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269 commits

Author SHA1 Message Date
Kamron Batman
f4a771c19d
fix: Items dropped on the ground never decay (#2536)
## Problem

Items dropped on the ground never decay. Corpses do, which makes the breakage look selective — but corpses are unaffected only because `Corpse.BeginDecay` runs its own `InternalTimer` and never touches `DecayScheduler`. Ordinary items are the only things that depend on the scheduler.

## Root cause

`Item.MoveToWorld` called `SetLastMoved()` — which triggers `UpdateDecayRegistration()` — at the *top* of the method, before detaching the item from its parent and before assigning the new map. `CanDecay()` reads `Decays`, `Parent`, **and** `Map`, so registration was evaluated against the item's *pre-move* state.

Because the `Item` constructor sets `m_Map = Map.Internal`, and `Mobile.Lift` calls `item.Internalize()` to put an item on the cursor, registration was consistently one step behind:

| State | Tracked for decay? | |
|---|---|---|
| Item on the ground | **No** | never decays |
| Item held on the cursor | **Yes** | backwards |

Nothing corrected it afterwards: the later `m_Map = map` assigns the field directly, bypassing the `Map` property setter, and that setter does not refresh registration either. With no parent, `RemoveItem` (which *does* re-register) never runs.

World load masked this — `ItemPersistence.PostDeserialize` re-registers every item against its final state, so decay appears to work for items that survive a restart. Only freshly dropped items are affected.

**Fix:** stamp `LastMoved` up front so decay math stays correct, then call `UpdateDecayRegistration()` once the parent, map, and location are final.

## Audit of the rest of the call sites

All 16 `SetLastMoved()` call sites were reviewed. `SetLastMoved()` must keep refreshing registration — `LastMoved` feeds `ScheduledDecayTime` and therefore which bucket an item belongs in — but it may only run once parent/map are final. The vendor, house, lift and drop sites already satisfy that. The rest of this PR fixes the ones that did not, plus what the audit turned up:

- **`Item.Deserialize`** stamped via `SetLastMoved()` before the version data was read, registering against an unread `Map`/`Parent`. Safe only by accident (the `Item(Serial)` ctor leaves flags at 0, so `Decays` is false), and it cost an unregister per item per world load. Now stamps only; `PostDeserialize` does the registration.
- **`Item` constructor** registered then immediately unregistered every item — the `Movable` setter saw `m_Map` still null, so `CanDecay()` was true. Also removes a `Configure`-order landmine: constructing an `Item` before `DecayScheduler.Configure()` would have thrown in `Shared.Start()`.
- **`Container.Destroy`** stamped `LastMoved` immediately before `MoveToWorld`, which now stamps it itself.
- **`Unregister` was documented O(1)** but scanned twelve buckets and did a linear `PriorityQueue.Remove`, on every construction, deserialize and move. Items now record where they are tracked in `Item.DecaySlot` (1 byte), so untracked items — the common case — leave in O(1).
- **A refused decay silently dropped the item.** `ProcessActiveQueue` deleted on `OnDecay() == true` but did nothing when a region refused, leaving the item dequeued, untracked and on the ground forever. It now restarts the decay clock; re-registering as-is would spin, since `ScheduledDecayTime` is already past.

## Two content bugs of the same class

The decay system replaced a polling sweep. Under polling, a `Decays`/`DecayTime` override could read live state every pass. Under a registration model it cannot — the scheduler drops items that stop being eligible, but nothing enrols one that becomes eligible while untracked.

- **`TreasureChestLevel1-4`** overrode `DecayTime` as `Utility.Random(15, 60)` — a fresh roll on every read. `ScheduledDecayTime` is read repeatedly (to bucket, to re-bucket on rotation, to test whether due), so those reads disagreed: the chest re-bucketed every tick and decayed early instead of after its intended interval. Now rolled once per chest. Distribution unchanged — `Utility.Random(from, count)` is RunUO's `from + Next(count)`, so this is 15–74 minutes, as before.
- **`StrongBox`** overrode `Decays` with a live check on `_house`, `_owner.Deleted` and `IsCoOwner`. Nothing notifies the box when any of those change, so it was never enrolled and the override never decayed anything — and it could not have: `HouseRegion.OnDecay` refuses a secured item inside a standing house, and the box is in `Secures`. Decay was never the mechanism here.
  - A strongbox is only ever its owner's. Without a house, or without an owner still co-owning that house, it would be a free container anyone could loot, so `Validate()` destroys it. The old check missed exactly those two cases — it required a non-null owner and treated a null house as valid. A deleted owner deserializes back as null, which `IsCoOwner` rejects. The now meaningless `Decays`/`DecayTime` overrides and an unhelpful `Console.WriteLine` are gone.

`DecayScheduler` now documents both constraints.

## Tests

`DecayRegistrationTests` (Server) covers world placement, lift/drop, container round-trip, cursor-held (must *not* track), `Container.Destroy` spill, `DecaySlot`/structure agreement, refused decay, and a full decay lifecycle driven through the scheduler. `TreasureChestDecayTests` (UOContent) locks `DecayTime`/`ScheduledDecayTime` stability across all four chest levels.

To make the lifecycle testable deterministically, `DecayScheduler` gains `internal` members (visible only via existing `InternalsVisibleTo`): `IsRegistered()`, `ProcessTick(now)` — extracted from `OnTick()` with no behaviour change — and `ResetForTests()`.

Red/green verified. Without the `MoveToWorld` fix, 5 of 6 of the original tests fail, including `ItemOnGround_ActuallyDecaysAfterDecayTime`, which shows a ground item never decays even after a full simulated hour. Without the chest fix, 8 of 8 chest tests fail. Without the refused-decay fix, that test fails.

Server.Tests 737/737 and UOContent.Tests 509/509 pass.
2026-07-16 18:51:04 -07:00
Kamron Batman
7470cfd43c
fix: Bumps dependencies. (#2531) 2026-07-14 15:17:55 -07:00
Kamron Batman
8b9bab20fd
fix(network): restore huffman code for symbol 0x19 (#2528)
## The bug

#2522 rewrote the outgoing huffman table in `NetworkCompression.cs` and transposed symbol `0x19`'s code from `0x1CE` to `0x12E` (both 9 bits, so the length distribution — and the Kraft sum — stayed valid, which is why nothing obvious tripped).

The real damage is that it broke prefix-freeness. `0x12E` is `100101110`, and symbol `0x0D`'s 8-bit code is `10010111` — a proper prefix of it. The client's decoder walks the tree bit by bit, so it hit a valid leaf at `0x0D` after 8 bits, emitted the wrong byte, and then reframed every subsequent code.

That is exactly what the reporter's capture shows. Server sends `BF 00 0C 00 19 02 00 00 00 01 00 00`; the client's post-decompression stream reads `BF 00 0C 00 0D 55 00 00 01 00 00` — the literal `0D` is the mis-decoded `0x19`, and the packet is now one byte short, so framing desyncs from there on.

