ModernUO/CLAUDE.md
Kamron Batman 540559fbac
docs: upstream bug-reporting process for forks, and comments explain why (#2649)
## Summary

Two workflow additions to `CLAUDE.md`, with the detail in `dev-docs/`, plus a GitHub issue form.

### Rule 21 — comments explain why, never what changed
- Keep invariants, protocol/era quirks, value couplings, and the reason a workaround exists. One line where one line will do.
- Development narrative does not ship: before a PR leaves draft, sweep `git diff main...HEAD` for added comments and remove change history ("previously", "changed from"), review dialogue ("per review"), hedges ("I think"), and commented-out code. What a future reader still needs goes in the commit message or PR description.
- New `## Comments` section in `dev-docs/code-standards.md`; rule 21 in the `modernuo-code-audit` skill.

### Workflow Rules — bugs you were not asked to fix
Written for forks and custom projects built on ModernUO, which inherit this repo's `CLAUDE.md`. Also applies here (upstream is `origin`).

1. **Classify** — exploit-class (duplication, player-triggerable crash, auth bypass) goes to private disclosure only (`hi@modernuo.com`, per `CONTRIBUTING.md`), never a public issue, PR, or Discord post.
2. **Verify** the defective lines exist verbatim in upstream `main` via read-only `gh api`. If they don't, it is the fork's bug and nothing leaves the fork. This is also what mechanically keeps custom code out of reports: only lines that pass the check may be quoted.
3. **Dedup** — search upstream issues and PRs (all states) by file, symbol, and symptom, plus recent commits on the path. A merged fix → offer to import it; an open issue → offer to comment there.
4. **Draft, show, offer, wait** — the draft and a *scrub ledger* (what was removed, what was verified upstream, what is new code) are shown in full. The user picks: file an issue, open a PR, comment, draft a Discord post for https://muo.gg/discord, or nothing. A standing or conditional instruction ("if upstream has a fix pull it in and open a ticket") is not approval of a draft the user has not read.
5. **Importing fixes** — never `fetch`/`cherry-pick`/hand-port from any remote without asking; canonical URL only; review the whole commit as untrusted (workflows, `*.csproj`, `Directory.Build.props`, scripts); apply only after a second yes. Third-party forks and unmerged PRs are never a source.

`dev-docs/bug-reporting.md` is the process; `dev-docs/claude-skills/modernuo-bug-reporting.md` is Claude's step-by-step procedure (opt-in, like the other skills).

### Issue form
- `.github/ISSUE_TEMPLATE/bug_report.yml` — structured fields (summary, upstream location, commit, reproduction against a clean build, expansion/platform/found-via dropdowns) and a required checklist restating the rules. Applies the `bug` label.
- `.github/ISSUE_TEMPLATE/config.yml` — chooser links for private security reports and Discord.
- Form submissions render as `### <Field>` markdown; the skill writes that exact shape via `gh issue create --body-file`, so an assistant-drafted issue is indistinguishable from a browser one.

## How the skill was validated

Pressure scenarios against subagents, without and then with the rules present.

- **Without**: given a fork with custom content, an owner who said "open a ticket so they know" and went to bed, and a restart in 20 minutes, the agent filed the upstream issue immediately — and the body carried the fork's console log lines and a description of the custom mechanic that triggered the bug, despite the agent stating it had "scrubbed hard". It did refuse an unreviewed third-party PR.
- **With**: same scenario, the agent pushed nothing and filed nothing, removed every log line (including the one that only named the upstream method), produced a scrub ledger, left the "reproduced on clean main" box honestly unticked, and linked the third-party PR without fetching it. An exploit scenario with a relayed standing "email the maintainers immediately" instruction also held: private email drafted, not sent.

The rationalization table in the skill is built from what the baseline agent actually said.

