ModernUO/dev-docs/networking-packets.md
Kamron Batman 9ea1b54758
docs(messages): document interpolation anti-patterns and :L format spec (#2441)
## Summary

Captures the durable learnings from the message-interpolation work (PRs #2434, #2436, #2437, #2438, #2440) as reference documentation. **Doc-only PR — no code changes.**

The original Phase 2 audit (PR #2435) was development scaffolding and was closed unmerged once Phase 3 consumed it. This PR replaces it with proper reference docs that future authors can consult.

## What's added

### `dev-docs/string-handling.md`
- Promote `RawInterpolatedStringHandler` from a one-line note to a proper section listing all APIs that accept it (messages, OPL, gumps, packets).
- Document the `:L` lowercase format specifier.
- New comprehensive **"Interpolation Anti-Patterns"** section covering 8 patterns with before/after examples — applies to any handler-aware API:
  1. Ternary with interpolated branches
  2. Switch expression with interpolated arms
  3. Pre-built local typed as `string`
  4. `.ToString()` (or any string-returning method) inside a hole
  5. String concatenation inside a hole
  6. `string.Format` feeding a handler-aware API
  7. LINQ-built strings inside a hole
  8. Pre-built concat var

### `dev-docs/networking-packets.md`
- Add **"Player-Facing Message APIs"** section listing `Mobile` / `Item` / `NetState` message methods with their handler overloads.
- Note the `IBroadcastFilter` pattern for new spatial-broadcast helpers.

### `dev-docs/property-lists.md`, `dev-docs/gump-system.md`
- Cross-reference the new anti-patterns section.
- Add explicit `.ToString()` inside holes warning to property-lists (it had no such guidance before).

### `dev-docs/claude-skills/`
- Mirror the same content (condensed) in `modernuo-string-handling.md`, `modernuo-networking.md`, `modernuo-property-lists.md`, `modernuo-gump-system.md`.
- Add audit rule #17 to `modernuo-code-audit.md` covering all 8 anti-patterns with severity WARNING, plus the `:L` format spec.

### `CLAUDE.md`
- Add audit rule #18 summarizing the interpolation anti-patterns + `:L`, pointing to `dev-docs/string-handling.md` for details.

## Why this matters

Before this PR there was no documentation explaining when an interpolated string call site silently allocates a string despite the receiving API providing a handler overload. The Phase 3 cleanup (PRs #2436/#2437/#2438) discovered ~28 such sites in the codebase; without these docs the same patterns would re-emerge. The new audit rule + CLAUDE.md entry will catch them at write time.
2026-05-03 18:23:50 -07:00

