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 :#
259 lines
7.8 KiB
Markdown
259 lines
7.8 KiB
Markdown
---
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name: modernuo-networking
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description: >
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Trigger when creating or modifying packets, working with NetState, SpanWriter, SpanReader, or implementing network protocol handlers.
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---
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# ModernUO Networking & Packets
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## When This Activates
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- Creating new packets (outgoing or incoming)
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- Modifying existing packet handlers
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- Working with `NetState`, `SpanWriter`, `SpanReader`
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- Implementing network protocol features
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## Key Rules
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1. **Outgoing packets**: Static `Create*` method fills `Span<byte>`, extension `Send*` method on `NetState`
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2. **Incoming packets**: Register with function pointers in `Configure()`
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3. **Use `stackalloc`** for small fixed-size outgoing packets
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4. **Always check `ns.CannotSendPackets()`** before sending
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5. **Big-endian by default** -- use `WriteLE()` for little-endian
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## Outgoing Packet Pattern
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### Step 1: Create Extension Method on NetState
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```csharp
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public static class OutgoingMyPackets
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{
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public const int MyPacketLength = 12;
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public static void SendMyPacket(this NetState ns, Serial target, int value)
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{
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if (ns.CannotSendPackets())
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return;
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var buffer = stackalloc byte[MyPacketLength].InitializePacket();
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CreateMyPacket(buffer, target, value);
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ns.Send(buffer);
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}
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public static void CreateMyPacket(Span<byte> buffer, Serial target, int value)
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{
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if (buffer[0] != 0) // Already initialized check
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return;
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var writer = new SpanWriter(buffer);
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writer.Write((byte)0xBF); // Packet ID
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writer.Write((ushort)12); // Length
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writer.Write((ushort)0x99); // Sub-command
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writer.Write(target); // Serial (4 bytes)
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writer.Write((short)value); // Value (2 bytes)
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}
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}
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```
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### Step 2: Call from Game Code
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```csharp
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mobile.NetState.SendMyPacket(target.Serial, 42);
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// Or for all nearby players:
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foreach (var ns in mobile.GetClientsInRange(18))
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{
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ns.SendMyPacket(target.Serial, 42);
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}
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```
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### Variable-Length Outgoing Packets
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```csharp
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public static void SendMyDynamicPacket(this NetState ns, string name)
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{
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if (ns.CannotSendPackets())
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return;
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var writer = new SpanWriter(stackalloc byte[64]); // Or use pooled buffer for large packets
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writer.Write((byte)0x99); // Packet ID
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writer.Write((ushort)0); // Placeholder for length
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writer.WriteBigUniNull(name); // Unicode string with null terminator
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writer.WritePacketLength(); // Fill in actual length
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ns.Send(writer.Span);
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}
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```
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## Incoming Packet Pattern
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### Step 1: Register Handler in Configure()
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```csharp
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public static class IncomingMyPackets
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{
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public static unsafe void Configure()
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{
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IncomingPackets.Register(0x99, 12, true, &MyPacketHandler);
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// ^ID ^len ^inGameOnly ^handler
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// len=0 for variable-length packets
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}
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public static void MyPacketHandler(NetState state, SpanReader reader)
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{
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var from = state.Mobile;
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if (from == null)
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return;
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var targetSerial = (Serial)reader.ReadUInt32();
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var value = reader.ReadInt16();
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var target = World.FindMobile(targetSerial);
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if (target != null)
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{
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// Process packet
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}
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}
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}
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```
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### Encoded Packet Registration
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```csharp
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public static unsafe void Configure()
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{
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IncomingPackets.RegisterEncoded(0x28, true, &GuildGumpRequest);
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// ^subID ^inGame ^handler
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}
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public static void GuildGumpRequest(NetState state, IEntity target, EncodedReader reader)
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{
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// Handle encoded packet
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}
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```
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## SpanWriter Reference
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```csharp
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// Constructors
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var writer = new SpanWriter(Span<byte> buffer);
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var writer = new SpanWriter(stackalloc byte[64]);
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var writer = new SpanWriter(int capacity, bool resize = false);
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// Integer writes (big-endian by default)
