## Summary Adds comprehensive RunUO → ModernUO migration documentation and Claude AI skills to help shard owners and script authors convert RunUO 2.7 code to ModernUO. - **10 migration skills** (`dev-docs/claude-skills/migrate-from-runuo/`) — system-by-system conversion guides (foundation, serialization, timers, gumps, packets, property lists, commands/events, persistence, items/mobiles, systems/engines) - **12 reference docs** (`dev-docs/runuo-migration-docs/`) — deep-reference with before/after examples, API mapping tables, edge cases, and gotchas - **Updated existing skills** — `modernuo-timers`, `modernuo-serialization`, and `modernuo-threading` now document that `Serialize()` runs on background threads and timers are not thread-safe - **Updated `CLAUDE.md`** — added migration skill lookup table ### Key migration patterns covered - Manual `Serialize()`/`Deserialize()` → source-generated `[SerializableField]` - `Packet` class hierarchy → static `SpanWriter`/`SpanReader` methods - `Timer` subclasses → `TimerExecutionToken` fire-and-forget - `Gump` → `StaticGump<T>`/`DynamicGump` with builders - `EventSink.WorldSave` → `GenericPersistence` - `ObjectPropertyList` → `IPropertyList` with string hole rules - Universal changes: naming (`m_` → `_`), `[Constructable]` → `[Constructible]`, logging, spatial queries
7.5 KiB
Foundation Changes (All Scripts)
Overview
These changes apply to every RunUO script being migrated. Apply them first before tackling system-specific changes (serialization, timers, gumps, etc.).
1. File-Scoped Namespaces
RunUO uses block-scoped namespaces. ModernUO uses file-scoped (C# 10+):
// RunUO
namespace Server.Items
{
public class MyItem : Item
{
// ...
}
}
// ModernUO
namespace Server.Items;
public class MyItem : Item
{
// ...
}
2. Naming Conventions
Private Fields
RunUO uses m_ prefix. ModernUO uses _camelCase:
// RunUO
private int m_Charges;
private Mobile m_Owner;
private string m_Name;
// ModernUO
private int _charges;
private Mobile _owner;
private string _name;
Note: Don't rename existing m_ fields in legacy code you're not otherwise modifying. Only use _ for new code and code you're actively migrating.
Properties
Both use PascalCase. RunUO often has verbose syntax:
// RunUO
public int Charges { get { return m_Charges; } set { m_Charges = value; } }
// ModernUO (expression-bodied or auto-property)
public int Charges { get => _charges; set => _charges = value; }
// Or if serialized, [SerializableField] generates it automatically
3. [Constructable] → [Constructible]
Spelling change for the attribute on parameterless constructors:
// RunUO
[Constructable]
public MyItem() : base(0x1234) { }
// ModernUO
[Constructible]
public MyItem() : base(0x1234) { }
The using also changes:
// RunUO — no using needed, it's in Server namespace
// ModernUO — still in Server namespace, but ensure you have:
using ModernUO.Serialization; // for [SerializationGenerator], [SerializableField]
4. Logging
Console.WriteLine is never used in ModernUO. Use structured logging:
// RunUO
Console.WriteLine("Player {0} logged in from {1}", name, ip);
// ModernUO
using Server.Logging;
private static readonly ILogger logger = LogFactory.GetLogger(typeof(MyClass));
logger.Information("Player {Name} logged in from {IP}", name, ip);
Log levels: Debug, Information, Warning, Error, Fatal
5. DateTime.UtcNow → Core.Now
// RunUO
DateTime.UtcNow
// ModernUO
Core.Now
Core.Now is the server's authoritative time source, consistent within each game tick.
6. World Iteration → Spatial Queries
Never iterate World.Mobiles or World.Items. Use map-based spatial queries:
// RunUO
foreach (Mobile m in World.Mobiles.Values)
{
if (m.InRange(location, 10))
DoSomething(m);
}
// ModernUO
foreach (var m in map.GetMobilesInRange<Mobile>(location, 10))
{
DoSomething(m);
}
Available spatial queries (on Map):
GetMobilesAt<T>(Point3D)— exact locationGetMobilesInRange<T>(Point3D, int range)— within rangeGetMobilesInBounds<T>(Rectangle2D)— within rectangle- Same for
GetItemsAt,GetItemsInRange,GetItemsInBounds
7. Remove Concurrency Primitives
ModernUO's game loop is single-threaded. Remove all threading constructs:
// RunUO (remove ALL of these)
lock (_syncObj) { }
volatile int _counter;
ConcurrentDictionary<int, Item> _items;
Mutex m = new Mutex();
Semaphore s = new Semaphore(1, 1);
// ModernUO (single-threaded replacements)
// lock → remove entirely
// volatile → remove keyword
// ConcurrentDictionary → Dictionary
// Mutex/Semaphore → remove entirely
8. No Task.Run / new Thread
Game code must not spawn threads:
// RunUO (FORBIDDEN in ModernUO)
Task.Run(() => ProcessItems());
new Thread(BackgroundWork).Start();
ThreadPool.QueueUserWorkItem(Work);
// ModernUO — use timers or await
Timer.StartTimer(TimeSpan.FromSeconds(1), ProcessItems);
await Timer.Pause(1000); // for async/await patterns
9. ArrayPool → STArrayPool
// RunUO
var buffer = ArrayPool<byte>.Shared.Rent(1024);
// ...
