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 :#
4.9 KiB
ModernUO
.NET 10 Ultima Online server emulator. Single-threaded game loop. All game logic runs on one thread.
- Server engine:
Projects/Server/— do NOT modify without explicit request - Game content:
Projects/UOContent/— primary editing target - Build:
dotnet buildfrom repo root
Code Audit Rules
Apply these when writing or reviewing .cs files under Projects/.
- 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 - No
Console.WriteLine— useLogFactory.GetLogger(typeof(MyClass))→logger.Information(...)(requiresusing Server.Logging;) - No concurrency primitives — no
lock,volatile,ConcurrentDictionary,Mutex, etc. Server is single-threaded. - No
World.Mobiles/World.Itemsiteration — use spatial queries:map.GetMobilesInRange<T>(),map.GetItemsInRange<T>() - Clean up refs in
OnDelete()/OnAfterDelete()— null outItem/Mobilereferences - Cancel timers in
OnDelete()/OnAfterDelete()— call_token.Cancel()or_timer?.Stop() STArrayPool<T>.SharednotArrayPool<T>.Shared— single-threaded optimized, no locksPooledRefList<T>notnew List<T>()on hot paths — zero GC pressure, stack-allocated ref struct- Serialization — class must be
partial, constructor needs[Constructible],TimerExecutionTokenmust NOT have[SerializableField] - No
Task.Run/new Thread()in game code — game logic is single-threaded event loop - Never assume era — if code uses
Core.AOS/Core.SE/etc., ask which expansion to target - Naming —
_camelCaseprivate fields,PascalCaseproperties/methods/classes; don't flag legacym_but use_for new code - 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 - PropertyList string literals must be holes —
$"{"Map"}\t{value}"not$"Map\t{value}". The handler treats bare text as delimiters,{}holes as arguments. Only\tshould be a bare literal →dev-docs/property-lists.md
Dev-Docs Reference
| Topic | File |
|---|---|
| Code standards & LINQ tiers | dev-docs/code-standards.md |
| Serialization system | dev-docs/serialization.md |
| Content patterns (Items, Mobiles, Creatures) | dev-docs/content-patterns.md |
| Era & expansion handling | dev-docs/era-expansion.md |
| Timer system | dev-docs/timers.md |
| Event scheduler (wall-clock/calendar) | dev-docs/event-scheduler.md |
| Object property lists (tooltips) | dev-docs/property-lists.md |
| Gump (UI dialog) system | dev-docs/gump-system.md |
| Commands & targeting | dev-docs/commands-targeting.md |
| Event system | dev-docs/events.md |
| Threading model | dev-docs/threading-model.md |
| Configuration system | dev-docs/configuration.md |
| Networking & packets | dev-docs/networking-packets.md |
| Region system | dev-docs/regions.md |
Claude Skills (Opt-In)
Detailed Claude Code skills live in dev-docs/claude-skills/. They are not auto-loaded — they must be copied to .claude/skills/ to activate.
When to offer: If the user is building complex content (new items, creatures, spells, gumps, quests, packets, serialization work, etc.), ask:
I have detailed Claude Code skills for this kind of work. Want me to enable them? I'll copy the relevant files from
dev-docs/claude-skills/to.claude/skills/.
Then copy only the relevant skill files based on the task:
| Task | Skills to enable |
|---|---|
| New Item or Mobile | modernuo-content-patterns, modernuo-serialization, modernuo-property-lists |
| Creature / spawn | modernuo-content-patterns, modernuo-serialization, modernuo-timers |
| Spell or ability | modernuo-content-patterns, modernuo-serialization, modernuo-timers, modernuo-era-expansion |
| Gump / UI dialog | modernuo-gump-system, modernuo-commands-targeting |
| Quest or event system | modernuo-events, modernuo-content-patterns, modernuo-configuration |
| Scheduled / seasonal / holiday events | modernuo-event-scheduler, modernuo-timers |
| Custom regions / dynamic areas | modernuo-regions, modernuo-content-patterns |
| Packet / networking | modernuo-networking, modernuo-threading |
| Commands | modernuo-commands-targeting |
| Timer work | modernuo-timers, modernuo-serialization |
| Config system | modernuo-configuration |
| Era-conditional code | modernuo-era-expansion |
| Code review / audit | modernuo-code-audit |
Any .cs file edit |
modernuo-code-audit (always offer for code changes) |
To enable a skill: cp dev-docs/claude-skills/<name>.md .claude/skills/
The modernuo-code-audit skill auto-triggers on .cs file edits and flags convention violations (warnings only, asks before fixing).