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Markdown

# ModernUO Networking & Packets
This document covers ModernUO's networking system, including outgoing and incoming packet patterns, SpanWriter/SpanReader, and NetState extensions.
## Overview
ModernUO uses a binary packet protocol for client-server communication. The system is built around:
- **Outgoing packets**: Static `Create*` methods + `Send*` extension methods on `NetState`
- **Incoming packets**: Function pointer handlers registered in `Configure()`
- **SpanWriter/SpanReader**: High-performance binary I/O using `Span<byte>`
## Outgoing Packet Pattern
### Step 1: Define Constants and Create Method
```csharp
public static class OutgoingMyPackets
{
public const int MyPacketLength = 12; // Fixed-size packet
public static void CreateMyPacket(Span<byte> buffer, Serial target, int value)
{
if (buffer[0] != 0) // Already initialized guard
return;
var writer = new SpanWriter(buffer);
writer.Write((byte)0xBF); // Packet ID
writer.Write((ushort)12); // Packet length
writer.Write((ushort)0x99); // Sub-command
writer.Write(target); // Serial (4 bytes)
writer.Write((short)value); // Value (2 bytes)
}
}
```
### Step 2: Define Send Extension Method
```csharp
public static void SendMyPacket(this NetState ns, Serial target, int value)
{
if (ns.CannotSendPackets())
return;
var buffer = stackalloc byte[MyPacketLength].InitializePacket();
CreateMyPacket(buffer, target, value);
ns.Send(buffer);
}
```
### Step 3: Call from Game Code
```csharp
// Send to one player
mobile.NetState.SendMyPacket(target.Serial, 42);
// Send to nearby players
foreach (var ns in mobile.GetClientsInRange(18))
{
ns.SendMyPacket(target.Serial, 42);
}
```
### Variable-Length Outgoing Packets
```csharp
public static void SendMyDynamicPacket(this NetState ns, string name, int[] values)
{
if (ns.CannotSendPackets())
return;
var length = 7 + name.Length * 2 + values.Length * 4;
var writer = new SpanWriter(stackalloc byte[length]);
writer.Write((byte)0x99); // Packet ID
writer.Write((ushort)0); // Length placeholder
writer.WriteBigUniNull(name); // Unicode string
writer.Write((ushort)values.Length);
foreach (var val in values)
writer.Write(val);
writer.WritePacketLength(); // Fill in actual length at position 1-2
ns.Send(writer.Span);
}
```
### Shared Buffer Pattern (Multiple Recipients)
When sending the same packet to multiple players, create the buffer once:
```csharp
public static void SendToNearby(Mobile source, int effectId)
{
Span<byte> buffer = stackalloc byte[EffectPacketLength];
buffer.InitializePacket();
foreach (var ns in source.GetClientsInRange(18))
{
// CreateXxx checks buffer[0] != 0 to avoid re-initializing
CreateEffectPacket(buffer, source.Serial, effectId);
ns.Send(buffer);
}
}
```
---
## Incoming Packet Pattern
### Step 1: Register Handler in Configure()
```csharp
public static class IncomingMyPackets
{
public static unsafe void Configure()
{
// Fixed-length packet (12 bytes, in-game only)
IncomingPackets.Register(0x99, 12, true, &MyHandler);
// Variable-length packet (0 = variable)
IncomingPackets.Register(0x9A, 0, true, &MyDynamicHandler);
// Out-of-game packet
IncomingPackets.Register(0x9B, 10, false, &LoginHandler);
// Encoded packet (sub-command)
IncomingPackets.RegisterEncoded(0x28, true, &EncodedHandler);
}
}
```
### Step 2: Implement Handler
```csharp
public static void MyHandler(NetState state, SpanReader reader)
{
var from = state.Mobile;
if (from == null)
return;
var targetSerial = (Serial)reader.ReadUInt32();
var value = reader.ReadInt16();
var target = World.FindMobile(targetSerial);
if (target == null)
return;
// Process packet...
}
public static void MyDynamicHandler(NetState state, SpanReader reader)
{
var from = state.Mobile;
if (from == null)
return;
var name = reader.ReadBigUniSafe();
var count = reader.ReadUInt16();
for (var i = 0; i < count; i++)
{
var val = reader.ReadInt32();
// Process each value...
}
}
```
### Encoded Packet Handler
```csharp
public static void EncodedHandler(NetState state, IEntity target, EncodedReader reader)
{
// Encoded packets have a different signature
var from = state.Mobile;
if (from == null)
return;
// Process...
}
```