ArrayPool<byte>.Shared.Return(buffer);
// ModernUO (single-threaded, no locks)
var buffer = STArrayPool<byte>.Shared.Rent(1024);
// ...
STArrayPool<byte>.Shared.Return(buffer);
10. new List() on Hot Paths → PooledRefList
// RunUO
var list = new List<Mobile>();
foreach (var m in nearbyMobiles)
{
if (m.Alive)
list.Add(m);
}
// list goes to GC
// ModernUO (zero-alloc)
using var list = PooledRefList<Mobile>.Create();
foreach (var m in nearbyMobiles)
{
if (m.Alive)
list.Add(m);
}
// Automatically returns array to pool on Dispose
11. LINQ Restrictions
ModernUO has tiered LINQ rules. On hot paths:
- Tier 1 (allowed):
foreachoverIEnumerable<T>,.Contains()after LINQ operators,.OrderBy().First(),.Count()on sized collections - Tier 2 (acceptable on warm paths):
.Skip().Take().ToArray(),.Where()on arrays - Tier 3 (forbidden on hot paths):
.Select().Where()chains,.GroupBy(),.ToDictionary(),.Aggregate(),.Sum()/.Min()/.Max()
// RunUO (common LINQ patterns — FORBIDDEN on hot paths in ModernUO)
var targets = nearbyMobiles.Where(m => m.Alive).ToList();
var count = items.Count(i => i.Stackable);
// ModernUO (manual loops)
using var targets = PooledRefList<Mobile>.Create();
foreach (var m in nearbyMobiles)
{
if (m.Alive)
targets.Add(m);
}
var count = 0;
foreach (var i in items)
{
if (i.Stackable)
count++;
}
See dev-docs/code-standards.md for full LINQ tier details.
12. Property Syntax Modernization
// RunUO (verbose)
public int Charges
{
get { return m_Charges; }
set { m_Charges = value; }
}
public override string Name
{
get { return "An Item"; }
}
// ModernUO (modern C#)
public int Charges { get => _charges; set => _charges = value; }
public override string DefaultName => "an item";
13. Using Directives
Common new usings in ModernUO:
using ModernUO.Serialization; // [SerializationGenerator], [SerializableField], etc.
using Server.Logging; // ILogger, LogFactory
using Server.Gumps; // SendGump, HasGump, etc. extension methods
using Server.Collections; // PooledRefList
Removed/changed usings:
// RunUO (no longer exists/changed)
using Server.Network; // Packet classes removed — use extension methods
14. Serial Constructor Removal
RunUO items have a deserialization constructor MyItem(Serial serial) : base(serial). In ModernUO with [SerializationGenerator], this constructor is generated automatically. Remove it.
// RunUO
public MyItem(Serial serial) : base(serial) { }
// ModernUO — DELETE THIS CONSTRUCTOR. The source generator creates it.
Quick Checklist
When migrating any RunUO script, apply these changes in order:
- Change to file-scoped namespace
- Add
using ModernUO.Serialization; - Rename
m_fields to_camelCase - Change
[Constructable]to[Constructible] - Replace
Console.WriteLinewith structured logging - Replace
DateTime.UtcNowwithCore.Now - Replace
World.Mobiles/World.Itemsiteration with spatial queries - Remove concurrency primitives
- Remove threading code
- Replace
ArrayPoolwithSTArrayPool - Replace
new List<T>()on hot paths withPooledRefList<T> - Modernize property syntax
- Remove
Serialconstructor (handled by serialization generator) - Update usings
See Also
dev-docs/code-standards.md— Full coding standards and LINQ tiersdev-docs/threading-model.md— Threading model details02-serialization.md— Next step: converting serialization