Any property getter reached from GetProperties that calls InvalidateProperties
takes the tooltip build down with it:
System.ArgumentNullException: Value cannot be null. (Parameter 'array')
at Server.ObjectPropertyList.AppendStringDirect(String value)
at Server.Mobiles.PlayerMobile.GetProperties(IPropertyList list)
InvalidateProperties rebuilds in place -- Reset() then GetProperties() again on
the same instance -- and Reset() does two destructive things to a build already
in flight. It returns the pooled interpolation scratch buffer, which the compiler
rents in the interpolated-string handler ctor and returns in the closing Add, so
every hole is evaluated while that buffer is live; the next Append* then spans a
null array. It also rewinds the packet cursor, so properties already written are
overwritten by the nested pass.
There is no correct recovery, and retrying the build would only hide the defect,
so the engine refuses: the nested call logs an error with a stack trace, throws
in DEBUG so it gets found and fixed, and in RELEASE returns without touching the
list -- a possibly stale tooltip, but no crash, no corrupted packet, and nothing
leaked back to the pool. Getters that genuinely must invalidate should defer with
Timer.DelayCall(InvalidateProperties).
The guard flag lives on the ObjectPropertyList rather than on the entity: it is
that list's own lifecycle, it costs nothing (both Item and ObjectPropertyList
absorb it in existing padding, and the list is allocated lazily), and it stays
correct when builds for different entities nest.
Factions PlayerState was the getter that surfaced this, and it is now maintained
rather than lazily computed:
- Rank is a plain field read. The lazy `if (m_InvalidateRank)` recompute is gone
along with the flag itself; UpdateRank() recomputes at each point an input
actually changes (the RankIndex setter, the end of the KillPoints setter once
the swap bookkeeping and ZeroRankOffset have settled, Faction.AddMember after
the member is inserted, and FactionState after a load once the ordering is
final). All six readers of Rank were checked; none relied on the old side
effect.
- Both constructors seed the lowest rank. Nothing recomputes on read any more, so
Rank must be usable immediately -- including for members that never get a
RankIndex assigned, which is every member with no kill points.
- Rank always resolves. Ranks are ordered by Required descending ending at 0, so
a negative percent (RankIndex out of sync with ZeroRankOffset) matched nothing
and left m_Rank null -- an NRE on Rank.Title. It no longer divides by a zero
ZeroRankOffset either.
- Fixes a pre-existing staleness bug: the KillPoints setter writes m_RankIndex
directly in two places, bypassing the property setter, so the cached rank was
never refreshed when a player crossed zero kill points.
PropertyList also publishes the list into m_PropertyList before building it
rather than assigning through `??=` afterwards, so a nested InvalidateProperties
sees the build in progress instead of recursing into a second throwaway list.
ObjectPropertyList re-rents its scratch buffer instead of spanning a null array,
so a stray Reset() from any other caller degrades rather than aborting
GetProperties.
Documents the rule as audit rule 19 in CLAUDE.md, a new section in
dev-docs/property-lists.md, and the property-lists and code-audit skills.
10 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). 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/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). 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(() => …). 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
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 |
| Event system | dev-docs/events.md |
| Threading model | dev-docs/threading-model.md |
| Server lifecycle & bootstrap phases (Configure/ConfigurePrompts/Initialize) | dev-docs/server-lifecycle.md |
| Configuration system | dev-docs/configuration.md |
| Networking & packets | dev-docs/networking-packets.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: cp dev-docs/claude-skills/<name>.md .claude/skills/
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).