## 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.
215 lines
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215 lines
12 KiB
Markdown
---
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name: modernuo-code-audit
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description: >
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Auto-trigger whenever writing or modifying .cs files under Projects/. Audits code for ModernUO convention violations. Warnings only - flag issues and ask before fixing.
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---
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# ModernUO Code Audit
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## When This Activates
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- Any time you write, edit, or modify a `.cs` file under `Projects/`
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- After generating code snippets for the user
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- During code review
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## Audit Rules (Warnings Only)
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Flag these issues but do NOT auto-fix. Ask the user before making changes.
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### 1. LINQ: Know What's Optimized (.NET 10)
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Not all LINQ is banned. .NET 10 JIT/PGO eliminates overhead for specific patterns. Anything not listed below is still forbidden on hot paths.
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**Tier 1 — Zero-cost (use freely on hot paths):**
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- `foreach` over `IEnumerable<T>` backed by `T[]`, `List<T>`, `Stack<T>`, `Queue<T>` — PGO devirtualizes the enumerator, zero heap allocation
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- `.Contains()` after a preceding LINQ operator (`.Distinct()`, `.OrderBy()`, `.Reverse()`, `.Union()`, `.Intersect()`, `.Except()`, `.Concat()`, `.SelectMany()`, `.Where().Select()`, `.Skip()`, `.Take()`, `.OfType()`, `.Cast()`, `.Shuffle()`) — LINQ has ~30 specialized overrides that skip the intermediate work (no sort, no HashSet, no buffering)
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- `.Count()` on sized collections (`ICollection<T>`, or after `Range`/`Repeat`/`Skip`/`Take`/`Append`) — O(1) property access, no enumeration
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- `.OrderBy().First()` / `.OrderByDescending().First()` / `.OrderBy().Last()` — O(N) min/max scan, no sort performed
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- `.Shuffle().Take(n)` — reservoir sampling, single pass, O(n) memory
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- `Enumerable.Range()` / `Enumerable.Sequence()` followed by `.Count()`, `.Contains()`, `.ToArray()`, `.ToList()`, `.ElementAt()`, `.Last()` — arithmetic, not enumeration
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**Tier 2 — Low overhead (acceptable on warm paths, benchmark if critical):**
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- `.Skip(n).Take(m).ToArray()` on `T[]`/`List<T>` — vectorized `Span<T>.CopyTo` (still allocates output)
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- `.LeftJoin()` / `.RightJoin()` — ~2x faster than manual `GroupJoin`+`SelectMany`+`DefaultIfEmpty`
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- `.Where(predicate)` on `T[]`/`List<T>` — `WhereIterator` still heap-allocates, but enumeration is PGO-optimized. Manual `foreach`+`if` is still faster for true hot paths.
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**Tier 3 — Still forbidden on hot paths (write manual code):**
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- `.Select(f).Where(p)` (this order — each intermediate iterator allocates)
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- `.GroupBy()`, `.ToDictionary()`, `.ToHashSet()`, `.ToLookup()` (always allocate internal structures)
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- `.Aggregate()` (delegate overhead per element)
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- `.Sum()` / `.Min()` / `.Max()` on `float`/`double` (no SIMD in LINQ on ARM)
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- `.SelectMany()` when iterating results (not `.Contains()`) — multiple enumerator allocations
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- `.Zip()` when iterating — enumerator allocations
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- Any LINQ over `IAsyncEnumerable<T>` — no PGO/escape analysis
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- Long chains like `.Where().Select().OrderBy().Take()` — each step allocates an iterator
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**Prerequisites**: .NET 10, tiered compilation + Dynamic PGO enabled (default). Tier 1 optimizations require ~30+ calls for JIT warmup.
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**Quick decision**: If the exact pattern is in Tier 1 → use it. If it's in Tier 2 → acceptable unless profiling shows it's a bottleneck. If it's anything else → manual `for`/`foreach` + `PooledRefList<T>`.
