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Author SHA1 Message Date
Kamron Batman
1a9cec1dbb
fix(advancedsearch): clear pause and sample exit before signaling the drain (#2549)
## Summary

`AdvancedSearchThreadWorker.Execute` signals `_stopEvent` **before** clearing `_pause` and **before** reading the exit condition. `Sleep()` unblocks the instant that signal fires, so the owning thread can begin the next cycle while the worker is still finishing the previous one — and the worker's two trailing operations then land on the new cycle's state.

`SerializationThreadWorker` already orders the same handshake correctly and documents why (`Projects/Server/Serialization/SerializationThreadWorker.cs`):

```csharp
// The owning thread may start another pause cycle the moment _stopEvent is set
// (Exit does exactly that). Clear _pause and sample the exit condition before
// signaling, or the new cycle's pause request is clobbered / its Sleep orphaned.
var exiting = Core.Closing || worker._exit;
Volatile.Write(ref worker._pause, false);
worker._stopEvent.Set();
```

This applies the same ordering to the search worker. Three lines; no behavior change on the happy path.

## The two failures

**Reuse hang.** The next cycle's `Wake`/`Push`/`Sleep` writes `_pause = true`, then the worker's stale `_pause = false` lands on top of it. The inner loop never observes `pauseRequested`, its queue is already empty, and it spins on `Thread.Yield()` forever — so the owning thread's next `Sleep()` waits on a `_stopEvent` that is never set again. A single search wakes each worker exactly once, so this only surfaces once `_threadWorkers` is reused by a later search.

**Orphaned `Exit()`.** `Exit()` sets `_exit`, `Wake()`s, then `Sleep()`s — the moment the drain's `Sleep()` returns. Reading `_exit` *after* the signal, the worker can observe that fresh `_exit`, return without ever consuming the `Wake`, and leave `Exit()`'s `Sleep()` waiting on a signal nobody will send. The `_thread.IsAlive` guard doesn't close this: the thread passes the check and returns immediately after.

## Verification

Verified with two throwaway timing tests — 25k reuse cycles and 2k drain-then-`Exit` cycles, each under a bounded wait:

| ordering | result |
|---|---|
| previous | `Failed: 2, Passed: 3` — both reproduce, cleanly at the 20s bound |
| this PR | 3 consecutive runs, 5/5, ~0.6s |

**Those tests are deliberately not included.** Their reproduction threshold is a property of one machine's scheduler — at 2k and 200 cycles the buggy build passed — so as permanent tests they'd cost ~560ms and 2000 thread creations on every suite run for a guarantee that may not hold on a CI runner. The ordering is protected the same way `SerializationThreadWorker`'s is: by the comment at the call site.

`UOContent.Tests`: **597/597**.
2026-07-25 15:32:06 -07:00
Kamron Batman
1e97ed50f6
fix: Harden Advanced Search: crash-safety, autosave, correct results & worker fixes (#2543)
## Summary

Hardens the **Advanced Search** engine (`Projects/UOContent/Engines/Advanced Search/`) — the GM entity finder that fans searches across background worker threads. A code review surfaced 14 defects (A–N), including a shard-crasher reachable from a single admin typo and a path that silently disables autosave for the rest of the shard's uptime. Each behavioral fix ships with a test.

Full `UOContent.Tests` suite: **530/530 green** (21 new AdvancedSearch tests).

## Fixes

### Crash / data-loss
- **A — Shard crash on a malformed Property Test.** `AdvancedSearchThreadWorker.Execute` had no `try/catch` and the worker `Thread` is foreground, so a parse throw (`Hits>abc`, `Layer=onehanded` — `Enum.Parse` was case-sensitive, `Hits>1@` — empty sub-expression indexing) terminated the process. Now: `ParseValue`/`CompareValues` use `TryParse`/`Enum.TryParse(ignoreCase)` and return no-match instead of throwing; the per-entity filter is wrapped in `try/catch` (logs + skips); empty expressions are guarded.
- **C — Overlapping searches corrupt state + brick autosave.** `_threadWorkers`/`_threadId` were `static` but `DoSearch` is an instance method; a second search (double-click / two admins) stomped shared worker state and could leave a drain waiting forever on the shared `AutoResetEvent`, so `AutoSave.SavesEnabled` was never restored. Now: an `Interlocked` re-entrancy guard rejects concurrent searches.
- **G — Autosave restore not guaranteed.** The restore lived only in the success callback. Now it's in a `finally` (plus an outer `catch` covering the synchronous setup and a `catch` on the drain body), so autosave + the guard are always released.