## Impact

Any outgoing packet with byte `0x19` anywhere in its body (serials, coordinates, hues, lengths, text) corrupted the stream. Because the desync is in framing rather than a single field, the client silently stops applying server updates while still being able to send — no disconnect, no error.

`StatLockInfo` (`0xBF` subcommand `0x19`) is sent during login, so it reproduces on essentially every connection. This is also #2526: "can only walk a few steps, then the client stops responding" is the same desync, not a VPS sizing problem.

## Fix

One entry, restored to the canonical value:

```diff
-            0x9, 0x191, 0x9, 0x12E, 0x7, 0x03F, ...
+            0x9, 0x191, 0x9, 0x1CE, 0x7, 0x03F, ...
```

## Validation of the whole table

Rather than eyeball 257 entries, I diffed the current table against **every revision of it in this repo's history** — all 34, back through the renames to the original import. All 34 agree with each other, and `0x19` is the sole disagreement with #2522's rewrite. No other entry has ever changed.

I also validated the table structurally: all 257 lengths in `[2,11]`, every value fits its declared bit-length, Kraft–McMillan sum exactly 1, and no code is a prefix of any other. It passes on all counts now, and the prefix check is what located the bug in the first place.

Both checks were one-off validation scripts, not committed — see below.

## Test

A single known-answer test (`~10ms`) that compresses all 256 symbols and asserts the exact output bytes. The expected bytes were generated from the canonical table, *not* from the implementation, so the test isn't circular. Any single wrong table entry changes the output, so it pins all 256 entries plus the terminal code, and it exercises the encoder end to end.

A round-trip test would **not** catch this class of bug — encoder and decoder built from the same table agree with each other even when the table is wrong. The contract being violated is with the client's hard-coded tree, so the expected bytes have to come from outside the implementation.

The structural prefix-free check and a second `StatLockInfo` vector were deliberately dropped after they'd served their purpose: the table is now verified and effectively frozen, so the structural check was guarding a constant, and the `StatLockInfo` vector is a strict subset of the all-symbols one. What remains covers the risk that's still live — `Compress` is a hand-unrolled bit-packing loop that will get optimized again, and this is the guard against that rewrite silently corrupting the wire format, which is precisely what happened here.

Verified the test fails when the bug is reintroduced and passes when fixed. Full `Server.Tests` suite green: 727 passed.
2026-07-14 09:26:39 -07:00
Kamron Batman
d7668df5ee
feat(opl): OplTextBlock multi-line tooltip builder + AddChunked (#2507)
## At a glance

```csharp
public override void GetProperties(IPropertyList list)
{
    base.GetProperties(list);

    // Accumulate any number of free-text lines. On dispose the block flushes via
    // AddChunked, splitting across as many OPL properties as needed so none can
    // overflow the legacy 2D client's per-property buffer (which would crash it).
    using var block = list.TextBlock();

    if (luck > 0)
    {
        block.Add($"Luck Bonus: +{luck}%");       // zero-alloc interpolation
    }

    block.Add("Cannot be repaired".AsSpan());      // plain text, no string allocation

    // Already holding a '\n'-joined string? Skip the builder and chunk directly:
    // list.AddChunked(description);
}
```

## What

Adds a safe path for emitting **variable-length, free-form (non-cliloc) tooltip text**:

- **`ObjectPropertyList.Add(ReadOnlySpan<char>)`** overloads — append raw text with no string allocation. Makes the old single-arg `Add(string)` redundant (a `string` binds to the span overload implicitly), so it's dropped.
- **`AddChunked(ReadOnlySpan<char>)`** on `IPropertyList` — splits newline-joined text at `\n` boundaries across as many passthrough-cliloc properties as needed, so no single property exceeds the cap.
- **`OplTextBlock`** (`ref struct`) + **`IPropertyList.TextBlock()`** — an ergonomic builder that accumulates `\n`-joined lines (with a zero-alloc interpolated `Add($"...")` overload) and flushes via `AddChunked` on dispose. Usage: `using var block = list.TextBlock();`.
- **`MaxArgumentLength` (504)** — per-property cap with a hard backstop that clamps + logs anything that slips through.

## Why

The legacy 2D client copies each OPL property's text into a fixed ~512-char (1024-byte) buffer. A single property longer than that smashes an adjacent world object's vtable on the client heap and crashes the client. `AddChunked`/`OplTextBlock` keep multi-line content safely under the cap instead of risking one oversized `Add`.

## Docs

- `dev-docs/property-lists.md` — new "Multi-Line Free Text" deep-dive section; corrected the stale `IPropertyList` listing.
- `dev-docs/claude-skills/modernuo-property-lists.md` — condensed pattern + anti-pattern.

## Tests

9 tests pass (`OplTextBlockTests`, `ObjectPropertyListSpanAddTests`): line joining, empty-line skipping, no-line no-op, zero-alloc interpolation, and long-content chunking staying under `MaxArgumentLength`. Full `UOContent` build is green, confirming dropping `Add(string)` breaks no call sites.
2026-07-02 19:41:36 -07:00
Kamron Batman
a038655541
fix: Bumps dependencies. Adds Server 2012/2016 support. (#2509)
### Summary

* Bumps dependencies
* Bumps IORingGroup to add epoll support and backward compatibility for Server 2012/2016.

Closes #2508
2026-07-02 19:29:34 -07:00
Kamron Batman
a28a32f46d
fix(json): Rectangle3DConverter loses a z-level on write (#2506)
## Summary

`Rectangle3DConverter.Write` corrupts a rectangle's Z range for certain bounds. The omit-z guard was:

```csharp
var writeZ = value.Start.Z is > sbyte.MinValue and < sbyte.MaxValue
          || value.End.Z   is > sbyte.MinValue and < sbyte.MaxValue;
```

This drops `z1`/`z2` whenever **both** Z bounds sit at/outside the sbyte extremes — but `Read` reconstructs absent Z as exactly `z1 = -128, z2 = 127` (depth 255). So any rectangle that trips the omit condition without *being* that sentinel round-trips to depth 255 and is corrupted.

The concrete case: a **homeRange-style** bound `Start.Z = -128, End.Z = 128` (depth 256, the full vertical range used by spawners) gets `z1`/`z2` omitted on write, then reads back as depth **255** — silently losing the top z-level on every re-serialize.

(Spotted while working on #2505; spawners now prefer the `homeRange` form so most square bounds avoid this path, but any non-square `spawnBounds` or other `Rectangle3D` JSON is affected.)

## Fix

Omit Z only for the exact sentinel `Read` produces (`z1 == -128 && z2 == 127`); write it for anything else:

```csharp
var writeZ = value.Start.Z != sbyte.MinValue || value.End.Z != sbyte.MaxValue;
```

`Read` is unchanged, so existing `regions.json` rectangles that omit Z keep loading identically.

