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.
19 KiB
ModernUO Property Lists (Tooltips)
This document covers ModernUO's property list system for item and mobile tooltips, including the IPropertyList interface, ObjectPropertyList internals, and patterns for customizing tooltips.
Overview
Property lists (also called Object Property Lists or OPL) are the tooltip popups that appear when a player hovers over items and mobiles. They display the item name, stats, charges, and other relevant information.
The system uses cliloc numbers (localized string IDs) with argument substitution to support multiple languages.
IPropertyList Interface
Defined in Projects/Server/PropertyList/IPropertyList.cs:
public interface IPropertyList : ISelfInterpolatedStringHandler
{
void Reset();
void Terminate();
void Add(int number); // Cliloc number only
void Add(int number, string argument); // Cliloc with string argument
void Add(ReadOnlySpan<char> argument); // Raw text, no string allocation
void Add(int number, ReadOnlySpan<char> argument); // Cliloc with span argument
void AddChunked(ReadOnlySpan<char> text); // Newline-joined text split across properties
OplTextBlock TextBlock(); // Builder that flushes via AddChunked on dispose
void Add(int number, int value); // Cliloc with int argument
void AddLocalized(int value); // Cliloc number as argument value
void AddLocalized(int number, int value); // Cliloc with localized argument
// String interpolation support
void Add(ref InterpolatedStringHandler handler);
void Add(int number, ref InterpolatedStringHandler handler);
}
There is no
Add(string)overload. Pass raw text as a span (Add(text.AsSpan())) or, ideally, as an interpolated$"..."literal so the handler formats straight into the pooled buffer.
GetProperties Override
Override GetProperties() to add custom tooltip lines:
public override void GetProperties(IPropertyList list)
{
base.GetProperties(list); // ALWAYS call base first
// Add cliloc with value
list.Add(1060741, $"{_charges}"); // "charges: ~1_val~"
// Add raw string
list.Add($"{"Quality: "}{_quality}");
// Add cliloc with multiple tab-separated arguments
list.Add(1060637, $"{_current}\t{_max}"); // "~1_val~ / ~2_val~"
// Add cliloc number only (no arguments)
list.Add(1049644); // "Crafted by a Grandmaster"
// Add int argument
list.Add(1060741, _charges); // "charges: ~1_val~"
}
Cliloc Argument Format
Cliloc strings contain placeholders like ~1_val~, ~2_val~, etc. Multiple arguments are separated by tab characters (\t):
// Cliloc 1060637 = "~1_val~ / ~2_val~"
list.Add(1060637, $"{current}\t{max}");
// Cliloc 1072241 = "Contents: ~1_ITEMS~/~2_MAXITEMS~ items, ~3_WEIGHT~/~4_MAXWEIGHT~ stones"
list.Add(1072241, $"{TotalItems}\t{MaxItems}\t{TotalWeight}\t{MaxWeight}");
String Literals Must Be Holes (CRITICAL)
The IPropertyList interpolated string handler distinguishes between literals (text between {} holes) and holes (values inside {}). Literals are treated as delimiters (like \t). Holes are treated as arguments. The property list system is used beyond just the game client — for example, web rendering — which must be able to tell arguments apart from delimiters.
This means string constants must always be wrapped as holes using {"..."} syntax:
// BAD — "Chances" becomes a literal/delimiter, not an argument
list.Add(1060658, $"Chances\t{_charges}");
// GOOD — "Chances" is a hole, so it's treated as argument ~1_val~
list.Add(1060658, $"{"Chances"}\t{_charges}");
Real examples from the codebase (Teleporter.cs):
// Cliloc 1060658 = "~1_val~: ~2_val~"
list.Add(1060658, $"{"Map"}\t{_mapDest}");
list.Add(1060659, $"{"Coords"}\t{_pointDest}");
list.Add(1060660, $"{"Creatures"}\t{(Creatures ? "Yes" : "No")}");
list.Add(1060661, $"{"Range"}\t{_range}");
The compiler generates different calls for each:
$"Map\t{value}"→AppendLiteral("Map\t")thenAppendFormatted(value)— "Map\t" is a delimiter, onlyvalueis an argument$"{"Map"}\t{value}"→AppendFormatted("Map")thenAppendLiteral("\t")thenAppendFormatted(value)— both "Map" andvalueare arguments,\tis the delimiter
Rule of thumb: The only text that should appear as bare literals in the interpolated string is \t (the argument separator). Everything else — including string constants — must be inside {} holes.
