## 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.
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---
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name: modernuo-code-audit
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description: >
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Auto-trigger whenever writing or modifying .cs files under Projects/. Audits code for ModernUO convention violations. Warnings only - flag issues and ask before fixing.
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---
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# ModernUO Code Audit
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## When This Activates
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- Any time you write, edit, or modify a `.cs` file under `Projects/`
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- After generating code snippets for the user
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- During code review
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## Audit Rules (Warnings Only)
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Flag these issues but do NOT auto-fix. Ask the user before making changes.
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### 1. LINQ: Know What's Optimized (.NET 10)
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Not all LINQ is banned. .NET 10 JIT/PGO eliminates overhead for specific patterns. Anything not listed below is still forbidden on hot paths.
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**Tier 1 — Zero-cost (use freely on hot paths):**
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- `foreach` over `IEnumerable<T>` backed by `T[]`, `List<T>`, `Stack<T>`, `Queue<T>` — PGO devirtualizes the enumerator, zero heap allocation
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- `.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)
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- `.Count()` on sized collections (`ICollection<T>`, or after `Range`/`Repeat`/`Skip`/`Take`/`Append`) — O(1) property access, no enumeration
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- `.OrderBy().First()` / `.OrderByDescending().First()` / `.OrderBy().Last()` — O(N) min/max scan, no sort performed
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- `.Shuffle().Take(n)` — reservoir sampling, single pass, O(n) memory
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- `Enumerable.Range()` / `Enumerable.Sequence()` followed by `.Count()`, `.Contains()`, `.ToArray()`, `.ToList()`, `.ElementAt()`, `.Last()` — arithmetic, not enumeration
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**Tier 2 — Low overhead (acceptable on warm paths, benchmark if critical):**
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- `.Skip(n).Take(m).ToArray()` on `T[]`/`List<T>` — vectorized `Span<T>.CopyTo` (still allocates output)
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- `.LeftJoin()` / `.RightJoin()` — ~2x faster than manual `GroupJoin`+`SelectMany`+`DefaultIfEmpty`
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- `.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.
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**Tier 3 — Still forbidden on hot paths (write manual code):**
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- `.Select(f).Where(p)` (this order — each intermediate iterator allocates)
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- `.GroupBy()`, `.ToDictionary()`, `.ToHashSet()`, `.ToLookup()` (always allocate internal structures)
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- `.Aggregate()` (delegate overhead per element)
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- `.Sum()` / `.Min()` / `.Max()` on `float`/`double` (no SIMD in LINQ on ARM)
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- `.SelectMany()` when iterating results (not `.Contains()`) — multiple enumerator allocations
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- `.Zip()` when iterating — enumerator allocations
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- Any LINQ over `IAsyncEnumerable<T>` — no PGO/escape analysis
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- Long chains like `.Where().Select().OrderBy().Take()` — each step allocates an iterator
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**Prerequisites**: .NET 10, tiered compilation + Dynamic PGO enabled (default). Tier 1 optimizations require ~30+ calls for JIT warmup.
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**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>`.
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### 2. No Console.WriteLine
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**Bad**: `Console.WriteLine(...)`, `Console.Write(...)`
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**Good**: `private static readonly ILogger logger = LogFactory.GetLogger(typeof(MyClass));` then `logger.Information(...)`, `logger.Warning(...)`, `logger.Error(...)`
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**Requires**: `using Server.Logging;`
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### 3. No Concurrency Primitives in Game Code
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**Bad**: `ConcurrentDictionary`, `ConcurrentQueue`, `ConcurrentBag`, `volatile`, `lock(...)`, `Mutex`, `Semaphore`, `Monitor`, `Interlocked`, `ReaderWriterLock`
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**Why**: Server is single-threaded. These add overhead for no benefit.
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**Instead**: Use regular `Dictionary<K,V>`, `List<T>`, plain fields.