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### 2. No Console.WriteLine
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**Bad**: `Console.WriteLine(...)`, `Console.Write(...)`
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**Good**: `private static readonly ILogger logger = LogFactory.GetLogger(typeof(MyClass));` then `logger.Information(...)`, `logger.Warning(...)`, `logger.Error(...)`
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**Requires**: `using Server.Logging;`
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### 3. No Concurrency Primitives in Game Code
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**Bad**: `ConcurrentDictionary`, `ConcurrentQueue`, `ConcurrentBag`, `volatile`, `lock(...)`, `Mutex`, `Semaphore`, `Monitor`, `Interlocked`, `ReaderWriterLock`
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**Why**: Server is single-threaded. These add overhead for no benefit.
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**Instead**: Use regular `Dictionary<K,V>`, `List<T>`, plain fields.
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### 4. Never Iterate World.Mobiles or World.Items Directly
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**Bad**: `foreach (var m in World.Mobiles.Values)`, `World.Items.Values.Where(...)`
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**Good**: `map.GetMobilesInBounds<T>(bounds)`, `map.GetMobilesInRange<T>(point, range)`, `map.GetItemsInRange<T>(point, range)`
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**Why**: Full world iteration is O(n) over all entities. Spatial queries use sector indexing.
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### 5. Clean Up References in OnDelete/OnAfterDelete
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**Check**: Classes with `Item` or `Mobile` references should clean them in `OnDelete()` or `OnAfterDelete()`.
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**Pattern**:
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```csharp
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public override void OnAfterDelete()
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{
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_someReference = null;
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base.OnAfterDelete();
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}
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```
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### 6. Cancel Timers in OnDelete/OnAfterDelete
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**Check**: Any class with `TimerExecutionToken` or `Timer` fields must cancel them on deletion.
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**Pattern**:
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```csharp
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public override void OnAfterDelete()
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{
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_timerToken.Cancel(); // For TimerExecutionToken
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_timer?.Stop(); // For Timer references
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_timer = null;
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base.OnAfterDelete();
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}
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```
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### 7. Use STArrayPool, Not ArrayPool
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**Bad**: `ArrayPool<T>.Shared.Rent(...)` in game logic
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**Good**: `STArrayPool<T>.Shared.Rent(...)` in game logic
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**Why**: STArrayPool is single-threaded optimized (no locks). Use ArrayPool only in explicitly multi-threaded code.
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**Also**: Always return rented arrays in a `finally` block.
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### 8. No new List in Hot Paths
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**Bad**: `var list = new List<Mobile>();` in frequently-called methods
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**Good**: `using var list = PooledRefList<Mobile>.Create();`
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**Why**: PooledRefList uses pooled arrays, zero GC pressure. It's a ref struct (stack-allocated).
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### 9. Serialization Class Requirements
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**Check**: Classes with `[SerializationGenerator]` MUST be `partial`.
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**Check**: `[Constructible]` on parameterless constructors for items/mobiles.
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**Check**: `TimerExecutionToken` fields must NOT have `[SerializableField]`.
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**Check**: Use `using ModernUO.Serialization;` when using serialization attributes.
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### 10. No Task.Run or new Thread
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**Bad**: `Task.Run(...)`, `new Thread(...)`, `ThreadPool.QueueUserWorkItem(...)` in game code
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**Why**: Game logic runs on the single-threaded event loop. Background threads cause race conditions.
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**Exception**: Server infrastructure code (Projects/Server/Main.cs, World saves) may use threading.
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### 11. Never Assume Era
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**Check**: If code uses era-conditional logic (`Core.AOS`, `Core.SE`, etc.) and the user hasn't specified a target era, ASK which expansion to target.
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**Why**: Different eras have dramatically different mechanics.
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### 12. Naming Conventions
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**Check**: `_camelCase` for private fields, `PascalCase` for properties/methods/classes.
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**Note**: Legacy code may use `m_` prefix -- don't flag existing `m_` fields but use `_` for new code.
