ModernUO/dev-docs/claude-skills/modernuo-code-audit.md
Kamron Batman 1391c563fe
chore: Adds AI instructions and SKILLs for ModernUO codebase (#2347)
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 :#
2026-03-01 11:42:19 -08:00

8.8 KiB

name description
modernuo-code-audit 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<T> backed by T[], List<T>, Stack<T>, Queue<T> — 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<T>, 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<T> — vectorized Span<T>.CopyTo (still allocates output)
  • .LeftJoin() / .RightJoin() — ~2x faster than manual GroupJoin+SelectMany+DefaultIfEmpty
  • .Where(predicate) on T[]/List<T>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<T> — 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<T>.

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<K,V>, List<T>, 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<T>(bounds), map.GetMobilesInRange<T>(point, range), map.GetItemsInRange<T>(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:

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:

public override void OnAfterDelete()
{
    _timerToken.Cancel();  // For TimerExecutionToken
    _timer?.Stop();        // For Timer references
    _timer = null;
    base.OnAfterDelete();
}

7. Use STArrayPool, Not ArrayPool

Bad: ArrayPool<T>.Shared.Rent(...) in game logic Good: STArrayPool<T>.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<Mobile>(); in frequently-called methods Good: using var list = PooledRefList<Mobile>.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.

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 (performance/convention issues)
  • INFO: Rule 1 (Tier 2 LINQ on warm paths — note it but don't flag as violation)
  • 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