## Pressing `>` on a TextDefinition did nothing useful
`#1217` moved `TextDefinition` into the Server project for serialization support and added `[PropertyObject]` along the way. `PropsGump` checks that attribute **before** its parsable fallback, so from that commit on the button either drilled into a read-only `Number`/`String` page (both get-only since `#1221`, so no `>` buttons — a dead end) or, when the value was null, re-sent the same page and looked inert.
Worth being clear that `#765` — which replaced the hand-maintained type list with a generic `IsParsable` branch — was **not** the regression. At that commit `TextDefinition` was `[Parsable]` only, fell through to the new branch, and the editor worked. Only the later attribute hijacked the routing.
`TextDefinition` is now caught ahead of the `[PropertyObject]` branch and routed to `SetGump`, which has had `TextDefinition`-specific code at line 35 all along.
## `0` and `"0"` could not be told apart
`Commands.Split` strips quotes before any parser runs, so this was never fixable in `TextDefinition.Parse` alone — the information is gone two layers earlier. The markers now travel inside the value:
| Input | Result |
|---|---|
| `1060847` | cliloc (unchanged) |
| `#1060847` | cliloc, explicit — the form `ToString()` already writes |
| `@"1060847"` | the literal string |
| `hello` | string (unchanged) |
| `(-null-)` | null (unchanged) |
`GetValue()` quotes a string that would not survive the trip back. That check is a real round trip through the parser rather than a pattern match, so it cannot drift from it. `Types.TryParse` decodes the same escape for plain strings — which is what `[get` has always written for the literal `"null"` without `[set` ever reading it back.
**Saved data is untouched.** Serialization reads a discriminated flag plus int/string (`IGenericReader.cs:175`) and the JSON converter switches on token type; neither calls `Parse`, so a stored string `"1060847"` stays a string and spawner JSON is unchanged. The new syntax stays in the text and command layer, where it reaches `[set`, `[add`, spawner props, the props gump and Advanced Search.
## `where` still parsed its constants its own way
`#2625` carried the hand-rolled constant parser across to `PropertyExpressions.Parse` unchanged. It looks for a static `Parse` overload on the property type and gives up if there is none — and `Type` and `IEntity` have neither:
```
where Subject Kind = Static -> Unable to convert string "Static" into type 'System.Type'.
where Subject Owner = 0x1 -> Unable to convert string "0x1" into type 'Server.Mobile'.
```
Both resolve fine for every other command. Routing through `Types.TryParse` picks up type-name lookup, entity resolution by serial, and the `@"..."` literal convention, so a value that works in one place now works everywhere. It also deletes the duplicate parser (−56 lines in `PropertyExpressions`).
Two things are load-bearing and preserved. `where` has always spelled a null constant as a bare `null`, where `[set` uses `(-null-)`; the shared parser reads a bare `null` as the text, so the null case is handled ahead of it and `= null` keeps meaning null. And nullable targets still unwrap first, so `where <int? prop> = 5` is unaffected.
Bare and hex integers, enums, bools, strings, `Map`, and TextDefinition's `#` / `@"..."` markers all resolve exactly as before — 13 of the 15 tests in `WhereConstantParsingTests` pin that and passed before the change as well as after.
## Documentation
The generic command system had no documentation anywhere in the repo: scopes, `where` and its operators, dot notation, `order by` / `distinct` / `limit`, the value and quoting syntax, `[interface` and `[batch` were all learn-by-reading-the-source. `dev-docs/generic-commands.md` covers them, linked from `CLAUDE.md` and `commands-targeting.md`, and points at <https://muo.gg/commands> for the per-command list rather than duplicating it.
Two behaviours it records that were news to me while writing it:
- `Contained` honours conditions on the normal command path but never sets `SupportsConditionals`, and `[batch` is the only place that reads the flag — so the same condition works typed directly and is refused under batch.
- `Multi`, `Single`, `Self` and `Serial` do not parse modifiers at all, so a `where` clause there is passed to the command as ordinary arguments rather than rejected.
Comments in the changed code were trimmed to what is not evident from the code itself; the rationale they carried is either in the doc now or in the commit that introduced it.
## Behavior changes worth a reviewer's attention
Two things go beyond strict bug-fixing, both deliberate:
- **Hex now parses into a TextDefinition.** Consolidating the three `Parse` overloads onto one span codec means `[set Message 0x102CE7` is cliloc 1060847 rather than the string. Previously only the 1-arg `Parse(string)` did hex and nothing called it. This makes the props gump's own `1060847 (0x102CE7)` display typeable.
- **`@"..."` decodes generally for strings**, not only the exact token `@"null"`. So `[set Name @"hello"` sets `hello`. A half-working escape seemed more surprising than a general one, and the `where` path already decoded it — but narrowing it back is a one-line change if preferred.
## Testing
40 tests, each written first and watched fail for the right reason. They cover the props gump routing (populated and null), cliloc/string/quoted parsing and `GetValue` round trips, `where` constant resolution for Type- and entity-valued properties, and the bare-`null` vs `@"null"` distinction that must not drift.
One sort case is added that #2625 left uncovered: ordering a value-typed chain whose intermediate is null, which reads as `default(int)` rather than throwing. Two other tests from the pre-rebase branch were dropped as duplicates of `ConditionalCompilerEdgeTests`.
Rebased onto `535a09899`. `dotnet build` clean, 0 warnings. **902 UOContent** and **869 Server** tests pass, 0 failures.