### Wrong results
- **D — `@`/`|` operator precedence.** `a@b|c` evaluated as `a && (b || c)` instead of `(a && b) || c`. OR now binds looser than AND (`AdvancedSearchUtilities.EvaluateBoolean`, unit-tested).
- **E — Descending sort, partial last page rendered blank** (the index decreased in descending mode and the `break` early-out killed the loop). Now a bounded `VisibleCount`-driven loop renders the last page in both directions.
- **F — Deleted entities** were not skipped (ghost rows). Now `DoEntitySearch` skips `entity.Deleted`.
- **N — Reference-type comparisons** threw (`Comparer<T>.Default.Compare` on non-`IComparable`) and compared references to a string. Now equality is by value and ordering is guarded to `IComparable` (no throw).

### Worker perf / hardening
- **H** busy-spin → `Thread.Yield()` in the drain; **I** `GetProperties()` cached per `Type`; **J** `HandleValidInternal` moved behind the cheap map/range/region filters; **K** worker threads are `IsBackground` + `Exit()` tolerates an already-terminated worker; **L** `_filter == null` guard; **M** consistent `Volatile` access on `_pause`/`_exit`.

### Documented
- **B** — the residual worker/event-loop read race is documented on `AdvancedSearchThreadWorker`: workers read live entity state concurrently with the loop, so value-type reads may be stale-but-safe and getter exceptions are swallowed; fully eliminating it would require snapshotting entity fields on the main thread (deferred).

## Notes
- New test-only seams (`TryBeginSearch`/`EndSearch`/`IsSearchInProgress`/`VisibleCount`/`TryParseValue`/`EvaluateBoolean`) are `internal` via the existing `InternalsVisibleTo("UOContent.Tests")`.
- Dead `public ParseValue<T>` removed.
- `ConcurrentDictionary` for the reflection cache is intentional — these workers are genuinely parallel.
2026-07-21 07:51:06 -07:00
Kamron Batman
0b8dcdfeaf
fix: Fixes parsing Rect3D and fixes AS contains name (#2333) 2026-02-09 22:49:18 -08:00
Kamron Batman
ebaf104935
chore: Use var everywhere (#2294) 2025-12-27 16:47:28 -08:00
Kamron Batman
65bc264402
fix: Fixes Advanced Search crash (#1946) 2024-09-08 20:37:51 -07:00
Kamron Batman
8282b00ca2
feat: Moves gumps out of the core (#1916)
> [!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.
2024-08-09 19:07:32 -07:00
Kamron Batman
4610712205
fix: Fixes respawn command when spawner is off (#1891) 2024-07-28 14:34:23 -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
65532ea887
feat: Adds optimized dynamic/static layout gumps (#1652)
# New Gump API
We are pleased to release a new API that is faster, allocates nearly zero memory, and still feels very similar to the original API. The API is broken into 3 types of gumps, dynamic, static with placeholders, and static without placeholders. 

### Dynamic Gumps
These gumps will inherit `DynamicGump` and are meant for gumps that have a dynamic layout. This includes specifying dynamic arguments to HtmlLocalized entries.

## Static Gumps 
Static gumps are those where the function to the build the layout is called only once and cached forever. They can optionally have placeholders. These placeholders allow the developer to specify the string values later, dynamically in a `BuildStrings` method on the gump. If a gump does not have any placeholders, the string entries will also be cached forever.

## Benchmarks
To make sure we were going in the right direction and not wasting time, we took copious benchmarks. Here are the final benchmarks for a really simple gump. 