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### 4. Never Iterate World.Mobiles or World.Items Directly
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**Bad**: `foreach (var m in World.Mobiles.Values)`, `World.Items.Values.Where(...)`
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**Good**: `map.GetMobilesInBounds<T>(bounds)`, `map.GetMobilesInRange<T>(point, range)`, `map.GetItemsInRange<T>(point, range)`
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**Why**: Full world iteration is O(n) over all entities. Spatial queries use sector indexing.
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### 5. Clean Up References in OnDelete/OnAfterDelete
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**Check**: Classes with `Item` or `Mobile` references should clean them in `OnDelete()` or `OnAfterDelete()`.
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**Pattern**:
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```csharp
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public override void OnAfterDelete()
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{
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_someReference = null;
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base.OnAfterDelete();
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}
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```
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### 6. Cancel Timers in OnDelete/OnAfterDelete
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**Check**: Any class with `TimerExecutionToken` or `Timer` fields must cancel them on deletion.
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**Pattern**:
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```csharp
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public override void OnAfterDelete()
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{
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_timerToken.Cancel(); // For TimerExecutionToken
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_timer?.Stop(); // For Timer references
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_timer = null;
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base.OnAfterDelete();
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}
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```
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### 7. Use STArrayPool, Not ArrayPool
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**Bad**: `ArrayPool<T>.Shared.Rent(...)` in game logic
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**Good**: `STArrayPool<T>.Shared.Rent(...)` in game logic
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**Why**: STArrayPool is single-threaded optimized (no locks). Use ArrayPool only in explicitly multi-threaded code.
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**Also**: Always return rented arrays in a `finally` block.
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### 8. No new List in Hot Paths
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**Bad**: `var list = new List<Mobile>();` in frequently-called methods
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**Good**: `using var list = PooledRefList<Mobile>.Create();`
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**Why**: PooledRefList uses pooled arrays, zero GC pressure. It's a ref struct (stack-allocated).
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### 9. Serialization Class Requirements
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**Check**: Classes with `[SerializationGenerator]` MUST be `partial`.
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**Check**: `[Constructible]` on parameterless constructors for items/mobiles.
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**Check**: `TimerExecutionToken` fields must NOT have `[SerializableField]`.
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**Check**: Use `using ModernUO.Serialization;` when using serialization attributes.
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### 10. No Task.Run or new Thread
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**Bad**: `Task.Run(...)`, `new Thread(...)`, `ThreadPool.QueueUserWorkItem(...)` in game code
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**Why**: Game logic runs on the single-threaded event loop. Background threads cause race conditions.
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**Exception**: Server infrastructure code (Projects/Server/Main.cs, World saves) may use threading.
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### 11. Never Assume Era
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**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.
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**Why**: Different eras have dramatically different mechanics.
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### 12. Naming Conventions
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**Check**: `_camelCase` for private fields, `PascalCase` for properties/methods/classes.
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**Note**: Legacy code may use `m_` prefix -- don't flag existing `m_` fields but use `_` for new code.
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### 13. No Empty Gumps
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**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.).
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**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.
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**Common cause**: Early `return` in a constructor or `BuildLayout` when prerequisites aren't met.
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**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.
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### 14. PropertyList String Literals Must Be Holes
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**Check**: In any `IPropertyList.Add()` interpolated string, string constants must be wrapped as holes `{"text"}`, not bare literals.
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**Bad**: `list.Add(1060658, $"Chances\t{_charges}");` — "Chances" becomes a delimiter, not an argument.
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**Good**: `list.Add(1060658, $"{"Chances"}\t{_charges}");` — "Chances" is an argument.
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**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.
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**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.
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### 15. Braces Required on All Control Flow
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**Check**: ALL `if`, `else`, `for`, `foreach`, `while`, `do`, `switch` statements must have braces, even for single-line bodies.
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**Bad**:
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```csharp
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if (condition)
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DoSomething();
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```
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**Good**:
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```csharp
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if (condition)
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{
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DoSomething();
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}
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```
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**Why**: Reduces merge conflicts and diff sizes.
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### 16. Prefer Switch Expressions and Switch-When Patterns
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**Check**: Where a chain of `if`/`else if` maps inputs to outputs, prefer a switch expression. Where pattern matching with guards improves clarity, prefer `switch`-`when`.
