--- name: modernuo-code-audit description: > Auto-trigger whenever writing or modifying .cs files under Projects/. Audits code for ModernUO convention violations. Warnings only - flag issues and ask before fixing. --- # ModernUO Code Audit ## When This Activates - Any time you write, edit, or modify a `.cs` file under `Projects/` - After generating code snippets for the user - During code review ## Audit Rules (Warnings Only) Flag these issues but do NOT auto-fix. Ask the user before making changes. ### 1. LINQ: Know What's Optimized (.NET 10) Not all LINQ is banned. .NET 10 JIT/PGO eliminates overhead for specific patterns. Anything not listed below is still forbidden on hot paths. **Tier 1 — Zero-cost (use freely on hot paths):** - `foreach` over `IEnumerable` backed by `T[]`, `List`, `Stack`, `Queue` — PGO devirtualizes the enumerator, zero heap allocation - `.Contains()` after a preceding LINQ operator (`.Distinct()`, `.OrderBy()`, `.Reverse()`, `.Union()`, `.Intersect()`, `.Except()`, `.Concat()`, `.SelectMany()`, `.Where().Select()`, `.Skip()`, `.Take()`, `.OfType()`, `.Cast()`, `.Shuffle()`) — LINQ has ~30 specialized overrides that skip the intermediate work (no sort, no HashSet, no buffering) - `.Count()` on sized collections (`ICollection`, or after `Range`/`Repeat`/`Skip`/`Take`/`Append`) — O(1) property access, no enumeration - `.OrderBy().First()` / `.OrderByDescending().First()` / `.OrderBy().Last()` — O(N) min/max scan, no sort performed - `.Shuffle().Take(n)` — reservoir sampling, single pass, O(n) memory - `Enumerable.Range()` / `Enumerable.Sequence()` followed by `.Count()`, `.Contains()`, `.ToArray()`, `.ToList()`, `.ElementAt()`, `.Last()` — arithmetic, not enumeration **Tier 2 — Low overhead (acceptable on warm paths, benchmark if critical):** - `.Skip(n).Take(m).ToArray()` on `T[]`/`List` — vectorized `Span.CopyTo` (still allocates output) - `.LeftJoin()` / `.RightJoin()` — ~2x faster than manual `GroupJoin`+`SelectMany`+`DefaultIfEmpty` - `.Where(predicate)` on `T[]`/`List` — `WhereIterator` still heap-allocates, but enumeration is PGO-optimized. Manual `foreach`+`if` is still faster for true hot paths. **Tier 3 — Still forbidden on hot paths (write manual code):** - `.Select(f).Where(p)` (this order — each intermediate iterator allocates) - `.GroupBy()`, `.ToDictionary()`, `.ToHashSet()`, `.ToLookup()` (always allocate internal structures) - `.Aggregate()` (delegate overhead per element) - `.Sum()` / `.Min()` / `.Max()` on `float`/`double` (no SIMD in LINQ on ARM) - `.SelectMany()` when iterating results (not `.Contains()`) — multiple enumerator allocations - `.Zip()` when iterating — enumerator allocations - Any LINQ over `IAsyncEnumerable` — no PGO/escape analysis - Long chains like `.Where().Select().OrderBy().Take()` — each step allocates an iterator **Prerequisites**: .NET 10, tiered compilation + Dynamic PGO enabled (default). Tier 1 optimizations require ~30+ calls for JIT warmup. **Quick decision**: If the exact pattern is in Tier 1 → use it. If it's in Tier 2 → acceptable unless profiling shows it's a bottleneck. If it's anything else → manual `for`/`foreach` + `PooledRefList`. ### 2. No Console.WriteLine **Bad**: `Console.WriteLine(...)`, `Console.Write(...)` **Good**: `private static readonly ILogger logger = LogFactory.GetLogger(typeof(MyClass));` then `logger.Information(...)`, `logger.Warning(...)`, `logger.Error(...)` **Requires**: `using Server.Logging;` ### 3. No Concurrency Primitives in Game Code **Bad**: `ConcurrentDictionary`, `ConcurrentQueue`, `ConcurrentBag`, `volatile`, `lock(...)`, `Mutex`, `Semaphore`, `Monitor`, `Interlocked`, `ReaderWriterLock` **Why**: Server is single-threaded. These add overhead for no benefit. **Instead**: Use regular `Dictionary`, `List`, plain fields. ### 4. Never Iterate World.Mobiles or World.Items Directly **Bad**: `foreach (var m in World.Mobiles.Values)`, `World.Items.Values.Where(...)