## Tests

New `Rectangle3DConverterTests`: round-trips the homeRange depth-256 case, the depth-255 sentinel, and ordinary/edge z values; asserts the sentinel omits Z while homeRange bounds write it. Server.Tests 717/717, UOContent.Tests 487/487.
2026-06-25 23:42:49 -07:00
Kamron Batman
d8a64f3316
refactor(spawners): replace DynamicJson with typed SpawnerDto records (#2505)
## Summary

Removes the dated `DynamicJson` JSON helper and migrates spawner JSON (de)serialization to a polymorphic `record SpawnerDto` hierarchy. `DynamicJson` was the last remaining consumer (regions moved off it in #1400).

The key correctness improvement: **System.Text.Json deserializes plain DTO records, never a live `Item`.** Previously, deserializing directly into an `Item` meant STJ constructed world-registered objects *before* the data was validated — a malformed/hand-edited spawn file could leave orphaned spawner Items in the world save. Now a parse failure is GC-only; `dto.ToSpawner()` constructs the spawner only from a fully-validated DTO and self-cleans on failure.

## What changed

- **New:** `SpawnerDto` (abstract) + `SpawnerDataDto` / `RegionSpawnerDto` / `ProximitySpawnerDto`, each marked with a reusable `[JsonDiscoverableType]` opt-in attribute. Auto-discovered at the `Configure` phase — no manual registration list (avoids the regions `Register<T>()` footgun), open to custom spawner subtypes.
- **Symmetric mapping:** `BaseSpawner.ToDto()` (export) ⇄ `SpawnerDto.ToSpawner()` (import). `ToSpawner()` deletes-and-rethrows on any failure, so the importer can never orphan an Item.
- **`SpawnerJsonSerializer`** wires `$type` polymorphism on the `SpawnerDto` root with loud collision/constructibility validation.
- **Import/export commands** rewired to the typed DTO path (reflection `FindTypeByName`/`CreateInstance` removed).
- **Data migration:** the 109 `Distribution/Data/Spawns/**` files moved from `"type"`→`"$type"` and legacy `homeRange`→`spawnBounds`. The runtime still *reads* legacy `homeRange` for external files. The `homeRange→spawnBounds` formula is proven equivalent to the runtime conversion (`BoundsEquivalenceTests`, hr=0/1/3/7).
- **Deleted:** `Projects/Server/Json/DynamicJson.cs`.

Sparse export output matches the legacy `ToJson` (nullable DTO properties + `WhenWritingNull`). Binary world-save serialization is untouched.

## Tests

- DTO round-trip per spawner type; sparse-default omission; legacy `homeRange` read; export/import file round-trip.
- `Import_MalformedFile_LeaksNoWorldItems` — proves a mid-array parse failure constructs zero world Items.
- `AllSpawnFilesLoadTests` — every migrated spawn file deserializes and builds.
- Duplicate-discriminator validation.
- UOContent.Tests 485/485, Server.Tests 710/710, build clean.

## Follow-up (not in this PR)

`Rectangle3DConverter.Write` (in `Projects/Server/`) omits `z1/z2` when `Start.Z == -128`, so a future server-side export of a `homeRange`-style spawner round-trips depth 256→255. Pre-existing and out of scope here (Server change); the migrated data reads correctly. Worth a separate small converter PR.
2026-06-25 23:24:45 -07:00
Kamron Batman
412a71dfe0
fix(tests): single shared bootstrap; idempotent SerializationThreadWorker.Exit (#2473)
## Problem

Running the full `UOContent.Tests` suite, the test host **hangs ~2.5 minutes at shutdown and then crashes** (`Test host process crashed` / run aborted). The tests themselves are fine — they complete in ~1s — but the process can't exit.

Captured via `--blame-hang` dump. The blocking thread:

```
System.Threading.WaitHandle.WaitOne()
Server.SerializationThreadWorker.Sleep()        SerializationThreadWorker.cs:54  (_stopEvent.WaitOne())
Server.SerializationThreadWorker.Exit()         SerializationThreadWorker.cs:61
Server.World.ExitSerializationThreads()         World.cs:429
Server.Tests.UOContentFixture..ctor()
```

### Root cause

Both collection fixtures (`UOContentFixture` and `PathfindingTestFixture`) each run the **full process-global ModernUO bootstrap**. `World.Load()` is guarded to run once per process, so the **second** fixture's `World.Load()` is a no-op and does **not** respawn the serialization workers — but `World.ExitSerializationThreads()` is **not** guarded, so the second fixture calls `Exit()` on workers whose threads have already terminated. `Exit()` → `Sleep()` → `_stopEvent.WaitOne()` then blocks forever (a dead thread never sets the event). The first collection's tests run; the second collection's fixture deadlocks in its constructor; the host eventually gets killed.

This is why single-collection (filtered) runs were fine — only one fixture ever bootstraps — but the full suite hangs. It's not a parallelization race: even strictly sequential, the second fixture deadlocks.

## Fix

**(a) Engine — idempotent `SerializationThreadWorker.Exit()`**
A second `Exit()` is now a safe no-op instead of a permanent block. Only the owning (main) thread calls `Exit()`, so no synchronization is needed, and the single-call production shutdown path is unchanged.

**(b) Tests — one shared bootstrap, strictly sequential collections**
- New `TestServerBootstrap.EnsureInitialized()` runs the superset global init **exactly once per process** (lock + once-flag).
- `UOContentFixture` / `PathfindingTestFixture` slim down to delegate to it and no longer tear down global state (which the single-bootstrap model owns for the host's lifetime).
- `[assembly: CollectionBehavior(DisableTestParallelization = true)]` so collections never overlap.

## Result

| | Before | After |
|---|---|---|
| Tests run (full suite) | 258 (UOContent collection deadlocked) | **418** |
| Outcome | 2.5-min hang → host crash | **418 passed, clean exit** |
| Wall time | killed | **~7s** |
2026-06-07 12:36:37 -07:00
Kamron Batman
1c1fd4d930
fix: Bumps dependencies (#2472) 2026-06-07 01:25:21 -07:00
Kamron Batman
a8acfa31f8
refactor: decompose mobile/corpse hair, delete VirtualHairInfo, fix removal serial (#2462) (#2463)
Fixes #2462

## Summary
Removes the per-object `VirtualHairInfo` heap wrapper for mobile/corpse hair. Hair is now stored **inline** on `Mobile` and `Corpse` as `int _hairItemId` / `int _hairHue` plus a lazily-allocated, **non-serialized** ephemeral `Serial _hairSerial` (in the high virtual-serial range) — and likewise for facial hair. The `VirtualHairInfo` class is deleted, with a **lossless** save migration.

This delivers three things:
1. **Fixes a hair-removal bug.** `Delta(MobileDelta.Hair)` is deferred (it enqueues; `ProcessDeltaQueue` runs later in the tick). The old `HairItemID = 0` setter nulled `_hair` *immediately*, so by the time `ProcessDelta` built the remove packet the equipped virtual serial was already gone — the old `??=` code then re-materialized a **fresh** serial (≠ the equipped one), so clients never removed the right entity, and it left a phantom ItemId-0 object behind. The serial now lives on the entity and **persists across removal**, so remove packets carry the correct serial.
2. **Lightens the entity.** No heap hair object; bald mobiles allocate nothing (the serial is minted lazily only when hair is present). This was the original reason `HairItemID`/`HairHue` exist.
3. **Removes `VirtualHairInfo` entirely**, keeping the high-range virtual serial behavior.

