` with a `[SerializableField]` per serialized slot and `[SaveFlag]` elision on nearly every field, so a stock creature serializes to its version plus flags. Field orders run 0..53 with no gaps (54 fields).
- The hand-written reader stays as `private void Deserialize(IGenericReader reader, int version)` for every pre-codegen version (0..22); post-codegen bumps use `MigrateFrom` from here on. `[AfterDeserialization]` carries the post-load fixups main did after reading (stat timers, AI type, followers, reacquire seeding).
- `ControlMaster` and `SummonMaster` stay two independent fields with main's semantics, each elided when null.
- `DamageMin`/`DamageMax`/`ActiveSpeed`/`PassiveSpeed` are no longer virtual (nothing in the tree overrode them); comments swept to the constraints that matter.
- Direct writes to serialized backing fields outside the generated setters (`SetDamage`, `SetResistance`, the move-speed helpers, the loot flag, feed loyalty, the delete timer) call `this.MarkDirty()`, matching the #2609 standard, so the class is ready for delta saves once `Mobile` is audited.
- Schema `Server.Mobiles.BaseCreature.v23.json` regenerated by the tool (a second run produces no diff).
## Deferred to follow-up PRs
SpeedClass: the serialized `_speedClass` field, `DefaultSpeedClass` replacing the type constant, `ApplySpeedClass`/`OnSpeedClassChange`, "None means custom", the four-speeds-as-one-block elision, `NPCSpeeds.FindEntry(SpeedLevel)`, the constructor fallback to Medium, and their tests.
Master references: serializing one `Master` with a `Controlled`/`Summoned` fan-out and the `SetControlMaster` lockstep.
## Tests
UOContent.Tests 776 / Server.Tests 855 green. `BaseCreatureSerializationTests` covers: a default creature elides to version + flags; a populated creature round-trips with exact byte consumption; back-to-back saves are byte-identical; an uncontrolled summon keeps its SummonMaster; byte-authentic v22 legacy streams (replicas of main's `Serialize`) load through the legacy reader for a wild tamable, a controlled pet, a controlled summon with an anchored `SummonEnd`, and a summon-master-only creature (the EnragedCreature shape); a running delete timer round-trips through `[DeserializeTimer]`; `Friends`, `CurrentWayPoint` and `HomeMap` round-trip; a `BaseVendor` stub round-trips the generated BaseVendor v2 → generated BaseCreature v23 chain.
## Behaviour notes for reviewers
- `ActiveMoveSpeed`/`PassiveMoveSpeed` getters return the raw override (0 = inherit); `CurrentMoveSpeed` is the resolved pace.
- Speeds elided as table defaults re-snap to the current `npc-speeds.json` on load, so table edits reach unmodified spawns on restart.
- `GetSpeeds` no longer throws on the save/load path when the table has no entry for the type: saves elide against the creature's own values and loads keep the stream. Construction still throws (`InvalidOperationException`, was `KeyNotFoundException`). An elided load with no table entry would otherwise resume at speed 0, so `[AfterDeserialization]` logs once and paces it at Medium.
- `virtual` removed from `ActiveSpeed`, `PassiveSpeed`, `DamageMin`, `DamageMax` (no overrides in the tree; forks may have some).
- `ControlMaster`, `SummonMaster`, `ControlOrder`, `Tamable`, `IsParagon` are `[SerializableProperty]` over hand-written setters because follower bookkeeping must run before the assignment, which a `fieldChanged` hook cannot express; the wire format is identical.
## Prerequisites for cherry-picking
#2609 (BaseVendor is already generated on top of BaseCreature) and SerializationGenerator 4.1.0.
Three pre-existing world-save failure-handling bugs, found while reviewing the delta-saves engine (#2610), split out so they land and get adopted on their own before the larger change. #2610 will be rebased on top once this merges. Tracked in project Delta Saves (#7).
## 1. A snapshot missing a segment was published
`GenericEntityPersistence.WriteSnapshot` logged a segment (or self-payload) write error and carried on. The save was published without those records, and every entity in the failed segment was deleted at the next load. The error now propagates: `WriteFiles` never moves a partial snapshot over `Saves/`, the previous save stays authoritative, and staff are told.
## 2. A serializer exception killed the process, or published a partial freeze
An entity whose `Serialize` threw on a worker thread was an unhandled exception on that thread, which terminates the process. On the inline (main-thread) drain it was caught, but the snapshot was still queued for writing with whatever the workers had produced. Workers now record the first exception and keep draining so the queue empties and the wake/pause handshake completes; after every worker paused, `Snapshot` treats a recorded error (or a failure of the drain itself) as a failed save: nothing is written, the previous save stays, staff are told, and the world resumes. A `WorldSave` handler throwing is logged but does not invalidate the serialized snapshot.
## 3. Publication was not transactional
Publishing moved the previous `Saves/` away (`AutoArchive` in `WorldSavePostSnapshot`) and only then moved the new files in. A subscriber throwing after the archive, or the final move failing, left nothing at `Saves/` until the next save; a crash in that window lost the newest save at the next boot.