` **Good**: `map.GetMobilesInBounds(bounds)`, `map.GetMobilesInRange(point, range)`, `map.GetItemsInRange(point, range)` **Why**: Full world iteration is O(n) over all entities. Spatial queries use sector indexing. ### 5. Clean Up References in OnDelete/OnAfterDelete **Check**: Classes with `Item` or `Mobile` references should clean them in `OnDelete()` or `OnAfterDelete()`. **Pattern**: ```csharp public override void OnAfterDelete() { _someReference = null; base.OnAfterDelete(); } ``` ### 6. Cancel Timers in OnDelete/OnAfterDelete **Check**: Any class with `TimerExecutionToken` or `Timer` fields must cancel them on deletion. **Pattern**: ```csharp public override void OnAfterDelete() { _timerToken.Cancel(); // For TimerExecutionToken _timer?.Stop(); // For Timer references _timer = null; base.OnAfterDelete(); } ``` ### 7. Use STArrayPool, Not ArrayPool **Bad**: `ArrayPool.Shared.Rent(...)` in game logic **Good**: `STArrayPool.Shared.Rent(...)` in game logic **Why**: STArrayPool is single-threaded optimized (no locks). Use ArrayPool only in explicitly multi-threaded code. **Also**: Always return rented arrays in a `finally` block. ### 8. No new List in Hot Paths **Bad**: `var list = new List();` in frequently-called methods **Good**: `using var list = PooledRefList.Create();` **Why**: PooledRefList uses pooled arrays, zero GC pressure. It's a ref struct (stack-allocated). ### 9. Serialization Class Requirements **Check**: Classes with `[SerializationGenerator]` MUST be `partial`. **Check**: `[Constructible]` on parameterless constructors for items/mobiles. **Check**: `TimerExecutionToken` fields must NOT have `[SerializableField]`. **Check**: Use `using ModernUO.Serialization;` when using serialization attributes. ### 10. No Task.Run or new Thread **Bad**: `Task.Run(...)`, `new Thread(...)`, `ThreadPool.QueueUserWorkItem(...)` in game code **Why**: Game logic runs on the single-threaded event loop. Background threads cause race conditions. **Exception**: Server infrastructure code (Projects/Server/Main.cs, World saves) may use threading. ### 11. Never Assume Era **Check**: If code uses era-conditional logic (`Core.AOS`, `Core.SE`, etc.) and the user hasn't specified a target era, ASK which expansion to target. **Why**: Different eras have dramatically different mechanics. ### 12. Naming Conventions **Check**: `_camelCase` for private fields, `PascalCase` for properties/methods/classes. **Note**: Legacy code may use `m_` prefix -- don't flag existing `m_` fields but use `_` for new code. ### 13. No Empty Gumps **Check**: Any gump (legacy `Gump` constructor, or `BuildLayout`) must not have a code path that produces zero visual elements (no `AddBackground`, no `AddPage` with content, etc.). **Why**: The client has no way to close an empty gump — no close button, no right-click dismiss. This leaks a gump slot on both client and server until relog. **Common cause**: Early `return` in a constructor or `BuildLayout` when prerequisites aren't met. **Fix**: Use a static `DisplayTo(Mobile from)` method that validates prerequisites **before** constructing the gump. Make the constructor `private`. See `Projects/UOContent/Gumps/Go/GoGump.cs` for the canonical pattern. ### 14. PropertyList String Literals Must Be Holes **Check**: In any `IPropertyList.Add()` interpolated string, string constants must be wrapped as holes `{"text"}`, not bare literals. **Bad**: `list.Add(1060658, $"Chances\t{_charges}");` — "Chances" becomes a delimiter, not an argument. **Good**: `list.Add(1060658, $"{"Chances"}\t{_charges}");` — "Chances" is an argument. **Why**: The handler treats bare text as delimiters and `{}` contents as arguments. The property list system is used beyond the game client (e.g., web rendering) which must distinguish arguments from delimiters. Only `\t` should be a bare literal. **Also**: If you don't know the text for a cliloc number, see `Projects/Server/Localization/Localization.cs` `LoadClilocs()` to learn the binary format, and ask the user where their `cliloc.enu` file is. ### 15. Braces Required on All Control Flow **Check**: ALL `if`, `else`, `for`, `foreach`, `while`, `do`, `switch` statements must have braces, even for single-line bodies. **Bad**: ```csharp if (condition) DoSomething(); ``` **Good**: ```csharp if (condition) { DoSomething(); } ``` **Why**: Reduces merge conflicts and diff sizes. ### 16. Prefer Switch Expressions and Switch-When Patterns **Check**: Where a chain of `if`/`else if` maps inputs to outputs, prefer a switch expression. Where pattern matching with guards improves clarity, prefer `switch`-`when`. **Bad**: ```csharp if (type == GemType.StarSapphire) return "star sapphire"; else if (type == GemType.Emerald) return "emerald"; else return "gem"; ``` **Good**: ```csharp return type switch { GemType.StarSapphire => "star sapphire", GemType.Emerald => "emerald", _ => "gem" }; ``` **Why**: Switch expressions enable JIT/PGO optimization and improve readability. **Exception**: Skip if the switch would be unreadable or the code is on a cold path. ### 17. Interpolation Anti-Patterns (handler-aware APIs) **Context**: Many ModernUO APIs accept `ref RawInterpolatedStringHandler` (`Mobile.SendMessage`/`Say`/`Emote`/etc., `Item.Public/Local/NonlocalOverheadMessage`/`SendLocalizedMessageTo`/`SendMessageTo`, `IPropertyList.Add`, `SpanWriter.WriteAscii`/`WriteLatin1`, gump `AddLabel`/`AddHtml`/`AddHtmlLocalized`, `Html.Center`/`Color`/`Right`). The handler overload renders the interpolation directly into a pooled buffer with **zero `string` allocation** — but only when the call-site argument is a `$"..."` literal directly in the parameter slot. **Check**: Flag any of the following patterns when the call target is one of those handler-aware APIs. The handler overload is silently bypassed and a `string` is allocated per call. | Pattern | Fix | |---|---| | `Send(cond ? $"a" : $"b")` | `if/else` with two calls | | `Send(thing switch { 1 => $"a", _ => $"b" })` | `switch` statement, call per arm | | `var s = $"foo {x}"; Send(s);` (single-use) | Inline at call site | | `Send($"x {value.ToString()}")` | Drop `.ToString()` — handler formats directly | | `Send($"x {td.String()}")` | Drop `.String()` — pass `td` directly | | `Send($"x {a + b}")` (string concat) | Multiple holes: `Send($"x {a}{b}")` | | `Send(string.Format("x {0}", v))` | `Send($"x {v}")` | | `Send($"x {items.Aggregate(...)}")` | Build via `ValueStringBuilder`, pass span | **For lowercase output**, use the `:L` format specifier instead of `value.ToString().ToLowerInvariant()`: ```csharp mob.SendMessage($"You earned a {rank:L} trophy!"); // "gold" not "Gold" ``` **Why**: These methods are called constantly during gameplay (every chat line, every system message, every gump label, every tooltip). The handler overload exists specifically to eliminate per-call `string` allocation. Each anti-pattern leaks one or more strings per call. **Severity**: WARNING. Flag and ask before fixing — some patterns (e.g., reused locals across multiple call sites) are intentional and shouldn't be inlined. **See**: `dev-docs/string-handling.md` § "Interpolation Anti-Patterns" for the full reference with detailed before/after examples. ## Severity Levels - **ERROR**: Rules 3, 9, 10, 13 (will cause bugs, build failures, or client-side leaks) - **WARNING**: Rules 1 (Tier 3 LINQ), 2, 4, 5, 6, 7, 8, 12, 14, 15, 17 (performance/convention issues) - **INFO**: Rules 1 (Tier 2 LINQ on warm paths — note it but don't flag as violation), 16 (switch patterns — suggest but don't flag) - **ASK**: Rule 11 (need user input) ## How to Report When you find violations, report them as: ``` [AUDIT] {SEVERITY}: {Description} File: {path}:{line} Suggestion: {fix} ``` Do NOT silently fix issues. Always flag and ask. ## See Also - `dev-docs/code-standards.md` - Full coding standards documentation - `dev-docs/claude-skills/modernuo-serialization.md` - Serialization rules - `dev-docs/claude-skills/modernuo-timers.md` - Timer cleanup rules - `dev-docs/claude-skills/modernuo-threading.md` - Threading model details - `dev-docs/claude-skills/modernuo-property-lists.md` - PropertyList interpolation rules