## How
- **Mobile** (manual serialization): inline `_hairItemId/_hairHue/_hairSerial` (+facial); lazy `HairSerial`/`FacialHairSerial`; `ProcessDelta` reads those. Serialization **v36 → v37** — the v30-v37 deserialize is unified, reading the legacy per-hair `VirtualHairInfo` version int only when `version < 37`. Setting item id to 0 clears the hue (matching the old object-nulling) while retaining the serial.
- **Corpse** (codegen serialization): decomposed to `[SerializableField] int _hairItemId/_hairHue` (+facial) + ephemeral serial; **v16 → v17** with `MigrateFrom(V16Content)`.
- **Lossless migration:** the loader validates exact byte length, and the old corpse hair is a presence-bool-gated block, so a tiny **migration-only** `LegacyHairInfo` reader (no runtime role) consumes the legacy `[bool][int ver][int itemId][int hue]` bytes. Frozen `Corpse.v14/v15/v16.json` are retyped to it; `v17.json` describes the new int fields.
- All consumers updated to discrete accessors: `OutgoingMobilePackets`, `CorpsePackets`, corpse subclasses (`MilitiaFighterCorpse`, `SchmendrickApprenticeCorpse`), and the packet test mirrors.
- `VirtualHair.cs` renamed to `OutgoingVirtualHairPackets.cs` (the only type left in it after `VirtualHairInfo` was removed).

## Test Plan
- [x] Full solution build: **0 warnings, 0 errors** (`TreatWarningsAsErrors`).
- [x] `Server.Tests`: **708 passed** (incl. new `RemoveHairUsesEquippedSerial` / `RemoveFacialHairUsesEquippedSerial` proving the serial survives removal + hue clears).
- [x] `UOContent.Tests` corpse/hair: **6 passed** (incl. `CorpseHairMigrationTests` asserting the legacy hair bytes are consumed exactly — the loader's length invariant).
- [x] Generated migration code inspected: V14/V15/V16 readers consume the legacy block byte-for-byte; serial never written to disk.

## Upgrade notes
- Old Mobile (v30–v36) and Corpse (v13–v16) saves load losslessly.
- Minor cosmetic-only change: `SchmendrickApprenticeCorpse` hair/facial-hair RNG draws shift order within each pair (same draw count); irrelevant for a quest NPC corpse.
2026-06-06 14:33:28 -07:00
Kamron Batman
679e66b99d
feat(buffers): add :L lowercase format spec to RawInterpolatedStringHandler (#2440)
## Summary

Adds a custom `:L` format specifier to `RawInterpolatedStringHandler`. When the format string is `"L"`, the handler lowercases the formatted value's chars in-place after the underlying `ISpanFormattable.TryFormat` / `IFormattable.ToString` path completes. Zero allocation, single-pass.

## Usage

```csharp
mob.SendMessage($"You earned a {rank:L} trophy!");           // "gold"
mob.SendMessage($"Welcome, {playerName:L}");                  // lowercased
mob.SendMessage($"{count:L} kills");                          // ints unchanged ("42")
```

## Motivation

Eliminates the `value.ToString().ToLowerInvariant()` two-allocation idiom that appears across the codebase for any type that goes through an interpolation handler. After this lands, content code can use the `:L` specifier directly instead of helper extensions or per-enum lookup tables.

## Coverage

- `AppendFormatted<T>(T value, string? format)` — generic path (covers IFormattable, ISpanFormattable, .ToString fallback)
- `AppendFormatted(ReadOnlySpan<char> value, int alignment, string? format)` — span path with alignment-aware lowercase range (only the value range is lowercased, not padding)
- `AppendFormatted<T>(T value, int alignment, string? format)` and `AppendFormatted(string? value, int alignment, string? format)` and `AppendFormatted(object? value, int alignment, string? format)` — inherit via delegation

The `format == "L"` comparison is case-sensitive — `:l` (lowercase L) is NOT recognized. `:L` matches the convention of e.g. `:N0` / `:F2` (numeric format specifiers traditionally use uppercase). `char.ToLowerInvariant` is used (not locale-dependent) for predictable game text.

## Future cleanup

Phase 3.3 (#2438) introduced a per-enum `TrophyRank.LowerName()` extension to eliminate `rank.ToString().ToLower()` allocations at 10 ConPVP sites. Once this PR lands, those sites can be simplified to `{rank:L}` and the `TrophyRankExtensions` helper can be removed. Tracked as a follow-up.
2026-05-03 18:24:57 -07:00
Kamron Batman
5f9fa88220
perf: Zero-alloc interpolation for SendMessage/Overhead APIs (#2434)
## Summary

Phase 1 of a multi-phase optimization to eliminate intermediate string allocations between `$"..."` interpolation and the packet text region for ModernUO's player-facing message APIs.

- Adds `[InterpolatedStringHandler]` overloads to every `Send*`/`Public/Local/Private/NonlocalOverheadMessage`/`Say`/`Emote`/`Whisper`/`Yell`/`SendLocalizedMessageTo` API in `OutgoingMessagePackets`, `Mobile`, and `Item`. Each overload is a 3-line shim that forwards `handler.Text` to the existing span-based path then calls `handler.Clear()` to return the rented `STArrayPool<char>` buffer (matches the established `SpanWriter.WriteAscii(ref RawInterpolatedStringHandler)` precedent).
- Converts `string text/args/affix/name` parameters to `ReadOnlySpan<char>` for consistency with the handler path. `lang` intentionally stays `string` (it's never interpolated and the `??= "ENU"` fallback stays cleaner).
- Adds `int charCount` overloads of the three `GetMaxMessage*Length` helpers so stackalloc sizing can avoid the redundant `ROS<char>` round-trip.
- Moves `Mobile` (17 methods) and `Item` (4 methods) message methods into new partial-class files (`Mobile.Messages.cs`, `Item.Messages.cs`) for organization.

No UOContent call sites change in this PR — existing `string`/`ROS<char>` calls compile unchanged via implicit conversion. Phase 2 (intermediate-string audit) and Phase 3 (cleanup PRs) follow.