The snapshot now moves to `Saves.next` as soon as its files are complete; only then do subscribers archive the previous save (same event, same `OldSavePath`, so `AutoArchive` and shard subscribers are unchanged), and the staged directory is renamed into place, which is atomic on one volume (file-by-file move across volumes). A staged directory is by construction a complete save newer than `Saves/`, so an interrupted publish is finished at the next boot (before load) or before the next save: whatever sits at `Saves/` is set aside as `Saves.previous-<timestamp>` (never deleted) and the staged save is published, with a warning naming the directory to archive or delete by hand.
## Tests
Server.Tests 860 / UOContent.Tests green. New: a throwing serializer is recorded on the worker and the next drain starts clean; a segment that cannot be indexed fails `WriteSnapshot` instead of dropping records; staged-save recovery with and without an existing `Saves/`, and as a no-op.
## Why
Delta world saves re-serialize an entity only when it has been marked dirty. An audit of the generated classes found three ways serialized state changes without a mark; this PR closes the ones that do not need a new generator package.
## What
- **Custom `[SerializableProperty]` setters mark dirty.** Twelve hand-written setters assigned their backing field without `this.MarkDirty()`. `PlagueBeastLord.OpenedBy` was an auto-property carrying the attribute with no backing field at all; it is now a generated field with the same name, order and command-property exposure.
- **Generated sub-objects are linked to their owner.** Without a `[DirtyTrackingEntity]` member the generator emits setters that mark nothing. Eight entity-owned sub-objects now carry the link and receive the owner through the constructor the generator calls: `BOBFilter` (owner is `IEntity`: a `PlayerMobile` or a `BulkOrderBook`), `BOBLargeSubEntry`, `PuzzleChestSolution` and `PuzzleChestSolutionAndTime`, `TalismanAttribute` (the random factories now take the talisman), `VendorItem`, `PlayerBBMessage`, `RaffleEntry`, `ShardPollOption`. Migration schemas were regenerated with the pinned tool; the only change is the value rule argument becoming `DeserializationRequiresParent`.
- **BaseVendor uses the generator; restock amounts are no longer persisted.** The only state it wrote was which buy entries had grown restock amounts, packed by index into the live `SBInfos` tables. Restock is transient now and rebuilds on load; version 1 records are read and discarded through the legacy path. Every vendor subclass now serializes through a generated chain.
## Generator 4.1.0
This PR adopts SerializationGenerator 4.1.0 (modernuo/SerializationGenerator#55): SG3019/SG3020 diagnostics, `[VolatileSerializedState]`, `StopXxx()` timer helpers, and owner-constructor preference for sub-objects (so dictionary values are constructed with their owner; the 4.0.0 relink fallback is gone). `PlayerVendor.v3.json` gains `DeserializationRequiresParent` for its `VendorItem` values so the migration content struct constructs them with their vendor.
SG3019 is an error under `TreatWarningsAsErrors` and generator diagnostics ignore pragmas, so the five contexts that live in whole-file player-keyed persistences (`ChampionTitle`, `ChampionTitleContext`, `MurderContext`, `VirtueContext`, `JailRecord`) now carry a `[DirtyTrackingEntity]` link to their `PlayerMobile`, which is where they will live once those blobs move onto the player record. `JailSystem.EmptyRecord` keeps a null player (`[CanBeNull]`). `ChampionTitle` needs both a context and a player constructor because the generator resolves the rule against the containing type but emits the call with the parent field; a comment in the file records this.
## Wire format
Unchanged. No version bumps except `BaseVendor` 1 to 2 (which now writes nothing of its own). Schema diffs are rule-argument only (`DeserializationRequiresParent`).
## Testing
Server.Tests 848 passed, UOContent.Tests 759 passed.
## Why
Delta world saves (only changed entities re-serialized during the freeze) need two things from content: `Serialize` must be pure, and an unchanged entity must produce identical bytes on every save. An audit of the tree found the places that break this today. This PR fixes them and adds a diagnostic that measures byte stability in a running world over real time. No wire format changes, no version bumps.
## What
- **Guild**: `Serialize` ran the daily guildmaster recalculation (dictionary-order tie breaks, random picks, mutates another entity), war expiry, and the alliance leadership check on every save. That work now runs from `GuildMaintenanceTimer` (the former `WarTimer`, now started for both guild systems; the war and alliance checks are no-ops without the new guild system).
- **BaseHouse**: the `DecayLevel` getter wrote `LastRefreshed` and advanced the dynamic decay stage on every read, so any undecayable house changed its persisted bytes whenever a sign, gump, or `[Props` looked at it. It is now a pure read; `UpdateDecay()` on the decay tick advances the stage and refreshes a house that leaves the undecayable state.