## Known gaps
- `Nullable<T>` comparisons work via #2625's lifted operators; nothing here changes that.
- Spawner **Params** are split on plain spaces (`BaseSpawner.cs:1035`) rather than through `Commands.Split`, so a constructor argument still cannot contain one. Untouched here — a tokenizer issue, not a TextDefinition one.
- `Types.ParseStringNumericParamTypes` is now unreferenced. Left in place because it is public and shards may use it.
13 KiB
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 buildfrom repo root
Code Audit Rules
Apply these when writing or reviewing .cs files under Projects/.
- 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 - No
Console.WriteLine— useLogFactory.GetLogger(typeof(MyClass))→logger.Information(...)(requiresusing Server.Logging;) - 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 whileWorld.Saving/WorldState.PendingSave). Publish results back to the loop as an immutable snapshot swapped via a singlevolatilereference — the only sanctionedvolatile. Nolock/Mutex/ConcurrentDictionaryin game logic. Rule #10 covers how background work hands results back to the loop →dev-docs/threading-model.md - No
World.Mobiles/World.Itemsiteration — use spatial queries:map.GetMobilesInRange<T>(),map.GetItemsInRange<T>() - Clean up refs in
OnDelete()/OnAfterDelete()— null outItem/Mobilereferences - Cancel timers in
OnDelete()/OnAfterDelete()— call_token.Cancel()or_timer?.Stop() STArrayPool<T>.SharednotArrayPool<T>.Shared— single-threaded optimized, no locksPooledRefList<T>notnew List<T>()on hot paths — zero GC pressure, stack-allocated ref struct- Serialization — class must be
partial, constructor needs[Constructible],TimerExecutionTokenmust NOT have[SerializableField]. New classes: use[SerializationGenerator(version)](omitencoded). Setters that coerce/veto/run side effects: use[SerializableField]argsallowFieldChange: nameof(BoolRefMethod)/fieldChanged: nameof(OldNewMethod)— reserve[SerializableProperty]for custom getters. SerializableTimermembers 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, addMigrateFrom(VXContent)(X = previous version). Never modifyDeserialize(reader, version)for version bumps — that method is only for pre-codegen legacy saves. When migrating from pre-codegen Serialize/Deserialize: passfalseif old code usedreader.ReadInt(), bump version +1, and keep old logic asprivate void Deserialize(IGenericReader reader, int version)→dev-docs/serialization.md,dev-docs/runuo-migration-docs/02-serialization.md - 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 onEnvironment.ProcessorCount— off-loading creates no CPU and buys nothing on 1–2 cores. New workers go in the vetted table indev-docs/threading-model.mdwith their measurement. When such work must feed game logic: run the heavy/I/O part off-loop andConfigureAwait(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 avolatilereference (the loop reads it lock-free), or marshal the apply step withCore.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 - Never assume era — if code uses
Core.AOS/Core.SE/etc., ask which expansion to target - Naming —
_camelCaseprivate fields,PascalCaseproperties/methods/classes; don't flag legacym_but use_for new code - 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 - PropertyList string literals must be holes —
$"{"Map"}\t{value}"not$"Map\t{value}". The handler treats bare text as delimiters,{}holes as arguments. Only\tshould be a bare literal →dev-docs/property-lists.md - Braces required on all control flow —
if,else,for,foreach,while,do,switchmust always have braces, even for single-line bodies →dev-docs/code-standards.md - 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 - No
System.Text.StringBuilder— useValueStringBuilderwithstackalloc(bounded output) orValueStringBuilder.Create()(unbounded). Supports$"..."interpolation directly. Always useusing varfor disposal. UseReset()instead of reassigning →dev-docs/string-handling.md - Interpolation anti-patterns on handler-aware APIs —
Send*/Say/Emote/PublicOverhead*/IPropertyList.Add/gumpAddLabel/AddHtml/Html.Center/SpanWriter.Write*all haveref RawInterpolatedStringHandleroverloads that allocate zero strings, but only when the call-site argument is a$"..."literal directly. Avoid: ternaries with interpolated branches (Send(c ? $"a" : $"b")), switch expressions with interpolated arms, pre-builtvar s = $"..."locals (single-use),.ToString()/.String()/string.Formatinside holes, string concat ({a + b}), LINQ string ops in holes. Use:Lformat spec for lowercase ({rank:L}notrank.ToString().ToLowerInvariant()) →dev-docs/string-handling.md§ Interpolation Anti-Patterns - No
InvalidateProperties()from insideGetProperties— every property aGetPropertiesoverride reads must be a pure read.InvalidateProperties()rebuilds the list in place (Reset()+ rebuild), andReset()returns the pooled interpolation buffer — which the compiler rents for the whole$"..."expression, so every hole is evaluated while it is live — and rewinds the packet cursor. A getter that invalidates therefore throwsArgumentNullException(parameter"array") out ofGetPropertiesfrom an unrelated-looking line, or silently corrupts the tooltip. The engine refuses and logs an error;DEBUGthrows. Lazy recomputation in a getter is fine — the notification is not. Invalidate in the setter that changes the value, or defer withTimer.DelayCall(InvalidateProperties)→dev-docs/property-lists.md§ Never Invalidate From InsideGetProperties - Tick-count math must be wraparound-safe — compare
Core.TickCount/GetTimestamp()values only by subtraction (a - b < 0, nevera < 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
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 |
| 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) |
| 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).