## Files

- `Projects/Server/Network/Packets/OutgoingMessagePackets.cs` — `string` → `ROS<char>` for text params, `int charCount` length helpers added, class made `partial`
- `Projects/Server/Network/Packets/OutgoingMessagePackets.Interpolated.cs` (new) — 3 `ref RawInterpolatedStringHandler` extension overloads
- `Projects/Server/Mobiles/Mobile.cs` — message methods extracted (-262 lines)
- `Projects/Server/Mobiles/Mobile.Messages.cs` (new, 463 lines) — moved + ROS-converted methods + 25 handler overloads
- `Projects/Server/Items/Item.cs` — message methods extracted (-93 lines)
- `Projects/Server/Items/Item.Messages.cs` (new, 142 lines) — moved + ROS-converted methods + 4 handler overloads
- `Projects/Server.Tests/Tests/Network/Packets/Outgoing/MessagePacketTests.cs` — 3 new regression tests verifying byte-equivalence for the handler overloads
2026-05-03 18:04:02 -07:00
Kamron Batman
c552f65673
perf: Eliminates allocations in Container searching. (#2409)
## Summary

Removes per-call heap allocations from `Container`'s consume / find / group hot paths and from `BaseCreature.OnDeath`'s fame/karma tracking. The headline wins: kill the `List<List<Item>>` + `Item[][]` + `int[]` grouping bridges in `ConsumeTotal*` / `ConsumeTotalGrouped*` / `GetBestGroupAmount*`, and kill the per-call `Predicate<Item>` allocations in `FindItemsByType(Type)` / `FindItemsByType(Type[])`.

### `Container.cs`

- `ConsumeTotal`, `ConsumeTotalGrouped`, `GetBestGroupAmount` now share four streaming helpers (`HasAmount`, `TryFindGroupMeetingAmount`, `BestGroupTotal`, `ConsumeSlice`) backed by `PooledRefList` instead of allocating per-group lists and jagged arrays. Two-phase validate-then-consume pattern preserved — all-or-nothing semantics for spell reagents, vendor pay, and crafting still hold.
- `(Type)` / `(Type[])` / `(Type[][])` overload trios collapsed to single `ReadOnlySpan<Type>` + `ReadOnlySpan<int>` implementations. Implicit `T[] → ReadOnlySpan<T>` conversion means UOContent callers compile unchanged.
- Unused overloads deleted: `ConsumeTotalGrouped(Type)`, `ConsumeTotalGrouped(Type[][])`, `GetBestGroupAmount(Type)`, `GetBestGroupAmount(Type[][])`, plus the never-called `TryDropItems` hook and its private `ItemStackEntry` struct.
- Fixes a `PooledRefList` leak in `GetBestGroupAmount(Type[], …)` (missing `using`).
- `m_ContainerData` / `m_Items` / `m_TotalGold` / `m_TotalItems` / `m_TotalWeight` / `ContainerData.m_Table` / `ContainerData.logger` renamed to the underscored convention. `m_Items` cross-file rename for the Container-side references in `Item.cs`; `Item.CompactInfo.m_Items` deliberately left alone (separate effort).
- `CheckHold` parent walk simplified; trivial dispatch methods (`CheckHold` overloads, `OnItemAdded`, `OnItemRemoved`, `OnStackAttempt`) get `[MethodImpl(AggressiveInlining)]`; `Destroy` and `DisplayTo` cache `Items` outside the loop; dead comments removed.

### `Item.Enumerable.cs`

- `FindItemsByType(Type)` previously allocated a `Predicate<Item>` per call (method-group conversion). `FindItemsByType(Type[])` allocated a closure capturing `types`. Both now construct the enumerator with a `Type` / `ReadOnlySpan<Type>` field directly, no delegate.
- `FindItemsByTypeEnumerator<T>` gains two constructors plus a `Matches(T)` helper that picks the right filter inline. Constructor chaining via a private 2-arg seed constructor incidentally fixes a pre-existing bug where `PooledRefQueue` was always rented at capacity 0 because `_recurse` hadn't been assigned yet.
- `(Type[])` overload of `FindItemsByType` becomes `(ReadOnlySpan<Type>)`.
- `EnumerateItemsByType(Type)` / `EnumerateItemsByType(ReadOnlySpan<Type>)` / `ListItemsByType(Type)` / `ListItemsByType(ReadOnlySpan<Type>)` simplified to delegate to the new alloc-free overloads instead of filtering manually.

### `Utility.cs`

- `InTypeList<T>(this T, Type[])` and `InTypeList(this Type, Type[])` switched to `ReadOnlySpan<Type>`.

### `BaseCreature.cs`

- `OnDeath` per-death `List<Mobile>` / `List<int>` / `List<int>` for fame/karma tracking switched to `PooledRefList`.
2026-04-25 13:40:21 -07:00
Kamron Batman
6a132560eb
fix: Bumps dependencies to address vulns. (#2408) 2026-04-19 13:41:27 -07:00
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
2b66817937
chore: Fixes flaky tests (#2386) 2026-03-22 10:54:12 -07:00
Kamron Batman
04d438239d
feat: Adds robust speed hack detection and movement throttling (#2266)
## Summary

   Server-side movement throttle that prevents speed hacking while accurately identifying cheaters with detection of lagging connections.

   **Key features:**
   - Credit buffer (200ms) absorbs timing jitter from legitimate players
   - Movement queue handles larger bursts, draining at proper game-tick intervals
   - RTT measurement distinguishes network lag from speed hacks
   - Queue depth detection catches ACK-throttled speed hacks (going straight)

   ## How It Works

   **Throttle** (prevention): Movements arriving too early either consume credit or get queued. The queue drains at
   correct intervals, so speed hackers can't move faster regardless of what they send.

   **Detection** (identification): Combines multiple signals to identify cheaters:
   | Signal | What it catches |
   |--------|-----------------|
   | Queue depth ≥4 sustained | ACK-throttled speed hacks (client limits unacked moves to 5) |
   | Movement rate >1.05x | Direction-change speed hacks where timing is visible |
   | Stable RTT + high queue | Eliminates false positives from laggy players |

   **RTT-Aware Logic:**
   - Probes only sent to players actively moving (event-driven, not global loop)
   - Stable low-latency + problems = suspicious
   - Unstable/high-latency + problems = probably just lag, throttle handles it

   ## Configuration

   ```json
   {
     "movementThrottle.maxCredit": 200,
     "movementThrottle.softQueueLimit": 6,
     "movementThrottle.hardQueueLimit": 10,
     "movementThrottle.debugLogging": false
   }
   ```
2026-03-07 11:44:37 -08:00
Kamron Batman
e1e1a7c640
fix: Bumps deps. Updates copyrights (#2353) 2026-03-05 19:36:54 -08:00
Joe
e77a566f32
feat: Implements passive Detect Hidden mechanics (#2342) 2026-02-28 11:24:49 -08:00
Kamron Batman
3c0d6cb9d6
feat: Upgrades networking to use io_uring. (#2315)
> [!IMPORTANT]
> **Breaking Changes**
> - DecodePacket and EncodePacket delegates replaced with IClientEncryption interface
> - NetState.Connection (Socket) replaced with internal RingSocket management
> - NetState.RecvPipe and NetState.SendPipe removed (buffers managed internally)

## Summary

Upgrades the networking stack from PollGroup-based I/O to io_uring, significantly improving I/O performance on Linux.
This also adds native client encryption support for encrypted UO clients.