No .ToString() Inside Holes
IPropertyList's interpolated string handler formats values directly into a pooled buffer via ISpanFormattable.TryFormat — no intermediate string allocation per hole. An explicit .ToString() defeats this:
// BAD — .ToString() allocates a string, then the handler copies its chars
list.Add(1060658, $"{"Charges"}\t{_charges.ToString()}");
// GOOD — the handler formats _charges directly with no intermediate string
list.Add(1060658, $"{"Charges"}\t{_charges}");
Same applies to .String() on TextDefinition, .GetValue(), and any method that returns a freshly allocated string — drop the call and let the handler format the underlying value directly.
The full list of interpolation anti-patterns (ternaries, switch expressions, pre-built locals, string.Format, concat, LINQ in holes) applies equally to IPropertyList.Add($"..."). See dev-docs/string-handling.md for the full reference.
Cliloc as Argument (Use :# Format Specifier)
When a cliloc argument is itself another cliloc number (i.e., the argument should resolve to localized text), use the :# format specifier on the integer — not a "#number" string:
// BAD — "#1060000" is a string, not a cliloc reference.
// Other systems (web rendering) will render it as the literal text "#1060000"
list.Add(1050039, $"{m_Amount}\t{"#1060000"}");
// GOOD — 1060000:# tells the handler this argument is a cliloc number to resolve
list.Add(1050039, $"{m_Amount}\t{1060000:#}");
The :# format specifier is a hint that the value is a cliloc number. The handler calls AppendFormatted(int value, string? format) which, when format == "#", resolves the cliloc and appends the localized text. Other consumers of the property list data (like web renderers) can see the :# format and know to look up the cliloc text rather than displaying a raw number.
This also works with the AddLocalized convenience methods:
// These use :# internally
list.AddLocalized(clilocNumber); // Single cliloc value as argument
list.AddLocalized(1050039, clilocNumber); // Cliloc with cliloc argument
Looking Up Cliloc Text
If you don't know what text a cliloc number maps to (and therefore what arguments it expects), you can read the cliloc.enu binary file. The loading logic is in Projects/Server/Localization/Localization.cs, method LoadClilocs(string lang, string file):
- File format: 6-byte header, then repeating entries of
int number+byte flag+ushort length+ UTF-8 text - Placeholders in the text look like
~1_val~,~2_AMOUNT~, etc. - Ask the user where their
cliloc.enufile is located (typically in the UO client data directory)
Multi-Line Free Text: AddChunked and OplTextBlock
Some tooltips need a block of free-form text (not cliloc lookups) whose length is variable and potentially large — e.g. a consolidated dump of every AOS attribute on an item, or staged identification text that grows as the item is identified. Emitting that as a single property is dangerous:
The legacy 2D client copies each OPL property's text into a fixed ~512-char (1024-byte) buffer. A single property longer than that smashes an adjacent world object's vtable on the client heap and crashes the client.
ObjectPropertyList.MaxArgumentLength = 504is the safe per-property cap (a multiple of 8, comfortably under the empirically confirmed ~510-char ceiling).
Two APIs handle this safely. Both split the text at \n boundaries into as many OPL properties as
needed, so no single property ever exceeds MaxArgumentLength. Each chunk is emitted through the
cycling passthrough clilocs (1042971, 1070722, 1114057, 1114778, 1114779 — each
localized to a single ~1_val~/~1_NOTHING~ argument), which render the raw string verbatim.
AddChunked — the interface primitive
AddChunked(ReadOnlySpan<char>) is on IPropertyList, so it works from any GetProperties(IPropertyList list)
override. Give it \n-joined text; it breaks only at newlines:
public override void GetProperties(IPropertyList list)
{
base.GetProperties(list);
// _description may be hundreds of chars and contains embedded '\n's.
list.AddChunked(_description);
}
Splitting only at \n means each line stays intact across the chunk boundary — a chunk is flushed at
the last newline that keeps it under the cap. (A single line longer than MaxArgumentLength is the
one case that still gets clamped; the engine logs a warning naming the offending entity and cliloc.)
