## Summary Adds comprehensive RunUO → ModernUO migration documentation and Claude AI skills to help shard owners and script authors convert RunUO 2.7 code to ModernUO. - **10 migration skills** (`dev-docs/claude-skills/migrate-from-runuo/`) — system-by-system conversion guides (foundation, serialization, timers, gumps, packets, property lists, commands/events, persistence, items/mobiles, systems/engines) - **12 reference docs** (`dev-docs/runuo-migration-docs/`) — deep-reference with before/after examples, API mapping tables, edge cases, and gotchas - **Updated existing skills** — `modernuo-timers`, `modernuo-serialization`, and `modernuo-threading` now document that `Serialize()` runs on background threads and timers are not thread-safe - **Updated `CLAUDE.md`** — added migration skill lookup table ### Key migration patterns covered - Manual `Serialize()`/`Deserialize()` → source-generated `[SerializableField]` - `Packet` class hierarchy → static `SpanWriter`/`SpanReader` methods - `Timer` subclasses → `TimerExecutionToken` fire-and-forget - `Gump` → `StaticGump<T>`/`DynamicGump` with builders - `EventSink.WorldSave` → `GenericPersistence` - `ObjectPropertyList` → `IPropertyList` with string hole rules - Universal changes: naming (`m_` → `_`), `[Constructable]` → `[Constructible]`, logging, spatial queries
308 lines
7.5 KiB
Markdown
308 lines
7.5 KiB
Markdown
# Foundation Changes (All Scripts)
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## Overview
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These changes apply to every RunUO script being migrated. Apply them first before tackling system-specific changes (serialization, timers, gumps, etc.).
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## 1. File-Scoped Namespaces
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RunUO uses block-scoped namespaces. ModernUO uses file-scoped (C# 10+):
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```csharp
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// RunUO
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namespace Server.Items
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{
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public class MyItem : Item
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{
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// ...
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}
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}
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// ModernUO
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namespace Server.Items;
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public class MyItem : Item
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{
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// ...
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}
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```
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## 2. Naming Conventions
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### Private Fields
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RunUO uses `m_` prefix. ModernUO uses `_camelCase`:
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```csharp
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// RunUO
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private int m_Charges;
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private Mobile m_Owner;
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private string m_Name;
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// ModernUO
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private int _charges;
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private Mobile _owner;
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private string _name;
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```
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**Note**: Don't rename existing `m_` fields in legacy code you're not otherwise modifying. Only use `_` for new code and code you're actively migrating.
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### Properties
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Both use `PascalCase`. RunUO often has verbose syntax:
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```csharp
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// RunUO
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public int Charges { get { return m_Charges; } set { m_Charges = value; } }
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// ModernUO (expression-bodied or auto-property)
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public int Charges { get => _charges; set => _charges = value; }
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// Or if serialized, [SerializableField] generates it automatically
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```
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## 3. [Constructable] → [Constructible]
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Spelling change for the attribute on parameterless constructors:
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```csharp
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// RunUO
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[Constructable]
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public MyItem() : base(0x1234) { }
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// ModernUO
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[Constructible]
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public MyItem() : base(0x1234) { }
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```
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The `using` also changes:
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```csharp
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// RunUO — no using needed, it's in Server namespace
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// ModernUO — still in Server namespace, but ensure you have:
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using ModernUO.Serialization; // for [SerializationGenerator], [SerializableField]
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```
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## 4. Logging
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`Console.WriteLine` is never used in ModernUO. Use structured logging:
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```csharp
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// RunUO
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Console.WriteLine("Player {0} logged in from {1}", name, ip);
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// ModernUO
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using Server.Logging;
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private static readonly ILogger logger = LogFactory.GetLogger(typeof(MyClass));
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logger.Information("Player {Name} logged in from {IP}", name, ip);
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```
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Log levels: `Debug`, `Information`, `Warning`, `Error`, `Fatal`
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## 5. DateTime.UtcNow → Core.Now
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```csharp
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// RunUO
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DateTime.UtcNow
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// ModernUO
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Core.Now
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```
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`Core.Now` is the server's authoritative time source, consistent within each game tick.
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## 6. World Iteration → Spatial Queries
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Never iterate `World.Mobiles` or `World.Items`. Use map-based spatial queries:
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```csharp
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// RunUO
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foreach (Mobile m in World.Mobiles.Values)
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{
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if (m.InRange(location, 10))
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DoSomething(m);
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}
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// ModernUO
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foreach (var m in map.GetMobilesInRange<Mobile>(location, 10))
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{
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DoSomething(m);
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}
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```
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Available spatial queries (on `Map`):
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- `GetMobilesAt<T>(Point3D)` — exact location
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- `GetMobilesInRange<T>(Point3D, int range)` — within range
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- `GetMobilesInBounds<T>(Rectangle2D)` — within rectangle
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- Same for `GetItemsAt`, `GetItemsInRange`, `GetItemsInBounds`
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## 7. Remove Concurrency Primitives
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ModernUO's game loop is single-threaded. Remove all threading constructs:
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```csharp
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// RunUO (remove ALL of these)
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lock (_syncObj) { }
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volatile int _counter;
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ConcurrentDictionary<int, Item> _items;
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Mutex m = new Mutex();
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Semaphore s = new Semaphore(1, 1);
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// ModernUO (single-threaded replacements)
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// lock → remove entirely
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// volatile → remove keyword
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// ConcurrentDictionary → Dictionary
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// Mutex/Semaphore → remove entirely
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```
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## 8. No Task.Run / new Thread
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Game code must not spawn threads:
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```csharp
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// RunUO (FORBIDDEN in ModernUO)
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Task.Run(() => ProcessItems());
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new Thread(BackgroundWork).Start();
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ThreadPool.QueueUserWorkItem(Work);
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// ModernUO — use timers or await
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Timer.StartTimer(TimeSpan.FromSeconds(1), ProcessItems);
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await Timer.Pause(1000); // for async/await patterns
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```
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## 9. ArrayPool → STArrayPool
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```csharp
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// RunUO
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var buffer = ArrayPool<byte>.Shared.Rent(1024);
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// ...