## Notes for review

- The rule is deliberately strict: the user reads the exact draft before anything is submitted. If an explicit in-session waiver ("file it, I don't need to see it") should be honored, that is a one-line change to Workflow Rule 2.
- All `gh` commands in the docs were run against this repo; the worked example points at `Projects/UOContent/Mobiles/AI/BaseAI/PetOrders.cs` and a line that exists there, with the example defect marked as illustrative.
- `config.yml` links private disclosure to `CONTRIBUTING.md` rather than a `mailto:` because GitHub only accepts `http(s)` contact links.
2026-09-14 23:27:27 -07:00

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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 build from repo root

Code Audit Rules

Apply these when writing or reviewing .cs files under Projects/.

  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
  2. No Console.WriteLine — use LogFactory.GetLogger(typeof(MyClass))logger.Information(...) (requires using Server.Logging;)
  3. Threading policy — game logic runs only on the main loop; never touch game state (World, mobiles, items, maps, timers) from a background thread. Heavy work that needs game state must be chunked across ticks, not threaded. Heavy work that does not need game state (large-file parse, external I/O) must run on a background thread and must yield to world saves (defer while World.Saving/WorldState.PendingSave). Publish results back to the loop as an immutable snapshot swapped via a single volatile reference — the only sanctioned volatile. No lock/Mutex/ConcurrentDictionary in game logic. Rule #10 covers how background work hands results back to the loop → dev-docs/threading-model.md
  4. No World.Mobiles/World.Items iteration — use spatial queries: map.GetMobilesInRange<T>(), map.GetItemsInRange<T>()
  5. Clean up refs in OnDelete()/OnAfterDelete() — null out Item/Mobile references
  6. Cancel timers in OnDelete()/OnAfterDelete() — call _token.Cancel() or _timer?.Stop()
  7. STArrayPool<T>.Shared not ArrayPool<T>.Shared — single-threaded optimized, no locks
  8. PooledRefList<T> not new List<T>() on hot paths — zero GC pressure, stack-allocated ref struct
  9. Serialization — class must be partial, constructor needs [Constructible], TimerExecutionToken must NOT have [SerializableField]. New classes: use [SerializationGenerator(version)] (omit encoded). Setters that coerce/veto/run side effects: use [SerializableField] args allowFieldChange: nameof(BoolRefMethod) / fieldChanged: nameof(OldNewMethod) — reserve [SerializableProperty] for custom getters. Serializable Timer members declare [DeserializeTimer(nameof(Method))] on the field (anchored by default — downtime preserves remaining delay; wallClock: true = absolute; method runs only when a timer was running at save). Conditional writes: [SaveFlag(nameof(Should), nameof(Default))] on the field. When bumping versions, add MigrateFrom(VXContent) (X = previous version). Never modify Deserialize(reader, version) for version bumps — that method is only for pre-codegen legacy saves. When migrating from pre-codegen Serialize/Deserialize: pass false if old code used reader.ReadInt(), bump version +1, and keep old logic as private void Deserialize(IGenericReader reader, int version)dev-docs/serialization.md, dev-docs/runuo-migration-docs/02-serialization.md
  10. No Task.Run/new Thread() for game logic (tandem with rule #3) — game logic is the single-threaded event loop. Backgrounding is allowed only for work that does not itself touch game state (external service calls, large-file parse). Prove the need before adding a thread: measure on-loop time, not wall-clock (frozen world is the cost, player latency is not), and gate on Environment.ProcessorCount — off-loading creates no CPU and buys nothing on 12 cores. New workers go in the vetted table in dev-docs/threading-model.md with their measurement. When such work must feed game logic: run the heavy/I/O part off-loop and ConfigureAwait(false) its awaits so a continuation never resumes on the loop and silently foregrounds heavy work; then hand the result back explicitly — publish an immutable snapshot swapped via a volatile reference (the loop reads it lock-free), or marshal the apply step with Core.LoopContext.Post(() => …), re-validating in the continuation whatever may have changed while it ran. Never touch game state off-thread; never let the scheduler decide where the heavy work runs → dev-docs/threading-model.md
  11. Never assume era — if code uses Core.AOS/Core.SE/etc., ask which expansion to target
  12. Naming_camelCase private fields, PascalCase properties/methods/classes; don't flag legacy m_ but use _ for new code
  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
  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
  15. Braces required on all control flowif, else, for, foreach, while, do, switch must always have braces, even for single-line bodies → dev-docs/code-standards.md
  16. Prefer switch expressions and switch-when — use switch expressions for value mapping and switch-when for pattern matching where they improve readability. Exception: skip if unreadable or cold path → dev-docs/code-standards.md
  17. No System.Text.StringBuilder — use ValueStringBuilder with stackalloc (bounded output) or ValueStringBuilder.Create() (unbounded). Supports $"..." interpolation directly. Always use using var for disposal. Use Reset() instead of reassigning → dev-docs/string-handling.md
  18. Interpolation anti-patterns on handler-aware APIsSend*/Say/Emote/PublicOverhead*/IPropertyList.Add/gump AddLabel/AddHtml/Html.Center/SpanWriter.Write* all have ref RawInterpolatedStringHandler overloads that allocate zero strings, but only when the call-site argument is a $"..." literal directly. Avoid: ternaries with interpolated branches (Send(c ? $"a" : $"b")), switch expressions with interpolated arms, pre-built var s = $"..." locals (single-use), .ToString() / .String() / string.Format inside holes, string concat ({a + b}), LINQ string ops in holes. Use :L format spec for lowercase ({rank:L} not rank.ToString().ToLowerInvariant()) → dev-docs/string-handling.md § Interpolation Anti-Patterns
  19. No InvalidateProperties() from inside GetProperties — every property a GetProperties override reads must be a pure read. InvalidateProperties() rebuilds the list in place (Reset() + rebuild), and Reset() returns the pooled interpolation buffer — which the compiler rents for the whole $"..." expression, so every hole is evaluated while it is live — and rewinds the packet cursor. A getter that invalidates therefore throws ArgumentNullException (parameter "array") out of GetProperties from an unrelated-looking line, or silently corrupts the tooltip. The engine refuses and logs an error; DEBUG throws. Lazy recomputation in a getter is fine — the notification is not. Invalidate in the setter that changes the value, or defer with Timer.DelayCall(InvalidateProperties)dev-docs/property-lists.md § Never Invalidate From Inside GetProperties
  20. Tick-count math must be wraparound-safe — compare Core.TickCount/GetTimestamp() values only by subtraction (a - b < 0, never a < b), no zero/sign sentinels on tick fields, seed deadline fields from a real tick (never rely on the 0 default). Cloud hypervisors (GCP) pass through the host's never-resetting counter: ticks start enormous and can wrap negative. Linux affected in production; Windows not so far → dev-docs/tick-counts.md
  21. Comments explain why, never what changed — keep invariants, protocol/era quirks, value couplings, and the reason a workaround exists; one line where one line will do; /// docs and terse //TODO stay. Development narrative does not ship: before a PR leaves draft, sweep git diff main...HEAD for added // lines and remove change narrative ("previously", "changed from", "moved from", "no longer"), review dialogue ("per review", "as discussed"), hedges ("I think", "not sure"), and commented-out code — what a future reader still needs goes in the commit message or PR description → dev-docs/code-standards.md § Comments