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**Bad**:
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```csharp
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if (type == GemType.StarSapphire) return "star sapphire";
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else if (type == GemType.Emerald) return "emerald";
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else return "gem";
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```
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**Good**:
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```csharp
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return type switch
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{
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GemType.StarSapphire => "star sapphire",
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GemType.Emerald => "emerald",
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_ => "gem"
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};
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```
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**Why**: Switch expressions enable JIT/PGO optimization and improve readability.
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**Exception**: Skip if the switch would be unreadable or the code is on a cold path.
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### 17. Interpolation Anti-Patterns (handler-aware APIs)
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**Context**: Many ModernUO APIs accept `ref RawInterpolatedStringHandler` (`Mobile.SendMessage`/`Say`/`Emote`/etc., `Item.Public/Local/NonlocalOverheadMessage`/`SendLocalizedMessageTo`/`SendMessageTo`, `IPropertyList.Add`, `SpanWriter.WriteAscii`/`WriteLatin1`, gump `AddLabel`/`AddHtml`/`AddHtmlLocalized`, `Html.Center`/`Color`/`Right`). The handler overload renders the interpolation directly into a pooled buffer with **zero `string` allocation** — but only when the call-site argument is a `$"..."` literal directly in the parameter slot.
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**Check**: Flag any of the following patterns when the call target is one of those handler-aware APIs. The handler overload is silently bypassed and a `string` is allocated per call.
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| Pattern | Fix |
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|---|---|
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| `Send(cond ? $"a" : $"b")` | `if/else` with two calls |
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| `Send(thing switch { 1 => $"a", _ => $"b" })` | `switch` statement, call per arm |
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| `var s = $"foo {x}"; Send(s);` (single-use) | Inline at call site |
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| `Send($"x {value.ToString()}")` | Drop `.ToString()` — handler formats directly |
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| `Send($"x {td.String()}")` | Drop `.String()` — pass `td` directly |
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| `Send($"x {a + b}")` (string concat) | Multiple holes: `Send($"x {a}{b}")` |
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| `Send(string.Format("x {0}", v))` | `Send($"x {v}")` |
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| `Send($"x {items.Aggregate(...)}")` | Build via `ValueStringBuilder`, pass span |
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**For lowercase output**, use the `:L` format specifier instead of `value.ToString().ToLowerInvariant()`:
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```csharp
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mob.SendMessage($"You earned a {rank:L} trophy!"); // "gold" not "Gold"
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```
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**Why**: These methods are called constantly during gameplay (every chat line, every system message, every gump label, every tooltip). The handler overload exists specifically to eliminate per-call `string` allocation. Each anti-pattern leaks one or more strings per call.
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**Severity**: WARNING. Flag and ask before fixing — some patterns (e.g., reused locals across multiple call sites) are intentional and shouldn't be inlined.
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**See**: `dev-docs/string-handling.md` § "Interpolation Anti-Patterns" for the full reference with detailed before/after examples.
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### 19. No InvalidateProperties From Inside GetProperties
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**Check**: Any property read by a `GetProperties` override — including through helpers — must be a pure read. Flag getters that call `InvalidateProperties()` (or a wrapper like `Invalidate()`) as a side effect.
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**Bad**: a `Rank` getter that lazily recomputes and then calls `Invalidate()`; reading it from `GetProperties` re-enters the build.
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**Good**: invalidate in the setter that actually changes the value, or defer with `Timer.DelayCall(InvalidateProperties)`.
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**Why**: `InvalidateProperties()` rebuilds the list in place (`Reset()` + rebuild). `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. Re-entering mid-build throws `ArgumentNullException` (parameter `"array"`) out of `GetProperties` from a line unrelated to the offending getter, or silently corrupts the tooltip. The engine refuses and logs an error, and `DEBUG` throws, so this shows up as a crash in development.
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**Note**: Lazy recomputation inside a getter is fine. It is the notification that must not happen there.
