Highly Performant & Scalable Ultima Online Server Emulator
https://www.modernuo.com
c-sharpcsharpcsharp-coredotnetdotnet-coreemulatorgplgplv3mmommo-enginemmorpgmmorpg-serveronlinerpgrunuoserverservuoultimaultima-onlineuo
Started as an allocation pass over `StepCache` and grew into a cleanup of the surrounding pathing engine. Four commits, each independently reviewable; net **−560 lines**. Build clean (0 warnings). All 122 `Server.Tests.Pathfinding` tests pass. --- ## 1. `perf`: pool the strata buffer, cut a hot-path dictionary lookup **The headline is that `TryGetMask` — the actual hot path — was already allocation-free.** `StepMask` is a readonly struct, `StaticTileEnumerable` is a `ref struct`, `ChunkMissState` is a struct in a `Dictionary`. So most of this is a bake-throughput and GC-churn win, with one exception noted below. `BuildChunk` accumulated packed multi-Z strata into a `List<byte>` that grew by doubling (256 → 512 → 1024 → …) and then paid a final `ToArray()`. A full map bake runs it ~114k times. It now writes into a `byte[]` rented from `STArrayPool<byte>.Shared` through a span writer, and hands the chunk one exact-size copy. **This required fixing a latent out-of-bounds guard.** The record-fit check reserved headroom for **8** strata (`StratumByteLength * 8`) while `ComputeStandableSurfaceZs` can return up to **16** — so a cell could write 305 bytes starting from a 65,383-byte offset. Against a `List` that was benign (it just grew past 64 KB, and emitted offsets stayed under the `NoStrata` sentinel). Against a fixed-size rented buffer it is an out-of-bounds write, so tightening it was a *prerequisite* for the pooling, not a drive-by. The guard is now exact, which additionally proves no emitted offset can collide with `NoStrata == ushort.MaxValue`. **One genuine query-path win:** `ShouldPromoteAfterMiss` did *two* dictionary lookups per miss — a `TryGetValue`, then an indexer assignment that re-hashes and re-probes. It now mutates in place via `CollectionsMarshal.GetValueRefOrNullRef`. This runs on every uncached chunk touch during A* expansion. The window-expiry branch keeps its explicit early return, so `MissPromotionThreshold == 1` still resets rather than promoting. Also dropped `StepProbe.ComputeStrataAt` / `ComputedStratum` (dead code, zero callers) and collapsed six 18-argument `new StepMask(0, 0, …, kind)` blocks into `Fallthrough(kind)`. **Considered and rejected:** pooling the `Direction[]` that `Find` returns. It *escapes* the call — `MovementPath` holds it across ticks while `PathFollower` walks `m_Index` through it — so it cannot be rented-and-returned, and it cannot be borrowed from the shared `BitmapAStarAlgorithm.Instance` without one creature clobbering another's in-flight path. `CheckPath` rate-limits repaths to one per 2s per creature, putting this at roughly 60 KB/sec at 1,000 pathing creatures. Not worth a public API break plus a use-after-return footgun. ## 2. `docs`: rewrite the comments for publication The comments had accumulated as development notes: internal phase jargon (`Tier 4`, `the Phase-2 synthesizer`), change narration aimed at a reviewer (`which the old ComputeStandingZ anchor missed`, `legacy behavior`), benchmark anecdotes (`benchmarked as near-optimal`, `a ~20 ns lookup`), and paragraphs restating the code. Rewritten to keep the rationale you cannot recover by reading the code — why the source-Z guard cannot be widened, why multis fall through with a halo, why the promotion gate counts Finds rather than calls, why `ComputeFingerprint` must hash the *files* and not the live tile tables — and drop the history that got us there. Three comments were **factually wrong**, not just wordy: - `CacheEvictionTimer` and `CacheStats` documented a class called `StaticWalkabilityCache`. No such class exists — it is `StepCache`. - `StepCacheFile` declared `File layout v8` while `FormatVersion` is 9, and called the current record layout "the v6 layout" in four places. The layout descriptions are now unversioned so they cannot drift again. - `StepProbe.ComputeStandingZ` claimed `StepCache` uses it to bake `SourceZ`. It has not since the baker moved to the clearance-aware `ComputeStandableSurfaceZs`; only a parity test calls it. ## 3. `refactor`: simplify `StepCacheFile.Write`, consolidate the format tests `SaveToFile` walked `_keysList` **twice** — once to count the map's chunks, then again through a `ChunkEnumerator` closure to emit them — because `Write` needed the count up front to size its index array. Both loops had the same root cause. Passing a **span** collapses them: the count is just `span.Length`. That deletes the `ChunkEnumerator` delegate, the closure over the list enumerator, and **both `InvalidOperationException` throws**, which existed only to police the delegate's "yield exactly `chunkCount` chunks" contract — a contract a span makes unrepresentable. `Write` now patches the header's `IndexOffset` by seeking back to it rather than reaching into the writer's live buffer with `BinaryPrimitives`. That also retires `IndexOffsetFieldPosition`, a hand-maintained byte offset that had to track the header layout, and sidesteps the stale-array hazard that motivated the manual patch (`BufferWriter` reallocates on growth). **Tests:** `StepCacheFileV6/V7/V8Tests` were named for the format version that introduced each transform — and the format is now **v9**, so