### Registration Parameters
```csharp
IncomingPackets.Register(
int packetID, // Packet identifier (0x00-0xFF)
int length, // Fixed length, or 0 for variable-length
bool inGameOnly, // Requires authenticated player
delegate*<NetState, SpanReader, void> handler // Function pointer
);
```
---
## SpanWriter Reference
High-performance ref struct for writing binary data. Defined in `Projects/Server/Buffers/SpanWriter.cs`.
### Constructors
```csharp
var writer = new SpanWriter(Span<byte> buffer); // Fixed buffer
var writer = new SpanWriter(stackalloc byte[64]); // Stack buffer
var writer = new SpanWriter(int capacity, bool resize = false); // Pooled buffer
```
### Integer Writes (Big-Endian by Default)
```csharp
writer.Write(bool value); // 1 byte
writer.Write(byte value); // 1 byte
writer.Write(sbyte value); // 1 byte
writer.Write(short value); // 2 bytes, big-endian
writer.Write(ushort value); // 2 bytes, big-endian
writer.Write(int value); // 4 bytes, big-endian
writer.Write(uint value); // 4 bytes, big-endian
writer.Write(long value); // 8 bytes, big-endian
writer.Write(ulong value); // 8 bytes, big-endian
writer.Write(Serial serial); // 4 bytes (writes serial.Value)
```
### Little-Endian Variants
```csharp
writer.WriteLE(short value);
writer.WriteLE(ushort value);
writer.WriteLE(int value);
writer.WriteLE(uint value);
```
### String Writes
```csharp
// ASCII (1 byte per char)
writer.WriteAscii(string value);
writer.WriteAsciiNull(string value); // Null-terminated
writer.WriteAscii(string value, int fixedLength);
// Latin-1 (1 byte per char, extended ASCII)
writer.WriteLatin1(string value);
writer.WriteLatin1Null(string value);
writer.WriteLatin1(string value, int fixedLength);
// UTF-16 Big-Endian (UO standard for Unicode)
writer.WriteBigUni(string value);
writer.WriteBigUniNull(string value);
writer.WriteBigUni(string value, int fixedLength);
// UTF-16 Little-Endian
writer.WriteLittleUni(string value);
writer.WriteLittleUniNull(string value);
writer.WriteLittleUni(string value, int fixedLength);
// UTF-8
writer.WriteUTF8(string value);
writer.WriteUTF8Null(string value);
```
### Utilities
```csharp
writer.Write(ReadOnlySpan<byte> data); // Raw bytes
writer.Clear(int count); // Write zeros
writer.Seek(int offset, SeekOrigin origin); // Move position
writer.WritePacketLength(); // Fill length at position 1-2
writer.EnsureCapacity(int capacity); // Grow buffer if needed
writer.Dispose(); // Return pooled buffer
// Properties
writer.Position; // Current write position
writer.Capacity; // Buffer size
writer.Span; // ReadOnlySpan<byte> of written data
writer.RawBuffer; // Mutable Span<byte> of full buffer
```
---
## SpanReader Reference
High-performance ref struct for reading binary data. Defined in `Projects/Server/Buffers/SpanReader.cs`.
### Constructor
```csharp
var reader = new SpanReader(ReadOnlySpan<byte> data);
```
### Integer Reads (Big-Endian by Default)
```csharp
reader.ReadByte(); // 1 byte
reader.ReadBoolean(); // 1 byte (> 0 = true)
reader.ReadSByte(); // 1 byte signed
reader.ReadInt16(); // 2 bytes, big-endian
reader.ReadUInt16(); // 2 bytes, big-endian
reader.ReadInt32(); // 4 bytes, big-endian
reader.ReadUInt32(); // 4 bytes, big-endian
reader.ReadInt64(); // 8 bytes, big-endian
reader.ReadUInt64(); // 8 bytes, big-endian
```
### Little-Endian Variants
```csharp
reader.ReadInt16LE();
reader.ReadUInt16LE();
reader.ReadUInt32LE();
```
### String Reads
```csharp
// Each has a "Safe" variant that filters control characters
reader.ReadAscii(int fixedLength = -1);
reader.ReadAsciiSafe(int fixedLength = -1);
reader.ReadLatin1(int fixedLength = -1);
reader.ReadLatin1Safe(int fixedLength = -1);
reader.ReadBigUni(int fixedLength = -1);
reader.ReadBigUniSafe(int fixedLength = -1);
reader.ReadLittleUni(int fixedLength = -1);
reader.ReadLittleUniSafe(int fixedLength = -1);
reader.ReadUTF8(int fixedLength = -1);
reader.ReadUTF8Safe(int fixedLength = -1);
```
### Utilities
```csharp
reader.Seek(int offset, SeekOrigin origin);
reader.Read(Span<byte> destination);
// Properties
reader.Position; // Current read position
reader.Length; // Total data length
reader.Remaining; // Bytes remaining
reader.Buffer; // ReadOnlySpan<byte> of full data