Note:
* The majority of creating a gump is compressing the layout and the strings. Compressing each section takes ~6,000ns (12us total).

```cs
| Method                         | Mean         | Error        | StdDev       | Median       | Ratio | RatioSD | Gen0   | Allocated | Alloc Ratio |
|------------------------------- |-------------:|-------------:|-------------:|-------------:|------:|--------:|-------:|----------:|------------:|
| OldGump                        | 13,308.29 ns | 1,059.695 ns | 1,883.608 ns | 14,330.72 ns | 1.000 |    0.00 | 0.1526 |    2400 B |        1.00 |
| DynamicLayoutGump              | 13,357.86 ns |   129.144 ns |   226.185 ns | 13,323.60 ns | 1.029 |    0.17 |      - |      48 B |        0.02 |
| StaticLayoutDynamicStringsGump |  6,653.10 ns |    81.815 ns |   143.292 ns |  6,617.45 ns | 0.514 |    0.09 |      - |      40 B |        0.02 |
| StaticLayoutGump               |     86.33 ns |     0.760 ns |     1.350 ns |     86.07 ns | 0.007 |    0.00 | 0.0020 |      32 B |        0.01 |
```

# Non-Breaking Changes
* All gump components in the core have been moved to `Gumps/Legacy`.
* All legacy gumps will still inherit `Gump`, which now inherits `BaseGump`

# Special Thanks

Thank you to @stefanomerotta for considerable contributions/benchmarking/testing to make this effort a reality! We collectively went through over 10 iterations, but it is finally ready.
2024-04-25 22:40:30 -07:00
Kamron Batman
cfe9e04c78
fix: Optimizes gump relay info (Prep for Static Gumps) (#1698) 2024-03-07 20:54:53 -08:00
Kamron Batman
fffda53263
fix: Adds command help, webpage, and fixes issues with other commands (#1669)
### Summary

- Fixes `[AdvancedSearch` being accessible by players 😱 
- Adds `[GenCommands` to generate the same commands html page on https://muo.gg/commands.
- Fixes `[helpinfo` so all commands properly show up!

> [!WARNING]  
> ### Developer Warning:
> Commands must now be registered in the `Configure` bootup phase.
> If a command is not registered early enough, it may not be available to systems like [helpinfo
> that cache their information.

> [!NOTE]  
> ### Developer Note:
> Various commands related to generating content have been changed to _Developer_ and above access level.

### Screenshots
<img width="673" alt="image" src="https://github.com/modernuo/ModernUO/assets/3953314/b105b5c9-5eb4-4ace-93ff-1bfb31e7132f">

<img width="547" alt="image" src="https://github.com/modernuo/ModernUO/assets/3953314/e97487e8-47a5-4aa7-89cc-9fe3deda584d">
2024-02-10 00:19:19 -08:00
Kamron Batman
fbbc407954
feat: Adds AdvancedSearch (XmlFind) (#1649)
### Summary

Adds Advanced Search (XmlFind) using `[AS` command.


Notable differences from XmlFind:
* No save to file.
* No "Display from" option (might add that later).
* No advanced XmlSpawner property test syntax. Only basic property operator comparisons.
* This version will freeze your shard, but fans out to all processors just like world saves. (So it should be stupid fast, especially if you have lots of cores)
* Does not support spawn entry/type/error searching. We have a spawn search command to do that already.
* I haven't set up correct "defaults" for the options when you first open it. I'll do that later.

### Screenshots
<img width="575" alt="image" src="https://github.com/modernuo/ModernUO/assets/3953314/2b08e586-0ea6-41c4-b7cd-f70e2ee62b86">

<img width="575" alt="image" src="https://github.com/modernuo/ModernUO/assets/3953314/da3f16b9-6a9e-4d2c-9d93-6cdfa67b4ddc">

<img width="572" alt="image" src="https://github.com/modernuo/ModernUO/assets/3953314/ae1d0a3f-a30d-497c-99ea-2cc988147f8f">
2023-12-28 18:55:47 -08:00