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ArrayPool<byte>.Shared.Return(buffer);
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// ModernUO (single-threaded, no locks)
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var buffer = STArrayPool<byte>.Shared.Rent(1024);
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// ...
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STArrayPool<byte>.Shared.Return(buffer);
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```
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## 10. new List<T>() on Hot Paths → PooledRefList<T>
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```csharp
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// RunUO
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var list = new List<Mobile>();
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foreach (var m in nearbyMobiles)
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{
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if (m.Alive)
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list.Add(m);
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}
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// list goes to GC
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// ModernUO (zero-alloc)
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using var list = PooledRefList<Mobile>.Create();
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foreach (var m in nearbyMobiles)
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{
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if (m.Alive)
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list.Add(m);
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}
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// Automatically returns array to pool on Dispose
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```
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## 11. LINQ Restrictions
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ModernUO has tiered LINQ rules. On hot paths:
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- **Tier 1 (allowed)**: `foreach` over `IEnumerable<T>`, `.Contains()` after LINQ operators, `.OrderBy().First()`, `.Count()` on sized collections
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- **Tier 2 (acceptable on warm paths)**: `.Skip().Take().ToArray()`, `.Where()` on arrays
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- **Tier 3 (forbidden on hot paths)**: `.Select().Where()` chains, `.GroupBy()`, `.ToDictionary()`, `.Aggregate()`, `.Sum()`/`.Min()`/`.Max()`
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```csharp
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// RunUO (common LINQ patterns — FORBIDDEN on hot paths in ModernUO)
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var targets = nearbyMobiles.Where(m => m.Alive).ToList();
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var count = items.Count(i => i.Stackable);
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// ModernUO (manual loops)
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using var targets = PooledRefList<Mobile>.Create();
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foreach (var m in nearbyMobiles)
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{
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if (m.Alive)
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targets.Add(m);
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}
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var count = 0;
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foreach (var i in items)
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{
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if (i.Stackable)
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count++;
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}
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```
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See `dev-docs/code-standards.md` for full LINQ tier details.
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## 12. Property Syntax Modernization
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```csharp
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// RunUO (verbose)
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public int Charges
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{
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get { return m_Charges; }
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set { m_Charges = value; }
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}
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public override string Name
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{
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get { return "An Item"; }
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}
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// ModernUO (modern C#)
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public int Charges { get => _charges; set => _charges = value; }
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public override string DefaultName => "an item";
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```
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## 13. Using Directives
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Common new usings in ModernUO:
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```csharp
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using ModernUO.Serialization; // [SerializationGenerator], [SerializableField], etc.
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using Server.Logging; // ILogger, LogFactory
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using Server.Gumps; // SendGump, HasGump, etc. extension methods
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using Server.Collections; // PooledRefList
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```
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Removed/changed usings:
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```csharp
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// RunUO (no longer exists/changed)
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using Server.Network; // Packet classes removed — use extension methods
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```
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## 14. Serial Constructor Removal
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RunUO items have a deserialization constructor `MyItem(Serial serial) : base(serial)`. In ModernUO with `[SerializationGenerator]`, this constructor is generated automatically. **Remove it.**
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```csharp
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// RunUO
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public MyItem(Serial serial) : base(serial) { }
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// ModernUO — DELETE THIS CONSTRUCTOR. The source generator creates it.
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```
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## Quick Checklist
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When migrating any RunUO script, apply these changes in order:
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1. [ ] Change to file-scoped namespace
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2. [ ] Add `using ModernUO.Serialization;`
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3. [ ] Rename `m_` fields to `_camelCase`
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4. [ ] Change `[Constructable]` to `[Constructible]`
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5. [ ] Replace `Console.WriteLine` with structured logging
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6. [ ] Replace `DateTime.UtcNow` with `Core.Now`
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7. [ ] Replace `World.Mobiles`/`World.Items` iteration with spatial queries
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8. [ ] Remove concurrency primitives
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9. [ ] Remove threading code
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10. [ ] Replace `ArrayPool` with `STArrayPool`
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11. [ ] Replace `new List<T>()` on hot paths with `PooledRefList<T>`
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12. [ ] Modernize property syntax
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13. [ ] Remove `Serial` constructor (handled by serialization generator)
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14. [ ] Update usings
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## See Also
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- `dev-docs/code-standards.md` — Full coding standards and LINQ tiers
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- `dev-docs/threading-model.md` — Threading model details
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- `02-serialization.md` — Next step: converting serialization
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