## Summary
- **Add a self-referencing `InterpolationHandler` to `ValueStringBuilder`** that writes directly into the builder's buffer — zero intermediate allocation, works with `stackalloc`-backed builders
- **Replace all `System.Text.StringBuilder` usage** across the codebase with `ValueStringBuilder`
- **Convert `ValueStringBuilder.Create()` to `stackalloc`** at 10 sites where output length is provably bounded
- **Convert manual `Dispose()` to `using var`** where possible, and hoist loop-scoped builders outside loops with `Reset()`
- **Convert verbose `Append()` chains to `Append($"...")`** interpolation for readability
- **Add comprehensive documentation** for string handling patterns
## InterpolationHandler Design
`ValueStringBuilder` is a `ref struct`, which creates challenges for C#'s interpolated string handler pattern:
- **`ref` fields to ref structs are not allowed** (CS9050)
- **`[InterpolatedStringHandlerArgument("")]` passes struct receivers by value**, not by ref
- **`ISelfInterpolatedStringHandler` requires boxing** ref structs into interface fields
**Solution: Copy-and-reconcile pattern.** The handler receives a value copy of the builder. The copy shares the same underlying `char` buffer (`Span` points to the same `stackalloc`/pooled memory), so writes go to the original buffer. `Append()` reconciles by `this = handler._builder`, updating `_length` and any buffer references changed by `Grow()`.
This is safe because:
- The game loop is single-threaded — no concurrent access between handler construction and reconciliation
- If `Grow()` occurs in the copy, the original's stale buffer isn't accessed until `Append()` replaces it
- `Dispose()` correctly returns the reconciled buffer to the pool
## Changes by Category
### ValueStringBuilder (`Projects/Server/Buffers/ValueStringBuilder.cs`)
- Added nested `InterpolationHandler` ref struct with copy-and-reconcile pattern
- Added `Append([InterpolatedStringHandlerArgument("")] scoped ref InterpolationHandler)` method
- Removed `RawInterpolatedStringHandler` overloads (new handler replaces them)
- All `AppendFormatted` overloads delegate to existing `Append` methods (no code duplication)
- Alignment support via direct private field access (nested type privilege)
### StringBuilder → ValueStringBuilder (15 files)
Replaced all `new StringBuilder()` with `ValueStringBuilder.Create()` or `stackalloc`:
- ConPVP games: KingOfTheHill, DoubleDom, CTF, BombingRun, TourneyMatch
- ConPVP infrastructure: Tournament, Participant, TourneyParticipant
- ConPVP gumps: ArenaGump, TournamentBracketGump, AcceptTeamGump, ConfirmSignupGump
- Commands: Handlers, Logging, Add
- Other: TownCrier, SpeechLogGump, TestCenter
Key patterns:
- `sb = new StringBuilder()` reassignment → `sb.Reset()`
- `sb.AppendFormat("{0:N0}", value)` → `sb.Append($"{value:N0}")`
- `sb.Append(x).Append(y)` chains → separate statements (VSB returns void)
### Create() → stackalloc (10 files)
Converted heap-allocated builders to stackalloc where output is bounded:
- ClientVersion (32), MapSelection (160), HouseRaffleStone (48)
- HolySense (96), UnholySense (96), ClientVerification (192)
- AcceptTeamGump (64), ConfirmSignupGump (64)
- BaseWeapon (160), BaseArmor (128)
### Loop optimizations (2 files)
Hoisted `ValueStringBuilder` creation outside loops with `Reset()` per iteration:
- TourneyMatch.cs: `using var` inside for loop → stackalloc before loop
- ArenaGump.cs: `Create()` + `Dispose()` per iteration → stackalloc before loop
### Append chain → interpolation (5 files)
Converted multi-line `Append()` chains to `Append($"...")`:
- BountyMessage.cs: title switch (6 cases), paragraph (15→1 Append), description lines, closing
- AcceptTeamGump, ConfirmSignupGump, TournamentBracketGump: tournament type strings
- AdminGump: comment/tag formatting in loops
### Documentation
- `dev-docs/string-handling.md`: Full reference — construction, interpolation, disposal, decision guide
- `dev-docs/claude-skills/modernuo-string-handling.md`: Claude skill with quick reference
- `CLAUDE.md`: Added rule 17 (no StringBuilder), dev-docs table entry, skills table entry
- `dev-docs/code-standards.md`: Updated memory management section
## Test Plan
- [x] `dotnet build` — 0 errors, 0 warnings
- [x] `dotnet test` — 940/940 tests pass
- [x] 28 ValueStringBuilder tests covering all reconciliation scenarios:
- Stackalloc no-grow, stackalloc with grow (→pool transition)
- Heap no-grow, heap with grow, heap double grow
- Pre-existing content with and without grow
- Sequential multiple `Append($"...")` calls
- Mixed plain + interpolated Append
- Empty interpolation, literal-only, format specifiers
- Null string holes, ISpanFormattable types
- Dispose after stackalloc→pool grow
122 lines
4.3 KiB
C#
Executable file
122 lines
4.3 KiB
C#
Executable file
using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.IO;
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using System.IO.Compression;
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using System.Net.Http;
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using Server.Text;
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namespace Server.Compression
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{
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public static class TarArchive
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{
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private const string _libArchiveWindowsUrl = @"https://www.libarchive.org/downloads/libarchive-v3.5.2-win64.zip";
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private static string _pathToTar;
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private static string GetPathToTar()
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{
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if (!Core.IsWindows || File.Exists(@"C:\Windows\system32\tar.exe"))
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{
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return "tar";
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}
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var tarPath = Path.Combine(Core.BaseDirectory, "bsdtar/bsdtar.exe");
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return File.Exists(tarPath) ? tarPath : DownloadTarForWindows();
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}
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private static int RunTar(string arguments, string compressionProgramPath)
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{
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var process = new Process
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{