OplTextBlock — the ergonomic builder
OplTextBlock is a ref struct builder that accumulates \n-joined lines and calls AddChunked for
you on dispose. Obtain it from IPropertyList.TextBlock() (so it works in any GetProperties override)
and always scope it with using so the flush happens:
using var block = list.TextBlock();
// Zero-alloc interpolated overload — formats directly into the pooled buffer:
block.Add($"Luck Bonus: +{luck}%");
block.Add($"Damage: {min} - {max}");
// Plain text as a span (no string allocation):
block.Add("Cannot be repaired".AsSpan());
Behavior worth knowing:
- Lines join with
\n; the trailing separator is stripped before the singleAddChunkedflush onDispose(). - Empty lines are skipped (
block.Add(ReadOnlySpan<char>.Empty)is a no-op). - No lines added → nothing is emitted (no empty property, no wasted passthrough cliloc).
- The
Add($"...")overload is a dedicated[InterpolatedStringHandler], so interpolation allocates no intermediate strings — the same anti-patterns asIPropertyList.Add($"...")apply (no.ToString()in holes, no ternaries/string.Format/concat — seestring-handling.md). - It is a
ref structtied to the single-threaded OPL build pass — never store it, capture it in a closure, or use it across anawait.
When to use which
| Situation | Use |
|---|---|
You already have a \n-joined string (e.g. a serialized description) |
list.AddChunked(text) |
| You're building several free-text lines conditionally | using var block = list.TextBlock(); then block.Add(...) |
| The content is a single short cliloc-backed property | Plain list.Add(number, $"...") — chunking is unnecessary |
Real-world pattern (consolidated attribute lines, condensed from UOEvolution's BaseWeapon):
public override void GetProperties(IPropertyList list)
{
base.GetProperties(list);
using var block = list.TextBlock();
if (_attrs.HitLowerParryCap > 0)
{
block.Add($"Lower Parry Cap {_attrs.HitLowerParryCap}%");
}
if (_attrs.ParryBonusDamage > 0)
{
block.Add($"Parry Damage {_attrs.ParryBonusDamage}%");
}
// ...any number of optional lines; the block flushes safely on dispose.
}
Common Cliloc Numbers
| Number | Text | Usage |
|---|---|---|
| 1042971 | ~1_val~ |
Generic single value |
| 1060741 | charges: ~1_val~ |
Charge count |
| 1060637 | ~1_val~ / ~2_val~ |
Current/max values |
| 1060658 | ~1_val~: ~2_val~ |
Key: value pair |
| 1050044 | ~1_ITEMS~ items, ~2_WEIGHT~ stones |
Container contents (pre-ML) |
| 1072241 | Contents: ~1~/~2~ items, ~3~/~4~ stones |
Container contents (ML+) |
| 1060776 | ~1_val~, ~2_val~ |
Two comma-separated values |
| 1053099 | damage ~1_val~ - ~2_val~ |
Damage range |
| 1061170 | animal lore ~1_val~ |
Taming info |
| 1049644 | Crafted by a Grandmaster |
Crafting quality |
| 1042001 | That must be in your pack... |
Backpack requirement message |
| 1011036 | OK |
OK button text |
| 1011012 | CANCEL |
Cancel button text |
| 1060635 | Warning |
Warning header |
Auto-Refresh with [InvalidateProperties]
When using [SerializableField], adding [InvalidateProperties] automatically calls InvalidateProperties() whenever the generated property setter is invoked:
[SerializableField(0)]
[InvalidateProperties] // Auto-refreshes tooltip when Charges changes
[SerializedCommandProperty(AccessLevel.GameMaster)]
private int _charges;
The generated setter becomes:
public int Charges
{
get => _charges;
set
{
_charges = value;
InvalidateProperties(); // Added by [InvalidateProperties]
this.MarkDirty();
}
}
Manual Refresh
Call InvalidateProperties() when non-serialized state changes affect the tooltip:
public void UseCharge()
{
_charges--;
InvalidateProperties(); // Force tooltip rebuild
this.MarkDirty();
}
Never Invalidate From Inside GetProperties (CRITICAL)
InvalidateProperties() rebuilds the list in place — Reset(), then GetProperties() again on
the same instance. Calling it from a property getter that the build itself reaches is therefore
re-entrant, and Reset() does two destructive things to the build in flight:
- It returns the pooled interpolation scratch buffer. The compiler rents that buffer in the
interpolated-string handler's constructor and returns it in the closing
Add, so every hole is evaluated while the buffer is live. Pulling it out mid-append makes the nextAppend*span a null array —ArgumentNullException: Value cannot be null. (Parameter 'array')thrown out ofGetProperties, from a line that looks unrelated to the getter that caused it. - It rewinds the packet cursor, so properties already written are overwritten by the nested pass.
