Summary
- Adds CLAUDE.md at repo root with 14 terse code audit rules (always loaded, low token cost)
- Adds pointer files for other AI tools: AGENTS.md (Codex), GEMINI.md, .github/COPILOT-INSTRUCTIONS.md (Copilot), .cursorrules (Cursor) — all redirect to CLAUDE.md as single source of truth
- Gitignores /.claude so personal AI config isn't distributed
- Moves Claude skills to dev-docs/claude-skills/ (opt-in, not auto-loaded)
- Adds 14 dev-docs covering codebase conventions
Code Audit Rules (in CLAUDE.md)
1. LINQ tiered rules (Tier 1 free, Tier 2 warm, Tier 3 forbidden)
2. No Console.WriteLine — use LogFactory.GetLogger()
3. No concurrency primitives in game code
4. No World.Mobiles/World.Items iteration
5. Clean up refs in OnDelete()/OnAfterDelete()
6. Cancel timers in OnDelete()/OnAfterDelete()
7. STArrayPool<T>.Shared not ArrayPool<T>.Shared
8. PooledRefList<T> not new List<T>() on hot paths
9. Serialization: partial class, [Constructible], no serialized TimerExecutionToken
10. No Task.Run/new Thread() in game code
11. Never assume era — ask which expansion
12. _camelCase fields, PascalCase properties/methods
13. No empty gumps — use DisplayTo() pattern
14. PropertyList string literals must be {} holes, cliloc-as-argument uses :#
77 lines
4.9 KiB
Markdown
77 lines
4.9 KiB
Markdown
# ModernUO
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.NET 10 Ultima Online server emulator. Single-threaded game loop. All game logic runs on one thread.
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- **Server engine**: `Projects/Server/` — do NOT modify without explicit request
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- **Game content**: `Projects/UOContent/` — primary editing target
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- **Build**: `dotnet build` from repo root
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## Code Audit Rules
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Apply these when writing or reviewing `.cs` files under `Projects/`.
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1. **LINQ** — Tier 1 (zero-cost patterns) free on hot paths; Tier 2 (low overhead) OK on warm paths; Tier 3 (allocating) forbidden on hot paths → `dev-docs/code-standards.md`
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2. **No `Console.WriteLine`** — use `LogFactory.GetLogger(typeof(MyClass))` → `logger.Information(...)` (requires `using Server.Logging;`)
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3. **No concurrency primitives** — no `lock`, `volatile`, `ConcurrentDictionary`, `Mutex`, etc. Server is single-threaded.
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4. **No `World.Mobiles`/`World.Items` iteration** — use spatial queries: `map.GetMobilesInRange<T>()`, `map.GetItemsInRange<T>()`
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5. **Clean up refs in `OnDelete()`/`OnAfterDelete()`** — null out `Item`/`Mobile` references
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6. **Cancel timers in `OnDelete()`/`OnAfterDelete()`** — call `_token.Cancel()` or `_timer?.Stop()`
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7. **`STArrayPool<T>.Shared`** not `ArrayPool<T>.Shared` — single-threaded optimized, no locks
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8. **`PooledRefList<T>`** not `new List<T>()` on hot paths — zero GC pressure, stack-allocated ref struct
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9. **Serialization** — class must be `partial`, constructor needs `[Constructible]`, `TimerExecutionToken` must NOT have `[SerializableField]`
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10. **No `Task.Run`/`new Thread()`** in game code — game logic is single-threaded event loop
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11. **Never assume era** — if code uses `Core.AOS`/`Core.SE`/etc., ask which expansion to target
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12. **Naming** — `_camelCase` private fields, `PascalCase` properties/methods/classes; don't flag legacy `m_` but use `_` for new code
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13. **No empty gumps** — every gump must produce visual elements. An empty gump leaks on client+server (no way to close it). Use static `DisplayTo()` to validate before constructing → `dev-docs/gump-system.md`
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14. **PropertyList string literals must be holes** — `$"{"Map"}\t{value}"` not `$"Map\t{value}"`. The handler treats bare text as delimiters, `{}` holes as arguments. Only `\t` should be a bare literal → `dev-docs/property-lists.md`
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## Dev-Docs Reference
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| Topic | File |
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| Code standards & LINQ tiers | `dev-docs/code-standards.md` |
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| Serialization system | `dev-docs/serialization.md` |
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| Content patterns (Items, Mobiles, Creatures) | `dev-docs/content-patterns.md` |
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| Era & expansion handling | `dev-docs/era-expansion.md` |
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| Timer system | `dev-docs/timers.md` |
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| Event scheduler (wall-clock/calendar) | `dev-docs/event-scheduler.md` |
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| Object property lists (tooltips) | `dev-docs/property-lists.md` |
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| Gump (UI dialog) system | `dev-docs/gump-system.md` |
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| Commands & targeting | `dev-docs/commands-targeting.md` |
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| Event system | `dev-docs/events.md` |
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| Threading model | `dev-docs/threading-model.md` |
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| Configuration system | `dev-docs/configuration.md` |
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| Networking & packets | `dev-docs/networking-packets.md` |
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| Region system | `dev-docs/regions.md` |
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## Claude Skills (Opt-In)
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Detailed Claude Code skills live in `dev-docs/claude-skills/`. They are **not auto-loaded** — they must be copied to `.claude/skills/` to activate.
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**When to offer**: If the user is building complex content (new items, creatures, spells, gumps, quests, packets, serialization work, etc.), ask:
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> I have detailed Claude Code skills for this kind of work. Want me to enable them?
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> I'll copy the relevant files from `dev-docs/claude-skills/` to `.claude/skills/`.
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Then copy only the relevant skill files based on the task:
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| Task | Skills to enable |
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| New Item or Mobile | `modernuo-content-patterns`, `modernuo-serialization`, `modernuo-property-lists` |
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| Creature / spawn | `modernuo-content-patterns`, `modernuo-serialization`, `modernuo-timers` |
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| Spell or ability | `modernuo-content-patterns`, `modernuo-serialization`, `modernuo-timers`, `modernuo-era-expansion` |
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| Gump / UI dialog | `modernuo-gump-system`, `modernuo-commands-targeting` |
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| Quest or event system | `modernuo-events`, `modernuo-content-patterns`, `modernuo-configuration` |
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| Scheduled / seasonal / holiday events | `modernuo-event-scheduler`, `modernuo-timers` |
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| Custom regions / dynamic areas | `modernuo-regions`, `modernuo-content-patterns` |
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| Packet / networking | `modernuo-networking`, `modernuo-threading` |
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| Commands | `modernuo-commands-targeting` |
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| Timer work | `modernuo-timers`, `modernuo-serialization` |
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| Config system | `modernuo-configuration` |
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| Era-conditional code | `modernuo-era-expansion` |
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| Code review / audit | `modernuo-code-audit` |
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| Any `.cs` file edit | `modernuo-code-audit` (always offer for code changes) |
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To enable a skill: `cp dev-docs/claude-skills/<name>.md .claude/skills/`
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The `modernuo-code-audit` skill auto-triggers on `.cs` file edits and flags convention violations (warnings only, asks before fixing).
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