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StartInfo = new ProcessStartInfo
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{
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FileName = _pathToTar,
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Arguments = arguments
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}
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};
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if (compressionProgramPath != null)
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{
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var envPaths = $"{process.StartInfo.EnvironmentVariables["PATH"]}:{compressionProgramPath}";
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process.StartInfo.EnvironmentVariables["PATH"] = envPaths;
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}
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process.Start();
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process.WaitForExit();
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return process.ExitCode;
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}
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private static string DownloadTarForWindows()
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{
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var tempDir = PathUtility.EnsureRandomPath(Path.GetTempPath());
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var libarchiveFile = Path.Combine(tempDir, "libarchive.zip");
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// This isn't called often so we don't need to optimize
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using (var hc = new HttpClient())
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{
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var result = hc.Send(new HttpRequestMessage(HttpMethod.Get, new Uri(_libArchiveWindowsUrl)));
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using var stream = result.Content.ReadAsStream();
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using var fs = new FileStream(libarchiveFile, FileMode.Create, FileAccess.Write, FileShare.None);
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stream.CopyTo(fs);
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}
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ZipFile.ExtractToDirectory(libarchiveFile, tempDir);
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var libArchivePath = Path.Combine(tempDir, "libarchive");
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PathUtility.MoveDirectoryContents(Path.Combine(libArchivePath, "bin"), Path.Combine(Core.BaseDirectory, "bsdtar"));
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File.Delete(libarchiveFile);
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return Path.Combine(Core.BaseDirectory, "bsdtar/bsdtar.exe");
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}
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public static bool ExtractToDirectory(
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string fileNamePath,
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string outputDirectory,
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string compressCommand = null,
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string compressionProgramPath = null
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)
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{
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_pathToTar ??= GetPathToTar();
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var useExternalCompression = compressCommand != null ? $"--use-compress-program \"{compressCommand}\" " : "";
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var arguments = $"{useExternalCompression} -xf \"{fileNamePath}\" -C \"{outputDirectory}\"";
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return RunTar(arguments, compressionProgramPath) == 0;
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}
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public static bool CreateFromPaths(
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IEnumerable<string> paths,
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string destinationArchiveFileName,
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string relativeTo,
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string compressCommand = null,
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string compressionProgramPath = null
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)
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{
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_pathToTar ??= GetPathToTar();
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new FileInfo(destinationArchiveFileName).EnsureDirectory();
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using var sb = ValueStringBuilder.Create();
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var i = 0;
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foreach (var path in paths)
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{
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var relativePath = Path.GetRelativePath(relativeTo, path);
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if (i++ > 0)
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{
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sb.Append($" \"{relativePath}\"");
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}
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else
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{
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sb.Append($"\"{relativePath}\"");
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}
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}
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var pathsToCompress = sb.ToString();
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var tarFlags = compressCommand == null ? "-acf" : "-cf";
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var useExternalCompression = compressCommand != null ? $"--use-compress-program \"{compressCommand}\" " : "";
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var arguments = $"{useExternalCompression}{tarFlags} \"{destinationArchiveFileName}\" -C \"{relativeTo}\" {pathsToCompress}";
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return RunTar(arguments, compressionProgramPath) == 0;
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}
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}
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}
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