## Major Changes

io_uring Networking Architecture
- Replaced PollGroup with IORingGroup for async socket I/O operations
- Removed Pipe.cs (mirrored ring buffer) and TcpServer.cs in favor of RingSocketManager
- Added NetState.Network.cs - centralized network infrastructure handling accept, recv, send, and disconnect
completions
- Added SocketHelper.cs - platform-specific socket utilities for raw socket handle operations (getpeername,
getsockname)
- Buffer management now handled by RingSocketManager with configurable slab allocation

### Client Encryption Support
- Added full encryption stack in Network/Encryption/:
  - EncryptionConfig.cs - configurable encryption modes (None, Unencrypted, Encrypted, Both)
  - EncryptionManager.cs - encryption detection and initialization for login/game packets
  - LoginEncryption.cs - handles login packet encryption with version-derived keys
  - GameEncryption.cs - handles game server encryption using Twofish
  - TwofishEngine.cs - optimized Twofish block cipher implementation
  - LoginKeys.cs - encryption key table for client versions
  - IClientEncryption.cs - interface for client encryption implementations

### NetState Improvements
- Replaced Socket Connection with RingSocket _socket for managed socket lifecycle
- Changed from GCHandle polling to event-based completion processing
- Disconnect handling now properly waits for pending sends to flush
- Simplified connecting socket management using lazy queue removal

### Configuration
- New settings: network.encryptionMode and network.encryptionDebug
- Encryption mode flags: Unencrypted, Encrypted, or Both

### Dependencies
- Replaced PollGroup NuGet package with IORingGroup
- Linux requires liburing-dev / liburing-devel package

### Test plan

- Verify server starts and accepts connections on Linux with io_uring
- Verify server starts and accepts connections on Windows (fallback to IOCP)
- Test unencrypted client connections (ClassicUO with encryption disabled)
- Test encrypted client connections if available
- Verify graceful disconnect flushes pending data
- Confirm CI builds pass on all target platforms
2026-02-01 16:02:32 -08:00
Kamron Batman
0404251638
feat: Adds Latin1 text support (#2317)
## Summary

- Adds proper Latin1 encoding support, replacing CP1252 usage throughout the codebase
- Adds specialized, optimized string decoding methods with safe string filtering for each encoding type
- Filters invalid Unicode characters (C0/C1 control codes, non-characters) by removal rather than replacement since
the UO client renders nothing for these characters
- Fixes UTF-16 null terminator position handling to correctly advance by 2 bytes

## Changes

TextEncoding.cs

- Added SearchValues-based invalid byte/char detection for efficient filtering
- Added encoding-specific GetString methods: GetStringAscii, GetStringLatin1, GetStringUtf8, GetStringBigUni,
GetStringLittleUni
- Each method supports a safeString parameter for filtering invalid characters
- Little-endian UTF-16 uses direct memory cast for zero-copy decoding on LE systems
- Invalid characters are removed (not replaced with U+FFFD) since the client renders nothing for them

SpanReader.cs

- Added ReadLatin1() and ReadLatin1Safe() methods
- Rewrote encoding-specific read methods to use optimized TextEncoding.GetString* methods
- Fixed UTF-16 null terminator handling: position now correctly advances by byteLength (2) instead of 1

SpanWriter.cs

- Added WriteLatin1 and WriteLatin1Null methods

## Packet Updates

- Updated all packet code to use Latin1 encoding instead of CP1252
- Affected: account packets, equipment packets, menu packets, message packets, mobile packets, player packets, secure
trade packets, vendor packets, gump packets, book packets, mahjong packets

## Filtering Behavior

Invalid characters filtered in safe mode:
```
┌───────────────┬────────────────────────┐
│     Range     │      Description       │
├───────────────┼────────────────────────┤
│ 0x00-0x1F     │ C0 control codes       │
├───────────────┼────────────────────────┤
│ 0x7F          │ DEL                    │
├───────────────┼────────────────────────┤
│ 0x80-0x9F     │ C1 control codes       │
├───────────────┼────────────────────────┤
│ 0xFFFE-0xFFFF │ Unicode non-characters │
└───────────────┴────────────────────────┘
```

Note: Surrogate pairs (0xD800-0xDFFF) are not filtered because proper validation requires context checking for paired
vs unpaired surrogates. The UO client renders nothing for these anyway.

## Test Plan

- All 631 Server.Tests pass
- Verified client rendering behavior using TestUnicodeGump command (pages 1-5)
- Confirmed U+FFFD, unpaired surrogates, and non-characters all render as blank in client
- Verified Latin1 characters (0xA0-0xFF) display correctly
- Verified C1 control codes (0x80-0x9F) are filtered and don't display
2026-01-22 15:51:00 -08:00
Kamron Batman
1e4c32c809
fix: Exempts localhost from IPLimiter. Preps testing for io_uring (#2316)
### Summary
* Exempts localhost from IPLimiter
* Updates tests to have proper sequential testing with packets
* Updates tests to clean up NetState
2026-01-20 08:54:15 -08:00
Kamron Batman
ee2cd1d18d
feat: Adds new decay system and SkipSerialization (#2311)
## Summary

- Replaces scan-based decay checking during world saves with an event-driven timer wheel scheduler
- Removes virtual property checks from serialization hot path, achieving 6-8x faster world saves

## Changes

### DecayScheduler (new):
- Timer wheel with 12 HashSet buckets (5-min intervals) + PriorityQueue for active processing
- O(1) register/unregister vs O(n) scan of all items
- Auto start/stop when items exist/empty
- Configurable tick interval with jitter to prevent system synchronization

### Item.cs:
- Added ScheduledDecayTime computed property
- Added UpdateDecayRegistration() called from SetLastMoved(), property setters, AddItem()/RemoveItem()
- Hooks in Visible, Movable, Spawner setters and Delete()

### World.cs:
- Removed _decayQueue, EnqueueForDecay(), ProcessDecay()
- ItemPersistence.Serialize() now tight loop without virtual calls

## Performance

| Metric        | Before     | After     | Improvement |
|---------------|------------|-----------|-------------|
| Items (230K)  | 245K ticks | 34K ticks | 8x faster   |
| Mobiles (43K) | 56K ticks  | 6K ticks  | 9x faster   |
| Total         | 302K ticks | 40K ticks | 7.5x faster |

## Configuration

decay.maxItemsPerTick = 250       # Items processed per tick
decay.tickInterval = 256ms        # Base processing interval
decay.bucketInterval = 5min       # Timer wheel bucket size
decay.jitterMaxMs = 25            # ±25ms tick jitter
2026-01-08 11:43:51 -08:00
Kamron Batman
598223703f
refactor: Add BitMask256 utility for 256-bit bitmask operations (#2300)
### Summary

- Create BitMask256 struct with scalar operations (benchmarks showed AVX2 vectorization provides no benefit for this size)
- Refactor Map.cs to use BitMask256 for full Z range support (-128 to 127)
- Remove SectorSpawnCache struct, use BitMask256 directly in manager
- Update tests to use BitMask256 directly
- Remove unused test assertions for old 64-bit behavior
2025-12-29 12:54:49 -08:00
Kamron Batman
3e8d548f38
feat: Add spawn position caching and spiral scan optimization (#2295)
### Summary

Adds spawn position caching and optimization for constrained spawners (e.g., those near houses, water, or blocked terrain).