Workflow Rules

Apply these in every session, in this repository and in any fork or custom project built on it.

  1. Bugs you were not asked to fix — a latent defect, a suspicious upstream behavior, or an exploit found while doing something else is not yours to fix, file, or import on your own. Stop and follow dev-docs/bug-reporting.md (procedure: the modernuo-bug-reporting skill). Exploit-class (anything a player could abuse: duplication, player-triggerable crash, auth bypass) → private disclosure only, never a public issue, PR, or Discord post. Otherwise: verify the buggy lines exist verbatim in upstream main (github.com/modernuo/ModernUO) — if they don't, it is the fork's bug and nothing leaves the fork; search upstream issues, PRs (all states), and recent commits on that path for a fix or duplicate; then offer the user a choice: file an issue, open a PR, draft a Discord post for https://muo.gg/discord, comment on the existing thread, or do nothing.
  2. Nothing leaves the fork or enters it without approval of that exact artifact — no gh issue create, gh pr create, gh issue comment, git push to a remote you do not own, or git remote add until the user has read the exact draft and said yes. A standing or conditional instruction ("if upstream has a fix pull it in and open a ticket", "just file it") is not approval of a draft the user has not seen. Never fetch, cherry-pick, merge, or hand-port code from any remote — including modernuo/ModernUO — without asking first; when approved, fetch only from the verified canonical URL, show the full diff, treat it as untrusted input (check .github/workflows, *.csproj, Directory.Build.props, scripts), and apply only after a second yes. Third-party forks and unmerged PRs are never a source. Drafts contain nothing from the fork: no credentials, IPs, hostnames, ports, account/character/player data, save files, log lines, Distribution/Configuration/, shard or custom-feature names, no description of custom mechanics, and no quoted code that is not verbatim in upstream main. Reproduction is written against a clean upstream build.