- **Locked-down container contents decay through `DecayScheduler`** instead of a sweep inside `BaseHouse.Serialize`. `Item.CanDecay` now accepts a parent container whose new `Container.ContentsDecay` is true (locked down and not secure) when the content item is not itself locked down or secured; the `IsLockedDown`/`IsSecure` setters re-evaluate a container and its direct contents; `OnDecay` resolves the region from the world location. `BaseBoard`, `Aquarium` and `FishBowl` override `ContentsDecay` to false, matching the exclusions of the old sweep. Items already inside such containers are picked up at load, where every item re-evaluates its registration. The per-save O(all locked-down items) walk is gone; the work is now event driven.
- **BraceletOfBinding**: the `Bound` getter nulled its backing field for a deleted target; it now returns null for a missing or deleted target without writing.
- **`[SaveStability [delaySeconds=60] [sampleStride=1]`** (Administrator): hashes the serialized bytes of every entity in every registered entity persistence (`Persistence.EntityPersistences`, new), waits the delay in real time, hashes again, and reports per type how many records changed. Both passes are chunked under a 20 ms per-tick budget. Serializing twice inside one tick cannot see drift derived from `Core.Now`, which is frozen within a tick; the real-time wait is the point. On an idle shard the only legitimate churn is NPC movement and regeneration, so a static type with a high changed fraction is a serialization bug. `[SaveStability cancel` stops a run.
Engine additions: `Container.ContentsDecay` / `UpdateContentsDecayRegistration()`, the `CanDecay`/`OnDecay` change above, and diagnostic-facing `IGenericEntityPersistence.Name`, `EntityCount`, `EnumerateEntities()`, and `Persistence.EntityPersistences`.
## Behaviour notes
- Fealty recalculation now happens on the minute timer for both guild systems instead of at save time.
- A house that becomes decayable is refreshed on its next decay tick rather than at the exact moment of transition (at most one minute later).
- Contents of locked-down containers now decay on their own schedule (same `LastMoved + DecayTime` rule) instead of at the next world save after becoming due.
## Testing
- New tests: `GuildSerializePurityTests`, `HouseDecayPurityTests`, `SaveStabilityTests` (stable entities hash identically after the clock advances; a clock-stamped record is reported by type only after the clock advances; the snapshot covers Items, Mobiles and Guilds).
- `LockedDownContainerDecayTests` (Server.Tests): registration on drop, lock/secure/release transitions, excluded containers, nested containers, and decay on schedule through the scheduler.
- Full suites: Server.Tests 855 passed, UOContent.Tests 765 passed.
## Summary
`Mobile.DamageEntries` was a `List<DamageEntry>` allocated for every mobile, including the ~99% that never take damage. It is now an inline `ValueLinkList<DamageEntry>` (24 bytes in the `Mobile` object, no separate allocation) ordered least recent → most recent.
- `DamageEntry` implements `IValueLinkListNode<DamageEntry>`.
- `RegisterDamage` moves the entry to the tail in O(1) instead of `Remove` + `Add` on a list.
- Expired entries are always a head prefix, so pruning walks from the head and stops at the first live entry. The `DamageEntries` getter prunes on access.
- `DamageEntries` is exposed as `ref readonly`; enumerate with `foreach` or `.ByDescending()`. Mutation goes through `RegisterDamage` / `ClearDamageEntries`.
- `BaseCreature.GetLootingRights` and `BaseCreature.ComputeBonusDamage` take `in ValueLinkList<DamageEntry>`; all callers compile unchanged. Files that `foreach` over `DamageEntries` need `using Server.Collections;` for the enumerator extension.
- RunUO migration docs (`dev-docs/runuo-migration-docs/09`, `11`) and the `migrate-items-mobiles` skill document the change.
Saves one object and 16 bytes per mobile (~8 MB and 500k gen2 objects on a 500k world). Second of three PRs from the lazy per-mobile collections design (first: #2604). Branched from `main`; the two diffs touch disjoint hunks of `Mobile.cs`.
## Breaking change
- `Mobile.DamageEntries` is no longer a `List<DamageEntry>`. Indexing, `.Clear()`, `.Add()`, `.Remove()` no longer compile; use `foreach`, `.ByDescending()`, `.Count`, `ClearDamageEntries()`, and `RegisterDamage`. Calling a `ValueLinkList` mutator on the `ref readonly` property compiles but operates on a copy while still unlinking the real nodes; do not.
- `BaseCreature.GetLootingRights` and `BaseCreature.ComputeBonusDamage` signatures changed to `(in ValueLinkList<DamageEntry>, …)`.
Save format is untouched: damage entries are not serialized.
## Behavior
Recency order, `allowSelf`, tie-breaking in `FindMostTotal`/`FindLeastTotal` (most recent wins), `Responsible` accounting, and loot-rights ordering are unchanged and covered by the new `DamageEntryTests` and `LootingRightsTests`.
## Testing
- `dotnet build -c Release` clean.
- New `DamageEntryTests` and `LootingRightsTests` plus full `Server.Tests` and `UOContent.Tests`.