### Key features:
- Sector-based bitmap cache (32 bytes per 16x16 sector) stores valid spawn positions
- Spiral scan progressively discovers positions from spawner center outward
- Automatic mode detects constrained spawners after 5+ non-transient failures
- Prevents mob spawning inside private houses (allows public AoS buildings)
- Deduplicates sector lookups for multi-bounds spawners (RegionSpawner)
- Cache invalidation on house placement/demolition
- Moves SpawnBounds to Spawner

### New spawner properties:
- SpawnPositionMode: Automatic (default), Enabled, Disabled, Abandoned
- MaxSpawnAttempts: Configurable attempts before optimization engages (default: 5)
2025-12-28 02:40:21 -08:00
Kamron Batman
6d51b33cf8
feat: Add CanSpawnMobile overload with props Z-range support. (#2293)
### Summary

- Adds CanSpawnMobile(x, y, minZ, maxZ, canSwim, cantWalk, out spawnZ) overload for finding spawn surfaces within a Z range
- Adds CanSpawnItem(x, y, minZ, maxZ, out spawnZ) for item spawning with Surface+Impassable support (tables, furniture)
- Uses bitmask optimization inspired by Item.DropToWorld's m_OpenSlots pattern for O(1) surface/blocker checks
- HomeRange spawners now use surface detection to set proper Z bounds

### Key Changes

Map.cs:
- CanSpawnMobile with Z-range finds lowest valid surface for mobiles
- CanSpawnItem with Z-range finds lowest valid surface for items (including tables)
- CanFitItem for point-check item placement on Surface+Impassable tiles
- Bitmask approach eliminates nested loops and stackalloc arrays

Spawners:
- Simplified GetSpawnPosition using new Z-range methods
- HomeRange setter detects surface below spawner for proper Z bounds
- Consistent handling for mobiles and items

### Bug Fixes

- Water tiles (Impassable | Wet) no longer block swimming mobs
- Items can now spawn on tables/furniture (Surface+Impassable)

### Test Plan

- Run dotnet test - 631 tests pass
- Manual testing: multi-story spawning, water mobs, item spawning on tables
- Verify HomeRange spawner movement shifts bounds correctly
2025-12-27 17:01:15 -08:00
Kamron Batman
ebaf104935
chore: Use var everywhere (#2294) 2025-12-27 16:47:28 -08:00
Kamron Batman
5fb0e806c5
feat: Adds proper OSI tracking up to 120 tiles. (#2281)
### Summary

Fixes tracking skill to 10 tiles per 10% up to 120 tiles.
2025-11-29 09:55:52 -08:00
Kamron Batman
f2ce860c18
feat: Adds Map.GetXByDistance (for tracking skill). Fixes negative range checks. (#2252)
### Summary

Adds `XInRangeByDistance` and `XInBoundsByDistance` methods to `Map.cs`:

**Item Distance Enumeration:**
```cs
ItemDistanceEnumerable<Item> GetItemsInRangeByDistance(Point3D p);
ItemDistanceEnumerable<Item> GetItemsInRangeByDistance(Point3D p, int range);
ItemDistanceEnumerable<T> GetItemsInRangeByDistance<T>(Point3D p) where T : Item;
ItemDistanceEnumerable<T> GetItemsInRangeByDistance<T>(Point3D p, int range) where T : Item;
ItemDistanceEnumerable<Item> GetItemsInRangeByDistance(Point2D p);
ItemDistanceEnumerable<Item> GetItemsInRangeByDistance(Point2D p, int range);
ItemDistanceEnumerable<T> GetItemsInRangeByDistance<T>(Point2D p) where T : Item;
ItemDistanceEnumerable<T> GetItemsInRangeByDistance<T>(Point2D p, int range) where T : Item;
ItemDistanceEnumerable<Item> GetItemsInRangeByDistance(int x, int y, int range);
ItemDistanceEnumerable<T> GetItemsInRangeByDistance<T>(int x, int y, int range) where T : Item;
ItemDistanceEnumerable<Item> GetItemsInBoundsByDistance(Rectangle2D bounds, , bool makeBoundsInclusive = false);
ItemDistanceEnumerable<T> GetItemsInBoundsByDistance<T>(Rectangle2D bounds, bool makeBoundsInclusive = false) where T : Item;
```

**Mobile Distance Enumeration:**
```cs
MobileDistanceEnumerable<Mobile> GetMobilesInRangeByDistance(Point3D p);
MobileDistanceEnumerable<Mobile> GetMobilesInRangeByDistance(Point3D p, int range);
MobileDistanceEnumerable<T> GetMobilesInRangeByDistance<T>(Point3D p) where T : Mobile;
MobileDistanceEnumerable<T> GetMobilesInRangeByDistance<T>(Point3D p, int range) where T : Mobile;
MobileDistanceEnumerable<Mobile> GetMobilesInRangeByDistance(Point2D p);
MobileDistanceEnumerable<Mobile> GetMobilesInRangeByDistance(Point2D p, int range);
MobileDistanceEnumerable<T> GetMobilesInRangeByDistance<T>(Point2D p) where T : Mobile;
MobileDistanceEnumerable<T> GetMobilesInRangeByDistance<T>(Point2D p, int range) where T : Mobile;
MobileDistanceEnumerable<Mobile> GetMobilesInRangeByDistance(int x, int y, int range);
MobileDistanceEnumerable<T> GetMobilesInRangeByDistance<T>(int x, int y, int range) where T : Mobile;
MobileDistanceEnumerable<Mobile> GetMobilesInBoundsByDistance(Rectangle2D bounds, bool makeBoundsInclusive = false);
MobileDistanceEnumerable<T> GetMobilesInBoundsByDistance<T>(Rectangle2D bounds, bool makeBoundsInclusive = false) where T : Mobile;
```

**Client Distance Enumeration:**
```cs
ClientDistanceEnumerable GetClientsInRangeByDistance(Point3D p);
ClientDistanceEnumerable GetClientsInRangeByDistance(Point3D p, int range);
ClientDistanceEnumerable GetClientsInRangeByDistance(Point2D p);
ClientDistanceEnumerable GetClientsInRangeByDistance(Point2D p, int range);
ClientDistanceEnumerable GetClientsInRangeByDistance(int x, int y, int range);
ClientDistanceEnumerable GetClientsInBoundsByDistance(Rectangle2D bounds, bool makeBoundsInclusive = false);
```

