ModernUO/dev-docs/events.md
Kamron Batman 309fcfeb27
feat(skills): SkillEvents.SkillUsed for cross-assembly subscribers; InternalsVisibleTo ModernSpawner.Tests (#2636)
## Summary

Two small additive changes that an external content assembly (ModernSpawner) needs, as separable commits.

**1. `SkillEvents.SkillUsed`** (`Projects/UOContent/Skills/SkillEvents.cs`, namespace `Server.Misc`): a plain C# event `Action<Mobile, Skill, bool success>` raised once per skill attempt from each of the four `Mobile_SkillCheck*` handlers, with the handler's own result. Attempts the handler resolves without a roll (too difficult, no challenge) raise too, so a grandmaster's trivial success and a guaranteed combat roll are observable. Not raised when the mobile lacks the skill. Each handler keeps its logic in a private core method and raises on the way out, so there is exactly one raise per attempt and `CheckSkill` itself is unchanged.

- **Why a plain event and not a `[GeneratedEvent]`:** generated events are compile-time static dispatch inside the UOContent compilation, so a subscriber in another assembly cannot use `[OnEvent]`. Shape follows `HelpEvents`.
- **Why "used", not "gained":** this is the XmlSpawner skill-trigger semantic (it wrapped the same four handlers and passed their result as `success`; its grammar was `Skill[+/-]` for success-only or failure-only). Gains are already observable through the existing skill-change notification on `Mobile`.
- **Cost:** one delegate null-check per attempt when nothing is subscribed; no boxing, no closure, no allocation. The handlers sit on the combat swing path.
- **Exception contract:** subscriber exceptions propagate, matching `EventSink`/`HelpEvents`; no try/catch by design.

**2. `InternalsVisibleTo("ModernSpawner.Tests")`** on `Server.csproj`, beside the existing `Server.Tests`/`UOContent.Tests` entries, so an external test host can seed `Core._now` the way the engine's own test initializers do. Separable; a public test seam on `Core` would serve the same need without naming a downstream assembly.

## Open question

The payload is the `Skill` object plus a positional `bool`. A `readonly struct` args type passed `in` would leave room to add `chance` or the target later without breaking subscribers. Happy to change before merge.

## Test plan

- [x] `UOContent.Tests`: 4 tests — a rolled attempt raises once with the returned outcome; each short-circuit path (no challenge, too difficult, on both the direct and value-window handlers) raises with the handler's result; a direct `CheckSkill` call does not raise; no subscriber does not throw. Full suite green.
- [x] `Server` and `UOContent` build clean with `TreatWarningsAsErrors`.
- [ ] CI
2026-09-11 22:58:44 -07:00