This is always a defect in the property getter, so the engine refuses rather than trying to recover:
a nested call logs an error with a stack trace, throws in DEBUG, and in RELEASE returns without
touching the list — leaving a possibly stale tooltip, but never a crash, a corrupted packet, or a
leaked pool buffer. Retrying the build would only hide the bug.
// BAD -- a getter with a side effect. Reading it from GetProperties re-enters the build.
public RankDefinition Rank
{
get
{
if (_invalidateRank)
{
_rank = Recompute();
_invalidateRank = false;
Invalidate(); // -> InvalidateProperties() -> Reset() on the list being built
}
return _rank;
}
}
// GOOD -- getters stay side-effect free; invalidate where the value actually changes.
public int RankIndex
{
get => _rankIndex;
set
{
if (_rankIndex != value)
{
_rankIndex = value;
_invalidateRank = true;
Invalidate();
}
}
}
Lazy recomputation inside a getter is fine — it is the notification that must not happen there. If something genuinely must invalidate in response to a read, defer it off the build:
Timer.DelayCall(InvalidateProperties);
Check when writing a GetProperties override: every property it reads must be a pure read.
ObjectPropertyList Internals
Defined in Projects/Server/PropertyList/ObjectPropertyList.cs:
- Packet ID: 0xD6
- Hash-based updates: Each property list has a hash. When
InvalidateProperties()is called, the list is rebuilt and compared. Only if the hash changed is the new list sent to clients. - String building: Uses
STArrayPool<char>for zero-GC string construction - Global toggle:
ObjectPropertyList.Enabledcan disable the entire system - Lazy initialization: Property lists are built on first access
- Per-property cap:
MaxArgumentLength(504) bounds each property's text so the legacy 2D client's fixed tooltip buffer can't overflow.AddChunked/OplTextBlockkeep multi-line content under it; anything that slips through is clamped with a logged warning
Update Flow
InvalidateProperties()is called- If map is valid and world isn't loading:
a. Save old hash
b. Reset and rebuild property list via
GetProperties()c. Compare new hash with old hash d. If changed, queue delta update to clients viaDelta(ItemDelta.Properties)
Era-Conditional Properties
public override void GetProperties(IPropertyList list)
{
base.GetProperties(list);
if (Core.ML)
{
if (ParentsContain<BankBox>())
list.Add(1073841, $"{TotalItems}\t{MaxItems}\t{TotalWeight}");
else
list.Add(1072241, $"{TotalItems}\t{MaxItems}\t{TotalWeight}\t{MaxWeight}");
}
else
{
list.Add(1050044, $"{TotalItems}\t{TotalWeight}");
}
}
Mobile Properties
Mobiles can also have property lists:
public override void GetProperties(IPropertyList list)
{
base.GetProperties(list);
if (Core.AOS && Faction != null)
{
list.Add(1060776, $"{Rank.Title}\t{Faction.Definition.PropName}");
}
if (_guildTitle != null)
list.Add($"[{_guildTitle}]");
}
Item Built-in Property Methods
Item provides several helper methods called during property list building:
public virtual void AddNameProperty(IPropertyList list) // Item name
public virtual void AddLootTypeProperty(IPropertyList list) // Blessed/Cursed/etc.
public virtual void AddResistanceProperties(IPropertyList list) // Resistance values
public virtual void AddWeightProperty(IPropertyList list) // Weight display
public virtual void AddQuestItemProperty(IPropertyList list) // Quest item marker
public virtual void AddSecureProperty(IPropertyList list) // Secure container marker
Best Practices
- Always call
base.GetProperties(list)first -- it adds the item name and standard properties - Use cliloc numbers over raw strings when possible for localization support
- Use string interpolation with
$""for clean argument formatting - Use tab (
\t) to separate multiple arguments in a single cliloc - Don't call
InvalidateProperties()in tight loops -- it triggers hash computation and potential network sends - Use
[InvalidateProperties]on serialized fields to automate refresh - Check era when properties differ between expansions
Key File References
| File | Description |
|---|---|
Projects/Server/PropertyList/IPropertyList.cs |
Interface definition |
Projects/Server/PropertyList/ObjectPropertyList.cs |
Implementation |
Projects/Server/PropertyList/IObjectPropertyListEntity.cs |
Entity interface |
Projects/Server/Items/Item.cs |
Item.GetProperties, InvalidateProperties |
Projects/UOContent/Mobiles/PlayerMobile.cs |
Mobile property example |
Projects/Server/Items/Container.cs |
Era-conditional properties |