**Example Usage:**

How to use `minDistance` to terminate early when all subsequent mobiles in the iteration will be at an increasing min distance.

```csharp
var playerLocation = player.Location;
const int maxRange = 100;
const int maxMobiles = 12;

var closestMobiles = new SortedSet<Mobile>(Comparer<Mobile>.Create((x, y) =>
{
    var distX = x.GetDistanceToSqrt(playerLocation);
    var distY = y.GetDistanceToSqrt(playerLocation);

    int result = distX.CompareTo(distY);
    if (result == 0)
    {
        result = (x?.Serial ?? Serial.MinusOne).CompareTo(y?.Serial ?? Serial.MinusOne);
    }
    return result;
}));

int lastMinDistance = 0;

foreach (var (mobile, minDistance) in map.GetMobilesInRangeByDistance(playerLocation, maxRange))
{
    // Stop if we have enough and distance starts increasing
    if (closestMobiles.Count >= maxMobiles && minDistance > lastMinDistance)
    {
        break;
    }

    closestMobiles.Add(mobile);
    lastMinDistance = minDistance;
}

// Results are already ordered by proximity
foreach (var mobile in closestMobiles)
{
    var actualDistance = mobile.GetDistanceToSqrt(playerLocation);
    Console.WriteLine($"{mobile.Name}: ActualDist={actualDistance:F2}");
}
```
2025-11-28 10:57:54 -08:00
Kamron Batman
d3fdb180b3
fix: Fixes searching multis/clients. Adds missing map enumeration tests (#2278)
> [!IMPORTANT]
> **Dev Note:** This is an **important** patch as the bug could lead to major issues like:
> * Multis/Players disappearing from view or not being counted during game logic.
> * World processes (e.g., area checks, targeting) failing to detect entities correctly.
> * General stability and correctness concerns for core map functionality.
>
> **Important Breaking Change**: Multis now properly use the map link list. This means modifying a multi while iterating will cause the server to crash. The crash _is expected_. Please modify/fix code accordingly to create a list using `PooledRefQueue` or `PooledRefList` instead of moving/deleting multis while inside the foreach.

### Summary

* Fixes a bug where deleting/moving a multi (boat/house) in some circumstances can use undefined behavior due to unsafe changes to List<BaseMulti>
* Fixes a bug where Multis may not be considered while searching due to a bug causing the sector search to end early.
2025-11-27 11:59:47 -08:00
Kamron Batman
6f64cddd0b
feat: Optimizes HTML Escape (#2273)
### Summary

Optimizes HTML escaping by using a vectorized search.
2025-11-16 10:32:29 -08:00
Kamron Batman
6f5b7f7a6b
fix: Fixes SpanWriter/SpanReader tests (#2263) 2025-11-13 00:00:19 -08:00
Kamron Batman
3a3f5ee518
feat: Adds .NET 10 / C# 14 support. (#2258)
### Summary
* Adds .NET 10 support
* Bumps to C# 14
2025-11-11 11:26:34 -08:00
Kamron Batman
c2e44a58f6
fix: Moves container enumerables to Item. (#2238) 2025-07-24 14:26:35 -07:00
Kamron Batman
2df62fba5a
chore: Bumps various dependencies (#2237) 2025-07-22 16:04:04 -07:00
Kamron Batman
da517f56c4
chore: Fixes variable types for possible performance issues (#2172) 2025-05-01 21:54:41 -07:00
Kamron Batman
7dbfc9d161
fix: Fixes flaky tests, formatting, and sequential testing. (#2168) 2025-04-30 16:42:38 -07:00
Kamron Batman
2a8c62e8be
fix: Fixes TCPServer accept async, makes Firewall/IP Limiter multithreaded (#2134) 2025-02-27 22:19:38 -08:00
Kamron Batman
af027cdac6
Bumps dependencies. Fixes bugs with serialization generator (#2119) 2025-02-12 20:50:28 -08:00
Kamron Batman
b4b7182ce6
fix: Fixes looking up accounts that were renamed. (#2078) 2025-01-18 17:11:43 -08:00
Kamron Batman
d92b735c18
chore(deps): Bumps Nerdbank, Hashing, FileSystemGlobbing, xunit, and C# version (#2077) 2025-01-18 17:02:18 -08:00
Kamron Batman
60b97f80d8
chore(deps): Bumps xunit to 3.0, serialization generator to 2.12.18, high performance to 8.4, and mailkit to 4.9 (#2032) 2024-12-27 12:56:41 -08:00
Kamron Batman
c75514cc04
feat: Updates to .NET 9 (#1984)
### Summary

* Bumps to .NET 9 with updated dependencies
* Comparing a value type against null is no longer allowed
* CI/CD now uses the version specified in global.json
* Serialization generator updated to .NET 9 with bug fixes, fixes to turkish language, and parallelization
2024-12-08 10:16:34 -08:00
Kamron Batman
cc6d029add
fix: Fixes timer Delay/Next not handling MinValue inputs (#1985)
### Summary

Fixes a few minor issues with timers:
- Timer.Delay and Timer.Interval was not reflecting the actual tick time (aligned to the next 8ms)
- Negative delay values were causing a crash when DateTime.Now - delay was below DateTime.MinValue
- Timer.Next now reflects the correct wall clock tick time based on the adjusted Delay.
- Timer.Next is not assigned when the timer is started. This was important for timers that were created, but started later.
2024-10-28 17:48:16 -07:00
Kamron Batman
26c7f5c49b
chore(deps): Bumps xunit to 2.9.2, Serilog to 4.0.2, and MailKit to 4.0.8 (#1973) 2024-10-15 17:04:33 -07:00
Kamron Batman
4e2fcee7a2
chore(deps): Bumps xunit to 2.9.1 and CommunityToolkit.HighPerformance to 8.3.2 (#1962) 2024-09-25 10:27:37 -07:00
Kamron Batman
465d3c8187
feat: Upgrades serialization v4 (Threaded Heap Serialization) (#1947)
### Summary

- `GenericEntityPersistence` is now a type of `GenericPersistence`. This allows developers to serialize both entities and non-entities in the same system. 🎉
- Each `SerializationThreadWorker` now allocates 1MB of heap for serialization _permanently_. If more memory is needed, that thread will double it's memory, not to exceed increments of 64MB.
- Several bugs with serialization introduced with the pure MMF implementation have been fixed.
- `BinaryFileReader` has been added back. 🎉
- Adds `world.useMultithreadedSaves` to allow disabling threaded saves.

> [!IMPORTANT]
> **Developer Note**
> The split file serialization has been deprecated and is no longer used. We have effectively gone back to the same file writing we had before the pure MMF implementation.
2024-09-14 09:57:43 -07:00
Kamron Batman
2e6ddcd31a
fix: Removes profiling. Streamlines core tick count. (#1948)
### Summary
- Removes `Profiling` - Recommend using Visual Studio Performance Profiler,  [dotnet-trace](https://learn.microsoft.com/en-us/dotnet/core/diagnostics/dotnet-trace) or [JetBrains dotTrace](https://www.jetbrains.com/profiler/)
- Cleans up the core tick count, sampling, etc.
2024-09-11 00:55:18 -07:00
Kamron Batman
4110556e89
chore(deps): Bumps dependencies (#1944) 2024-09-05 21:24:47 -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