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Markdown

# ModernUO Event System
This document covers ModernUO's event system, including EventSink static events and the CodeGeneratedEvents system for custom entity events.
## Overview
ModernUO provides two event mechanisms:
1. **EventSink**: Static events for core game lifecycle (login, logout, death, speech, etc.)
2. **CodeGeneratedEvents**: Attribute-based events on game entities (player login, creature death, etc.)
## EventSink
### Architecture
`EventSink` is a `static partial class` spread across multiple files in `Projects/Server/Events/`. Each event is defined as a `public static event Action<T>` with a corresponding `InvokeXxx()` method.
### Subscribing to Events
Subscribe in your `Configure()` static method:
```csharp
public static class MySystem
{
public static void Configure()
{
EventSink.Connected += OnPlayerConnected;
EventSink.Disconnected += OnPlayerDisconnected;
EventSink.Speech += OnSpeech;
EventSink.ServerStarted += OnServerStarted;
}
private static void OnPlayerConnected(Mobile m)
{
if (m is PlayerMobile pm)
pm.SendMessage("Welcome to the server!");
}
private static void OnPlayerDisconnected(Mobile m)
{
// Cleanup player state
}
private static void OnSpeech(SpeechEventArgs e)
{
if (e.Speech.InsensitiveContains("help"))
{
e.Mobile.SendMessage("Type [help for commands.");
e.Handled = true;
}
}
private static void OnServerStarted()
{
// Initialize after all systems loaded
}
}
```
### Available Events
#### Server Lifecycle
| Event | Signature | When |
|---|---|---|
| `ServerStarted` | `Action` | Server fully initialized |
| `Shutdown` | `Action` | Server shutting down |
| `WorldLoad` | `Action` | World loaded from saves |
| `WorldSave` | `Action` | World save triggered |
| `WorldSavePostSnapshot` | `Action<WorldSavePostSnapshotEventArgs>` | After save snapshot |
| `ServerCrashed` | `Action<ServerCrashedEventArgs>` | Unhandled exception |
#### Player Connection
| Event | Signature | When |
|---|---|---|
| `Connected` | `Action<Mobile>` | Player connected to server |
| `BeforeDisconnected` | `Action<Mobile>` | About to disconnect |
| `Disconnected` | `Action<Mobile>` | Player disconnected |
| `Logout` | `Action<Mobile>` | Player logged out |
#### Account
| Event | Signature | When |
|---|---|---|
| `AccountLogin` | `Action<AccountLoginEventArgs>` | Account login attempt |
#### Communication
| Event | Signature | When |
|---|---|---|
| `Speech` | `Action<SpeechEventArgs>` | Player speaks |
| `PaperdollRequest` | `Action<Mobile, Mobile>` | Paperdoll opened (beholder, beheld) |
#### Combat
| Event | Signature | When |
|---|---|---|
| `AggressiveAction` | `Action<AggressiveActionEventArgs>` | Aggressive action taken |
#### Movement
| Event | Signature | When |
|---|---|---|
| `Movement` | `Action<MovementEventArgs>` | Player moves |
#### Network
| Event | Signature | When |
|---|---|---|
| `SocketConnect` | `Action<SocketConnectEventArgs>` | New socket connection |
### EventArgs Classes
#### SpeechEventArgs
```csharp
public class SpeechEventArgs
{
public Mobile Mobile { get; }
public string Speech { get; set; } // Can modify speech text
public MessageType Type { get; }
public int Hue { get; }
public int[] Keywords { get; }
public bool Handled { get; set; } // Set true to consume
public bool Blocked { get; set; } // Set true to block
public bool HasKeyword(int keyword);
}
```
#### AccountLoginEventArgs
```csharp
public class AccountLoginEventArgs
{
public NetState State { get; }
public string Username { get; }
public string Password { get; }
public bool Accepted { get; set; } // Set false to reject
public ALRReason RejectReason { get; set; } // Reason for rejection
}
```
#### MovementEventArgs (Pooled)
```csharp
public class MovementEventArgs
{
public Mobile Mobile { get; }
public Direction Direction { get; }
public bool Blocked { get; set; } // Set true to block movement
// Object pooling
public static MovementEventArgs Create(Mobile m, Direction dir);
public void Free(); // Return to pool
}
```
#### AggressiveActionEventArgs (Pooled)
```csharp
public class AggressiveActionEventArgs
{
public Mobile Aggressed { get; }
public Mobile Aggressor { get; }
public bool Criminal { get; }
public static AggressiveActionEventArgs Create(Mobile aggressed, Mobile aggressor, bool criminal);
public void Free();
}
```
#### WorldSavePostSnapshotEventArgs
```csharp
public class WorldSavePostSnapshotEventArgs
{
public string OldSavePath { get; }
public string NewSavePath { get; }
}
```
#### ServerCrashedEventArgs
```csharp
public class ServerCrashedEventArgs
{
public Exception Exception { get; }
public bool Close { get; set; } // Set false to continue running
}
```
#### SocketConnectEventArgs
```csharp
public class SocketConnectEventArgs
{
public IPAddress Address { get; }
public bool AllowConnection { get; set; } // Set false to reject
}
```
### Creating Custom EventSink Events
Add to EventSink as a partial class:
```csharp
// Projects/Server/Events/MyCustomEvent.cs
namespace Server;
public static partial class EventSink
{
public static event Action<Mobile, Item> ItemCrafted;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static void InvokeItemCrafted(Mobile crafter, Item item) =>
ItemCrafted?.Invoke(crafter, item);
}
```
Then invoke from game code:
```csharp
EventSink.InvokeItemCrafted(crafter, craftedItem);
```
---
## CodeGeneratedEvents
For events on specific game entities, ModernUO uses source-generated events via the `CodeGeneratedEvents` package.
External reference: https://github.com/modernuo/CodeGeneratedEvents
### Defining Generated Events
On the class that fires the event:
```csharp
[GeneratedEvent(nameof(PlayerLoginEvent))]
public static partial void PlayerLoginEvent(PlayerMobile player);
```
### Subscribing to Generated Events
On any class that handles the event:
```csharp
[OnEvent(nameof(PlayerMobile.PlayerLoginEvent))]
public static void HandlePlayerLogin(PlayerMobile player)
{
// Handle the event
}
```
### Known Generated Events
- `PlayerMobile.PlayerLoginEvent` -- Player logs in
- `PlayerMobile.PlayerDeathEvent` -- Player dies
- `BaseCreature.CreatureDeathEvent` -- Creature dies
---
## Static Content Events
Generated events dispatch statically inside `UOContent`; content that other assemblies must observe exposes a
plain `static event` instead (shape: `Projects/UOContent/Engines/Help/HelpEvents.cs`).
- `SkillEvents.SkillUsed` -- `Action<Mobile, Skill, bool success>`, raised once per skill attempt from the
four `Mobile_SkillCheck*` handlers with the attempt's outcome, including attempts resolved without a roll
(too difficult, no challenge). Not raised when the mobile lacks the skill. Fires for every `Mobile`.
---
## Event Args Pooling Pattern
Some EventArgs use object pooling to avoid allocation in hot paths:
```csharp
// System that fires the event:
var args = MovementEventArgs.Create(mobile, direction);
EventSink.InvokeMovement(args);
// Check args.Blocked after invocation
args.Free(); // Return to pool
```
This pattern is used for high-frequency events (movement, combat) to minimize GC pressure.
---
## Best Practices
1. **Subscribe in `Configure()`** -- called automatically during startup
2. **Check player type** -- `Connected` fires for all mobiles; cast to `PlayerMobile` if needed
3. **Keep handlers fast** -- they run on the game loop thread
4. **Use `Handled`/`Blocked`** -- on SpeechEventArgs to consume/block messages
5. **Unsubscribe on disable** -- if your system can be turned off, unsubscribe (`-=`) to prevent leaks
6. **Don't throw exceptions** -- unhandled exceptions in event handlers can crash the server
## Key File References
| File | Description |
|---|---|
| `Projects/Server/Events/EventSink.cs` | Core EventSink (partial) |
| `Projects/Server/Events/SpeechEvent.cs` | Speech event |
| `Projects/Server/Events/MovementEvent.cs` | Movement event (pooled) |
| `Projects/Server/Events/AggressiveActionEvent.cs` | Combat event (pooled) |
| `Projects/Server/Events/AccountLoginEvent.cs` | Account login |
| `Projects/Server/Events/EventSink.cs` | World save/load (WorldLoad, WorldSave, ServerStarted, Shutdown) |
| `Projects/Server/Events/SocketConnectionEvent.cs` | Socket connections |
| `Projects/Server/Events/ServerCrashedEvent.cs` | Crash handling |