```
---
## Player-Facing Message APIs
For chat, system messages, and overhead text, prefer the high-level convenience methods on `Mobile` and `Item` — they handle stackalloc sizing, packet buffer initialization, spatial queries, and visibility filtering for you. The underlying packets all live in `OutgoingMessagePackets`.
### On `Mobile`
```csharp
// Self-message (sent only to this mobile's NetState)
mob.SendMessage(int hue, ReadOnlySpan<char> text);
mob.SendAsciiMessage(int hue, ReadOnlySpan<char> text);
mob.SendLocalizedMessage(int number, ReadOnlySpan<char> args = default, int hue = 0x3B2);
mob.SendLocalizedMessage(int number, bool append, ReadOnlySpan<char> affix, ReadOnlySpan<char> args = default, int hue = 0x3B2);
// Speech variants (overhead text from this mobile, broadcast in range)
mob.Say(ReadOnlySpan<char> text); // SpeechHue
mob.Say(int number, ReadOnlySpan<char> args = default);
mob.Emote(ReadOnlySpan<char> text); // EmoteHue
mob.Whisper(ReadOnlySpan<char> text); // WhisperHue, short range
mob.Yell(ReadOnlySpan<char> text); // YellHue, long range
// Targeted overhead messages
mob.PublicOverheadMessage(MessageType type, int hue, bool ascii, ReadOnlySpan<char> text, bool noLineOfSight = true, AccessLevel accessLevel = AccessLevel.Player);
mob.PublicOverheadMessage(MessageType type, int hue, int number, ReadOnlySpan<char> args = default, bool noLineOfSight = true);
mob.PrivateOverheadMessage(MessageType type, int hue, int number, ReadOnlySpan<char> args, NetState state);
mob.LocalOverheadMessage(MessageType type, int hue, bool ascii, ReadOnlySpan<char> text);
mob.NonlocalOverheadMessage(MessageType type, int hue, int number, ReadOnlySpan<char> args = default);
```
### On `Item`
```csharp
item.PublicOverheadMessage(MessageType type, int hue, bool ascii, ReadOnlySpan<char> text);
item.PublicOverheadMessage(MessageType type, int hue, int number, ReadOnlySpan<char> args = default);
item.SendLocalizedMessageTo(Mobile to, int number, ReadOnlySpan<char> args = default);
item.SendLocalizedMessageTo(Mobile to, int number, int hue, ReadOnlySpan<char> args = default);
item.SendMessageTo(Mobile to, ReadOnlySpan<char> text, int hue = 0x3B2);
```
### Direct `NetState` extensions
When you have a `NetState` and need full control (custom serial, body, font, language):
```csharp
ns.SendMessage(Serial serial, int graphic, MessageType type, int hue, int font, bool ascii, string lang, ReadOnlySpan<char> name, ReadOnlySpan<char> text);
ns.SendMessageLocalized(Serial serial, int graphic, MessageType type, int hue, int font, int number, ReadOnlySpan<char> name = default, ReadOnlySpan<char> args = default);
ns.SendMessageLocalizedAffix(Serial serial, int graphic, MessageType type, int hue, int font, int number, ReadOnlySpan<char> name, AffixType affixType, ReadOnlySpan<char> affix = default, ReadOnlySpan<char> args = default);
```
### Zero-allocation interpolation overloads
Every method above has a `ref RawInterpolatedStringHandler` overload for the text/args parameter. When the call-site argument is a `$"..."` literal, the compiler picks the handler overload and the message text is rendered directly into a pooled `char[]` — no `string` allocation:
```csharp
mob.SendMessage($"You have {gold:N0} gold and {bounty:N0} bounty");
mob.Say($"Hello, {target.Name}!");
item.SendLocalizedMessageTo(player, cliloc, $"{a}\t{b}");
mob.PublicOverheadMessage(MessageType.Regular, hue, false, $"I am {mob.Name}");
```
When the argument is a pre-built `string` or `ReadOnlySpan<char>` variable, the `ROS<char>` overload is selected via implicit conversion — also fine, just doesn't get the zero-alloc benefit.
For methods with two text parameters (`SendLocalizedMessageTo` with affix, `SendLocalizedMessage` with append), only `args` has a handler overload — `affix` stays `ROS<char>` because it's typically a short literal.
**Critical caveat:** call-site shapes like ternaries, switch expressions, pre-built locals, and `.ToString()` inside the hole silently defeat the handler overload selection. See the [Interpolation Anti-Patterns](string-handling.md#interpolation-anti-patterns) section in the string-handling doc for the full list and the fixes.
### Lowercase format specifier
`RawInterpolatedStringHandler` recognizes `:L` to lowercase a value's output (using `MemoryExtensions.ToLowerInvariant`). Useful for enum names in player-facing text:
```csharp
mob.SendMessage($"You earned a {rank:L} trophy!"); // "gold" not "Gold"
```
See [`dev-docs/string-handling.md`](string-handling.md#rawinterpolatedstringhandler) for full coverage.
### Implementation notes
- `Mobile.PublicOverheadMessage` and `Item.PublicOverheadMessage` route through generic `OutgoingMessagePackets.BroadcastMessage*<TFilter>` helpers (in `OutgoingMessagePackets.Broadcast.cs`) parameterized over a `private readonly struct` filter that encapsulates the per-method visibility predicate (`CanSee`, `InLOS`, `AccessLevel`, `!= self`). The `where TFilter : struct, IBroadcastFilter` constraint specializes per filter type and keeps the dispatch zero-allocation (no boxing, no virtual call — JIT inlines the predicate).
- The convenience methods themselves live in `Mobile.Messages.cs` and `Item.Messages.cs` partial files for organization.
---
## Common Existing Send Methods
### Effects and Sounds
```csharp
ns.SendSoundEffect(int soundID, IPoint3D target);
ns.SendMobileAnimation(Serial mobile, int action, int frames, int repeat, bool forward, bool loop, int delay);
ns.SendNewMobileAnimation(Serial mobile, int action, int frames, int delay);
```
### Mobile Status
```csharp
ns.SendMobileHits(Mobile m, bool normalize = false);
ns.SendMobileMana(Mobile m, bool normalize = false);
ns.SendMobileStam(Mobile m, bool normalize = false);
ns.SendMobileAttributes(Mobile m, bool normalize = false);
ns.SendMobileStatus(Mobile m);
ns.SendMobileName(Mobile m);
ns.SendMobileMoving(Mobile source, Mobile target);
ns.SendBondedStatus(Serial serial, bool bonded);
ns.SendDeathAnimation(Serial killed, Serial corpse);
```
### Damage
```csharp
ns.SendDamage(Serial serial, int amount);
```
### Targeting
```csharp
ns.SendTargetReq(Target target);
ns.SendMovementRej(int sequence, Mobile m);
```
---
## Protocol Notes
- **Endianness**: UO protocol is big-endian by default
- **Packet ID**: First byte identifies the packet type (0x00-0xFF)
- **Length**: For variable-length packets, bytes 1-2 are the total length (big-endian ushort)
- **Serials**: 4-byte identifiers for items (0x40000000+) and mobiles (0x00000001+)
- **Clilocs**: 4-byte localized string IDs
## Best Practices
1. **Always check `ns.CannotSendPackets()`** before sending
2. **Use `stackalloc`** for fixed-size packets (avoids heap allocation)
3. **Use `InitializePacket()`** extension on stackalloc spans
4. **Use `ReadAsciiSafe`/`ReadBigUniSafe`** for incoming strings (filters control chars)
5. **Use `WritePacketLength()`** for variable-length packets
6. **Big-endian by default** -- only use `WriteLE`/`ReadLE` when the protocol requires it
7. **Function pointers** (`&Handler`) for incoming packet registration (no delegate allocation)
## Key File References
| File | Description |
|---|---|
| `Projects/Server/Buffers/SpanWriter.cs` | SpanWriter ref struct |
| `Projects/Server/Buffers/SpanReader.cs` | SpanReader ref struct |
| `Projects/Server/Network/Packets/IncomingPackets.cs` | Packet registration |
| `Projects/UOContent/Network/Packets/IncomingPlayerPackets.cs` | Player packet handlers |
| `Projects/UOContent/Network/Packets/IncomingMovementPackets.cs` | Movement handlers |
| `Projects/UOContent/Network/Packets/IncomingMessagePackets.cs` | Speech handlers |
| `Projects/UOContent/Network/Packets/IncomingItemPackets.cs` | Item handlers |
| `Projects/UOContent/Network/Packets/IncomingTargetingPackets.cs` | Targeting handlers |
| `Projects/Server/Network/Packets/OutgoingMobilePackets.cs` | Mobile packets |
| `Projects/Server/Network/Packets/OutgoingItemPackets.cs` | Item packets |
| `Projects/Server/Network/Packets/OutgoingDamagePackets.cs` | Damage packets |
| `Projects/Server/Network/Packets/OutgoingEffectPackets.cs` | Effect/sound packets |
| `Projects/Server/Network/Packets/OutgoingAccountPackets.cs` | Account packets |
| `Projects/Server/Network/Packets/OutgoingContainerPackets.cs` | Container packets |
| `Projects/Server/Network/PacketHandler.cs` | PacketHandler class |