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**See**: `dev-docs/property-lists.md` § "Never Invalidate From Inside `GetProperties`".
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### 20. Tick-Count Math Must Be Wraparound-Safe
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**Check**: Every comparison between `Core.TickCount` / `Core.GetTimestamp()` values (or fields
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derived from them — names like `*Until`, `*At`, `*Next*`, `deadline`) must be in subtraction form.
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Flag direct comparisons, zero/sign sentinels, and deadline fields left at their zero default.
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**Bad**: `if (Core.TickCount < _deadline)`; `if (_lastEventAt > 0)` as "has happened";
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`private static long _deadline;` compared before being seeded from a real tick.
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**Good**: `if (Core.TickCount - _deadline < 0)`; a separate `bool` for "has happened"; seeding
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deadline fields from the first observed timestamp.
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**Why**: On some hypervisors — Google Cloud specifically — the VM receives a pass-through of the
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host's never-resetting counter. Tick counts are NOT zero at process start, NOT zero at OS boot,
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can be enormous from the first read, and can wrap negative. Direct comparisons and sign sentinels
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then fail only on those hosts, after long host uptimes — the least reproducible bug class there
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is. Windows has not shown this in testing; Linux has, in production. Subtraction of two ticks
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wraps correctly in two's complement.
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**Note**: `DateTime`/`DateTimeOffset` comparisons are unaffected; this applies only to the
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monotonic tick domain.
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**See**: `dev-docs/tick-counts.md` for the full rules and review checklist.
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### 21. Comments Explain Why, Never What Changed
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**Check**: Every comment the change adds or edits. Before a PR leaves draft, sweep the whole diff:
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`git diff main...HEAD | grep -nE '^\+.*(//|/\*)'`.
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**Bad**: change narrative ("changed from", "previously", "used to", "no longer", "moved from",
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"was:"); review dialogue ("per review", "reviewer asked", "as discussed", "see PR discussion");
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diff explanation ("added this to fix"); hedges ("I think this is right", "not sure if", "for now");
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commented-out code kept "in case"; restated code (`// increment i`).
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**Good**: an invariant, a protocol/client/era quirk, a coupling between two values, the reason a
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workaround exists — one line where one line will do. `///` docs and terse `//TODO Implement X` stay.
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**Fix**: keep (technical, true without the PR), rewrite (drop the story, keep the invariant), or
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delete; what a future reader still needs goes in the commit message or PR description. Scope is the
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PR's own diff — do not rewrite comments in untouched code.
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**Why**: a comment in `main` is read by someone who never saw the PR, the review thread, or the
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previous version of the line. Narrative references context that does not exist there.
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**See**: `dev-docs/code-standards.md` § Comments.
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## Severity Levels
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- **ERROR**: Rules 3, 9, 10, 13, 19, 20 (will cause bugs, build failures, or client-side leaks)
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- **WARNING**: Rules 1 (Tier 3 LINQ), 2, 4, 5, 6, 7, 8, 12, 14, 15, 17, 21 (performance/convention issues; 21 is a PR-finalization sweep)
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- **INFO**: Rules 1 (Tier 2 LINQ on warm paths — note it but don't flag as violation), 16 (switch patterns — suggest but don't flag)
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- **ASK**: Rule 11 (need user input)
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## How to Report
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When you find violations, report them as:
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```
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[AUDIT] {SEVERITY}: {Description}
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File: {path}:{line}
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Suggestion: {fix}
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```
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Do NOT silently fix issues. Always flag and ask.
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## See Also
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- `dev-docs/code-standards.md` - Full coding standards documentation
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- `dev-docs/claude-skills/modernuo-serialization.md` - Serialization rules
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- `dev-docs/claude-skills/modernuo-timers.md` - Timer cleanup rules
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- `dev-docs/claude-skills/modernuo-threading.md` - Threading model details
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- `dev-docs/claude-skills/modernuo-property-lists.md` - PropertyList interpolation rules
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- `dev-docs/claude-skills/modernuo-bug-reporting.md` - What to do with a bug you were not asked to fix
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