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writer.Write(bool value);
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writer.Write(byte value);
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writer.Write(sbyte value);
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writer.Write(short value); // Big-endian
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writer.Write(ushort value); // Big-endian
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writer.Write(int value); // Big-endian
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writer.Write(uint value); // Big-endian
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writer.Write(long value);
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writer.Write(Serial serial); // 4 bytes, big-endian
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// Little-endian variants
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writer.WriteLE(short value);
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writer.WriteLE(ushort value);
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writer.WriteLE(int value);
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writer.WriteLE(uint value);
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// String writes
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writer.WriteAscii(string value);
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writer.WriteAsciiNull(string value); // Null-terminated
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writer.WriteAscii(string value, int fixedLength);
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writer.WriteLatin1(string value);
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writer.WriteLatin1Null(string value);
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writer.WriteBigUni(string value); // UTF-16 big-endian
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writer.WriteBigUniNull(string value);
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writer.WriteLittleUni(string value); // UTF-16 little-endian
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writer.WriteLittleUniNull(string value);
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writer.WriteUTF8(string value);
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writer.WriteUTF8Null(string value);
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// Utilities
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writer.Write(ReadOnlySpan<byte> data);
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writer.Clear(int count); // Write zeros
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writer.Seek(int offset, SeekOrigin origin);
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writer.WritePacketLength(); // Fill in length at position 1-2
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writer.EnsureCapacity(int capacity);
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writer.Dispose(); // Return pooled buffer if any
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// Properties
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writer.Position; // Current write position
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writer.Capacity; // Buffer size
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writer.Span; // ReadOnlySpan<byte> of written data
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```
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## SpanReader Reference
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```csharp
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// Constructor
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var reader = new SpanReader(ReadOnlySpan<byte> data);
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// Integer reads (big-endian by default)
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reader.ReadByte();
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reader.ReadBoolean(); // byte > 0
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reader.ReadSByte();
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reader.ReadInt16(); // Big-endian
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reader.ReadUInt16(); // Big-endian
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reader.ReadInt32(); // Big-endian
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reader.ReadUInt32(); // Big-endian
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reader.ReadInt64();
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reader.ReadUInt64();
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// Little-endian variants
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reader.ReadInt16LE();
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reader.ReadUInt16LE();
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reader.ReadUInt32LE();
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// String reads
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reader.ReadAscii(int fixedLength = -1);
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reader.ReadAsciiSafe(int fixedLength = -1); // Filters control chars
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reader.ReadLatin1(int fixedLength = -1);
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reader.ReadLatin1Safe(int fixedLength = -1);
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reader.ReadBigUni(int fixedLength = -1);
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reader.ReadBigUniSafe(int fixedLength = -1);
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reader.ReadLittleUni(int fixedLength = -1);
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reader.ReadUTF8(int fixedLength = -1);
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// Utilities
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reader.Seek(int offset, SeekOrigin origin);
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reader.Read(Span<byte> destination);
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// Properties
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reader.Position; // Current read position
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reader.Length; // Total data length
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reader.Remaining; // Bytes remaining
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```
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## Common Packet Patterns
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### Sound Effect
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```csharp
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ns.SendSoundEffect(0x1E5, target);
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```
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### Mobile Animation
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```csharp
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ns.SendMobileAnimation(mobile.Serial, action, frameCount, repeatCount, forward, repeat, delay);
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```
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### Damage
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```csharp
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ns.SendDamage(target.Serial, amount);
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```
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## Anti-Patterns
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- **Not checking `CannotSendPackets()`**: Player may have disconnected
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- **Using `new byte[]` for packets**: Use `stackalloc` for fixed-size, `SpanWriter` for variable
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- **Wrong endianness**: UO protocol is big-endian; only use `WriteLE` when spec requires it
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- **Not calling `InitializePacket()`**: Required for `Create*` pattern with static buffer reuse
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## Real Examples
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- Mobile packets: `Projects/Server/Network/Packets/OutgoingMobilePackets.cs`
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- Item packets: `Projects/Server/Network/Packets/OutgoingItemPackets.cs`
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- Damage packets: `Projects/Server/Network/Packets/OutgoingDamagePackets.cs`
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- Effect packets: `Projects/Server/Network/Packets/OutgoingEffectPackets.cs`
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- Incoming registration: `Projects/UOContent/Network/Packets/IncomingPlayerPackets.cs`
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- Movement handler: `Projects/UOContent/Network/Packets/IncomingMovementPackets.cs`
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- SpanWriter: `Projects/Server/Buffers/SpanWriter.cs`
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- SpanReader: `Projects/Server/Buffers/SpanReader.cs`
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## See Also
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- `dev-docs/networking-packets.md` - Complete networking documentation
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- `dev-docs/claude-skills/modernuo-threading.md` - Network I/O threading context
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