ModernUO/Projects/UOContent/Items
Jack b98b0e2964
fix: digging up a treasure map chest no longer crashes when guardians spawn (#2692)
## Summary
Digging up a decoded treasure map of level 0, or of level 2 and above, throws inside `DigTimer.OnTick` once the chest surfaces. The exception escapes the timer, so the server goes down:

```
System.NullReferenceException: Object reference not set to an instance of an object.
   at Server.Items.TreasureMap.DigTimer.OnTick() in ...\Items\Maps\TreasureMap.cs:line 809
```

#2568 made `TreasureMapChest._guardians` lazily created: the constructor no longer initialises it, and migration nulls an empty list. #2569 updated the read in `CheckLocked` to match, but the dig timer still adds each spawned guardian directly:

```csharp
if (bc != null)
{
    m_Chest.Guardians.Add(bc); // null on a freshly dug chest
}
```

Level 1 maps survive only because they spawn no guardians. I confirmed the regression by running the dig test below at #2568's parent, where it passes, and at #2568, where it fails.

The dig timer now calls the generated `AddToGuardians`, which creates the list on first use.

## Testing
- `dotnet build`: 0 warnings, 0 errors.
- New `TreasureMapChestGuardianTests`:
  - `Dig_AddsSpawnedGuardiansToTheChest` (levels 0 and 2) drives the real `DigTimer` tick by tick until the chest surfaces. Before the fix both cases fail with the `NullReferenceException` above. It needs client map data, so it calls `TileDataRequirement.SkipIfMissing()` and skips on CI.
  - `AddToGuardians_OnNewChest_KeepsLevelZeroChestShut` needs no client data, so it runs on CI: the list starts null, the first guardian creates it, and a level 0 chest stays shut to players until that guardian is dead.
- Full `UOContent.Tests`: 1196 passed and 2 skipped with client data; 1105 passed and 93 skipped without.
2026-10-06 17:39:04 -07:00
..
Addons refactor: fold hand-written serializable property setters into field hooks (#2587) 2026-08-22 18:20:39 -07:00
Aquarium fix: Removes side effects from locked down items, decaying houses, bracelet of binding, and builds (#2608) 2026-09-06 09:39:00 -07:00
Armor fix: Fixes dirty-tracking gaps in generated content: setters, sub-object owners, BaseVendor (#2609) 2026-09-06 09:43:44 -07:00
Body Parts feat: Adds pre-T2A-pub15 bounty system (#2377) 2026-03-22 12:35:16 -07:00
Books feat: adopt serialization generator v4 (field-side linkage, anchored timers) (#2586) 2026-08-22 17:54:02 -07:00
Bulletin Boards feat: Adds pre-T2A-pub15 bounty system (#2377) 2026-03-22 12:35:16 -07:00
Champion Artifacts fix: Optimizes items to use default weights. (Part 2) (#2241) 2025-07-24 15:41:44 -07:00
Clothing refactor: fold hand-written serializable property setters into field hooks (#2587) 2026-08-22 18:20:39 -07:00
Construction fix: enumerators that end early, repeat entries, or never end (#2685) 2026-09-30 21:24:44 -07:00
Containers refactor: master views over BaseCreature's one master reference (#2674) 2026-09-24 22:45:24 -07:00
Decoration Artifacts fix: Optimizes items to use default weights. (Part 2) (#2241) 2025-07-24 15:41:44 -07:00
Deeds refactor: fold hand-written serializable property setters into field hooks (#2587) 2026-08-22 18:20:39 -07:00
Facial Formats UO Content (#201) 2020-08-27 18:30:38 -07:00
Farming fix: fixes the id for farmable cabbage (#2227) 2025-07-02 15:04:48 -07:00
Food fix: Fixes dirty-tracking gaps in generated content: setters, sub-object owners, BaseVendor (#2609) 2026-09-06 09:43:44 -07:00
Games fix: Removes side effects from locked down items, decaying houses, bracelet of binding, and builds (#2608) 2026-09-06 09:39:00 -07:00
Gems fix: Codegens gems (#1059) 2022-06-13 17:38:46 -07:00
Guilds fix: Eliminates double lookup with Contains->Remove (#2539) 2026-07-19 09:26:27 -07:00
Jewels refactor: fold hand-written serializable property setters into field hooks (#2587) 2026-08-22 18:20:39 -07:00
Lights feat: adopt serialization generator v4 (field-side linkage, anchored timers) (#2586) 2026-08-22 17:54:02 -07:00
Maps fix: digging up a treasure map chest no longer crashes when guardians spawn (#2692) 2026-10-06 17:39:04 -07:00
Minor Artifacts fix: Fixes dirty-tracking gaps in generated content: setters, sub-object owners, BaseVendor (#2609) 2026-09-06 09:43:44 -07:00
Misc refactor: Changes BaseCreature to the SerializationGenerator (delta save requirement) (#2611) 2026-09-06 14:11:51 -07:00
New Haven Quest Rewards fix: Codegen new haven quest rewards (#1269) 2022-11-23 13:00:28 -08:00
PlantsFlowers/Potted fix: Optimizes items to use default weights. (Part 2) (#2241) 2025-07-24 15:41:44 -07:00
Quivers feat: adopt serialization generator v4 (field-side linkage, anchored timers) (#2586) 2026-08-22 17:54:02 -07:00
Resources fix: fishing catches by expansion, SOS facets and the big fish mark (#2688) 2026-10-04 18:17:05 -07:00
Shields fix: Optimizes items to use default weights. (Part 3) (#2242) 2025-07-24 16:21:27 -07:00
Skill Items fix: fishing catches by expansion, SOS facets and the big fish mark (#2688) 2026-10-04 18:17:05 -07:00
Special refactor: one master reference behind ControlMaster and SummonMaster (#2670) 2026-09-24 21:37:28 -07:00
Suits refactor: fold hand-written serializable property setters into field hooks (#2587) 2026-08-22 18:20:39 -07:00
Talismans fix: pets freeze, forget their orders, obey the wrong players, and fight when told not to (#2614) 2026-09-10 19:28:13 -07:00
Traps fix: Moves containers/bods/traps/etc to serialization generator (#2310) 2026-01-07 21:55:55 -08:00
TreasureChests fix: Items dropped on the ground never decay (#2536) 2026-07-16 18:51:04 -07:00
Wands fix: Optimizes items to use default weights. (Part 4) (#2243) 2025-07-24 23:29:29 -07:00
Weapons refactor: master views over BaseCreature's one master reference (#2674) 2026-09-24 22:45:24 -07:00