all three names described formats the loader rejects outright. Beyond triplicated builders and plumbing, two things were actually broken: - The three near-identical rejection tests each cited a `MinSupportedVersion` that had since moved (`"version 5 < MinSupportedVersion 6"`, `"6 < 7"`, `"7 < 8"`). They passed for the wrong reason. - `AssertBaseEqual` (used by V7 and V8) **silently skipped the swim and strata trailers**. A regression dropping either would not have failed those tests. Now one `StepCacheFileFormatTests`, named for behavior — predictive-Z elision, compression, compact index — with a single `AssertIdentical` that does check both trailers, the three rejection tests folded into one theory that also covers a future version, and a zero-chunk case the delegate-based writer never had coverage for. ## 4. `test`: consolidate the parity and lifecycle tests Three files tested "parity" and none of the names said *which*. They were three different layers, and the seams are the useful part, so they are now one `StepCacheParityTests` that names them: | Test | Compares | Answers | |---|---|---| | `ProbeMatchesSlowPath` | StepProbe vs MovementImpl | Is the bake right? | | `CacheMatchesProbe` | StepCache vs StepProbe | Is it stored and returned intact? | | `CacheServesReachableWalkStates` | StepCache vs MovementImpl | End to end, over the states A* visits | Merging removed a duplicated stub `Mobile`, duplicated region seeds, and a filename/class mismatch (`StepProbeParityTests.cs` declared `StaticWalkabilityParityTests`). `SwimBake_ProducesWetCells` moved with it — it lived in the cache parity file but never touched the cache. Tests reached into `StepCache._chunks` via `GetField` in **9 places**, each rebuilding the key encoding and cell-index arithmetic by hand. `StepCache` now exposes `GetResidentChunk` and `ResidentIndexInSync` alongside the internal test hooks it already had (`LazyReaderHasChunk`, `CurrentFindGeneration`), and the shared arithmetic moved to `PathingTestSupport`. All 9 reflection blocks are gone. `StepCacheLifecycleTests` is regrouped by what it covers — promotion gate, fallthrough routes, strata, swim layer, eviction — with the `Tier4*` names dropped. Removed `Singleton_IsAvailable`, which asserted an inline-initialized static property was not null; that is the entire 123 → 122 test-count delta. --- ## Verification Tests were mutation-checked rather than just run, since round-trip and parity tests can pass while a transform silently no-ops: - Injecting an off-by-one into the `IndexOffset` patch fails **15 of 123** — the format tests are load-bearing. - Offsetting the cache's cell index by one fails **7 of 10** parity cases, and the 3 that stay green are exactly the ones that do not touch the cache. The layering localizes a fault rather than just reporting one. |
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| AGENTS.md | ||
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| FAQ.md | ||
| GEMINI.md | ||
| global.json | ||
| LICENSE | ||
| ModernUO.slnx | ||
| publish.cmd | ||
| publish.ps1 | ||
| publish.sh | ||
| README.md | ||
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ModernUO

Ultima Online Server Emulator for the modern era!
Requirements
Supported Operating Systems
Required Frameworks
All Operating Systems
Windows
Development
Supported IDEs
Getting Started
- Install prerequisite requirements
- Clone this repository (or download the latest):
git clone https://github.com/modernuo/ModernUO.git
- Open
ModernUO.slnto start developing
Building/Publishing
Interactive Mode (Recommended for new users)
Run ./publish.cmd (Windows) or ./publish.sh (Linux/macOS) with no arguments to launch the guided build tool. It will:
- Check prerequisites (.NET SDK, native libraries)
- Walk you through configuration and platform selection
- Build and publish the server to the
Distributiondirectory - Show deployment instructions for cross-compiled builds
Command Line
./publish.cmd [release|debug] [os] [arch]
os- Supported operating systemsarchx64- Intel/AMD 64-bitarm64- ARM 64-bit
Linux Prerequisites
Fedora, CentOS, RHEL, etc
dnf upgrade --refresh -y
# CentOS does not come with EPEL enabled
dnf install -y epel-release epel-next-release
dnf install -y findutils libicu libdeflate-devel zstd libargon2-devel liburing-devel
Ubuntu, Debian, etc
apt-get update -y
apt-get install -y libicu-dev libdeflate-dev zstd libargon2-dev liburing-dev
OSX Requirements
brew install icu4c libdeflate zstd argon2
Running the Server
- Follow the publish instructions
- The
Distributiondirectory is portable — copy it to your production server for deployment - Run
ModernUO.exeordotnet ModernUO.dllfrom theDistributiondirectory - On first run, the server will prompt you to configure game data file locations
Troubleshooting / FAQ
- See FAQ
Want to sponsor?
Thank you for supporting us! You can find out how by visiting the sponsors page.
Collaborators
Thanks
- RunUO Team & Community
- Voxpire, the ServUO Team & Community
- Karasho, Jaedan and the ClassicUO Community
Development Tools & Plugins provided with ♥ by
Code Signing Policy
Free code signing provided by SignPath.io, certificate by SignPath Foundation.
This program will not transfer any information to other networked systems unless specifically requested by the user or the person installing or operating it
Teams & Roles
Approvers & Committers: Development Team