Highly Performant & Scalable Ultima Online Server Emulator
https://www.modernuo.com
c-sharpcsharpcsharp-coredotnetdotnet-coreemulatorgplgplv3mmommo-enginemmorpgmmorpg-serveronlinerpgrunuoserverservuoultimaultima-onlineuo
## Problem A creature equipped with two items that resolve to the **same layer** can crash the legacy EA 2D client (use-after-free). Equipment `Layer` comes from tiledata (`Layer = (Layer)ItemData.Quality`), so a **two-handed weapon and a shield both resolve to `Layer.TwoHanded`**. `Mobile.FindItemOnLayer` even documents the invariant: *"We only allow 1 item per layer. Its an implicit contract."* ## Root cause - `SendMobileIncoming` (0x78) **dedupes by layer** (the `layers` span) and sends only the first item per slot — so a static creature is fine. - But the per-item **`SendEquipUpdate` (0x2E)** and the item **OPL** sends do **not** dedupe. On any equip/property delta (`Item.ProcessDelta`) they fire per item and leak the second same-layer item on its own. - The client then holds two items on one equipment slot; when that slot is torn down (e.g. a large group of such creatures and the player runs out of range → mass remove) the legacy 2D client frees one and dereferences it → UAF. ClassicUO bounds-checks and is unaffected, but the server is emitting an invalid, self-contradictory stream either way. ## Fix Make per-item equip/OPL sends honor the same first-item-per-layer rule `SendMobileIncoming` already uses: - `Item.IsDupedEquipLayer()` — `m_Parent is Mobile m && m.FindItemOnLayer(m_Layer) != this` (reuses the existing helper; true when an earlier item already holds this items layer). - `Item.ProcessDelta`: early-return before the per-client loop for a duped equipped item (skips the EquipUpdate and OPL to everyone). - `Mobile` lift-reject re-show: skip the EquipUpdate and OPL for the dupe. No behavioral change for valid equipment (distinct layers → never duped). For the invalid duped-layer case the second item was already omitted by the 0x78 packet; this just stops it leaking back via the per-item paths. |
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| branding | ||
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| Distribution/Data | ||
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| .cursorrules | ||
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| AGENTS.md | ||
| azure-pipelines.yml | ||
| CLAUDE.md | ||
| CODE_OF_CONDUCT.md | ||
| CONTRIBUTING.md | ||
| Directory.Build.props | ||
| FAQ.md | ||
| GEMINI.md | ||
| global.json | ||
| LICENSE | ||
| ModernUO.slnx | ||
| publish.cmd | ||
| publish.ps1 | ||
| publish.sh | ||
| README.md | ||
| rider-settings.zip | ||
| Rules.ruleset | ||
| SPONSORS.md | ||
| stylecop.json | ||
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| version.json | ||
ModernUO

Ultima Online Server Emulator for the modern era!
Requirements
Supported Operating Systems
Required Frameworks
All Operating Systems
Windows
Development
Supported IDEs
Getting Started
- Install prerequisite requirements
- Clone this repository (or download the latest):
git clone https://github.com/modernuo/ModernUO.git
- Open
ModernUO.slnto start developing
Building/Publishing
Interactive Mode (Recommended for new users)
Run ./publish.cmd (Windows) or ./publish.sh (Linux/macOS) with no arguments to launch the guided build tool. It will:
- Check prerequisites (.NET SDK, native libraries)
- Walk you through configuration and platform selection
- Build and publish the server to the
Distributiondirectory - Show deployment instructions for cross-compiled builds
Command Line
./publish.cmd [release|debug] [os] [arch]
os- Supported operating systemsarchx64- Intel/AMD 64-bitarm64- ARM 64-bit
Linux Prerequisites
Fedora, CentOS, RHEL, etc
dnf upgrade --refresh -y
# CentOS does not come with EPEL enabled
dnf install -y epel-release epel-next-release
dnf install -y findutils libicu libdeflate-devel zstd libargon2-devel liburing-devel
Ubuntu, Debian, etc
apt-get update -y
apt-get install -y libicu-dev libdeflate-dev zstd libargon2-dev liburing-dev
OSX Requirements
brew install icu4c libdeflate zstd argon2
Running the Server
- Follow the publish instructions
- The
Distributiondirectory is portable — copy it to your production server for deployment - Run
ModernUO.exeordotnet ModernUO.dllfrom theDistributiondirectory - On first run, the server will prompt you to configure game data file locations
Troubleshooting / FAQ
- See FAQ
Want to sponsor?
Thank you for supporting us! You can find out how by visiting the sponsors page.
Collaborators
Thanks
- RunUO Team & Community
- Voxpire, the ServUO Team & Community
- Karasho, Jaedan and the ClassicUO Community
Development Tools & Plugins provided with ♥ by
Code Signing Policy
Free code signing provided by SignPath.io, certificate by SignPath Foundation.
This program will not transfer any information to other networked systems unless specifically requested by the user or the person installing or operating it
Teams & Roles
Approvers & Committers: Development Team