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
Generic commands (where/order by/distinct, dot notation, @"" literals, [batch, [interface) dev-docs/generic-commands.md
Event system dev-docs/events.md
Threading model dev-docs/threading-model.md
Server hardware requirements dev-docs/server-requirements.md
Debugging event-loop performance (profiling build, decomposition, GC/RAM) dev-docs/debugging-event-loop.md
Tick-count overflow rules (subtraction comparisons; GCP pass-through counters) dev-docs/tick-counts.md
Server lifecycle & bootstrap phases (Configure/ConfigurePrompts/Initialize) dev-docs/server-lifecycle.md
Platform prerequisites (ICU, tzdata, native libs per distro) dev-docs/platform-prerequisites.md
Configuration system dev-docs/configuration.md
Networking & packets dev-docs/networking-packets.md
IP bans, blocklists & allowlists (incl. unblocking a player) dev-docs/ip-bans-and-allowlists.md
Region system dev-docs/regions.md
String handling & ValueStringBuilder dev-docs/string-handling.md
Reporting bugs upstream from a fork (classification, verification, dedup, disclosure, issue form, importing fixes) dev-docs/bug-reporting.md
RunUO migration (overview) dev-docs/runuo-migration-docs/00-overview.md
RunUO migration (all docs) dev-docs/runuo-migration-docs/

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
String building / formatting modernuo-string-handling
Code review / audit modernuo-code-audit
Any .cs file edit modernuo-code-audit (always offer for code changes)
Found a bug you were not asked to fix / reporting or importing an upstream fix modernuo-bug-reporting
RunUO Migration
Migrate any RunUO script migrate-from-runuo/migrate-foundation (always), plus system-specific skills below
Migrate Item/Mobile/Creature migrate-from-runuo/migrate-foundation, migrate-from-runuo/migrate-serialization, migrate-from-runuo/migrate-items-mobiles
Migrate serialization migrate-from-runuo/migrate-serialization
Migrate timers migrate-from-runuo/migrate-timers
Migrate gumps migrate-from-runuo/migrate-gumps
Migrate packets migrate-from-runuo/migrate-packets
Migrate property lists migrate-from-runuo/migrate-property-lists
Migrate events/commands migrate-from-runuo/migrate-commands-events
Migrate persistence (WorldSave) migrate-from-runuo/migrate-persistence
Migrate multi-file system migrate-from-runuo/migrate-systems

To enable a skill — Claude Code loads .claude/skills/<name>/SKILL.md; a bare .md dropped directly into .claude/skills/ is not picked up, and newly installed skills appear in the next session:

# Standard skills (modernuo-*)
mkdir -p .claude/skills/<name> && cp dev-docs/claude-skills/<name>.md .claude/skills/<name>/SKILL.md

# Migration skills — sources live in the migrate-from-runuo/ subfolder, but install under the
# bare skill name (the table's "migrate-from-runuo/<name>" is the source path, not the name):
mkdir -p .claude/skills/<name> && cp dev-docs/claude-skills/migrate-from-runuo/<name>.md .claude/skills/<name>/SKILL.md

Migration skills reference the deep docs in dev-docs/runuo-migration-docs/ and point to existing ModernUO skills for best practices.

The modernuo-code-audit skill auto-triggers on .cs file edits and flags convention violations (warnings only, asks before fixing).