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### 13. No Empty Gumps
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**Check**: Any gump (legacy `Gump` constructor, or `BuildLayout`) must not have a code path that produces zero visual elements (no `AddBackground`, no `AddPage` with content, etc.).
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**Why**: The client has no way to close an empty gump — no close button, no right-click dismiss. This leaks a gump slot on both client and server until relog.
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**Common cause**: Early `return` in a constructor or `BuildLayout` when prerequisites aren't met.
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**Fix**: Use a static `DisplayTo(Mobile from)` method that validates prerequisites **before** constructing the gump. Make the constructor `private`. See `Projects/UOContent/Gumps/Go/GoGump.cs` for the canonical pattern.
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### 14. PropertyList String Literals Must Be Holes
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**Check**: In any `IPropertyList.Add()` interpolated string, string constants must be wrapped as holes `{"text"}`, not bare literals.
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**Bad**: `list.Add(1060658, $"Chances\t{_charges}");` — "Chances" becomes a delimiter, not an argument.
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**Good**: `list.Add(1060658, $"{"Chances"}\t{_charges}");` — "Chances" is an argument.
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**Why**: The handler treats bare text as delimiters and `{}` contents as arguments. The property list system is used beyond the game client (e.g., web rendering) which must distinguish arguments from delimiters. Only `\t` should be a bare literal.
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**Also**: If you don't know the text for a cliloc number, see `Projects/Server/Localization/Localization.cs` `LoadClilocs()` to learn the binary format, and ask the user where their `cliloc.enu` file is.
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### 15. Braces Required on All Control Flow
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**Check**: ALL `if`, `else`, `for`, `foreach`, `while`, `do`, `switch` statements must have braces, even for single-line bodies.
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**Bad**:
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```csharp
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if (condition)
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DoSomething();
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```
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**Good**:
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```csharp
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if (condition)
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{
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DoSomething();
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}
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```
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**Why**: Reduces merge conflicts and diff sizes.
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### 16. Prefer Switch Expressions and Switch-When Patterns
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**Check**: Where a chain of `if`/`else if` maps inputs to outputs, prefer a switch expression. Where pattern matching with guards improves clarity, prefer `switch`-`when`.
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**Bad**:
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```csharp
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if (type == GemType.StarSapphire) return "star sapphire";
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else if (type == GemType.Emerald) return "emerald";
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else return "gem";
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```
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**Good**:
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```csharp
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return type switch
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{
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GemType.StarSapphire => "star sapphire",
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GemType.Emerald => "emerald",
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_ => "gem"
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};
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```
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**Why**: Switch expressions enable JIT/PGO optimization and improve readability.
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**Exception**: Skip if the switch would be unreadable or the code is on a cold path.
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### 17. Interpolation Anti-Patterns (handler-aware APIs)
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**Context**: Many ModernUO APIs accept `ref RawInterpolatedStringHandler` (`Mobile.SendMessage`/`Say`/`Emote`/etc., `Item.Public/Local/NonlocalOverheadMessage`/`SendLocalizedMessageTo`/`SendMessageTo`, `IPropertyList.Add`, `SpanWriter.WriteAscii`/`WriteLatin1`, gump `AddLabel`/`AddHtml`/`AddHtmlLocalized`, `Html.Center`/`Color`/`Right`). The handler overload renders the interpolation directly into a pooled buffer with **zero `string` allocation** — but only when the call-site argument is a `$"..."` literal directly in the parameter slot.
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**Check**: Flag any of the following patterns when the call target is one of those handler-aware APIs. The handler overload is silently bypassed and a `string` is allocated per call.
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| Pattern | Fix |
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|---|---|
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| `Send(cond ? $"a" : $"b")` | `if/else` with two calls |
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| `Send(thing switch { 1 => $"a", _ => $"b" })` | `switch` statement, call per arm |
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| `var s = $"foo {x}"; Send(s);` (single-use) | Inline at call site |
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| `Send($"x {value.ToString()}")` | Drop `.ToString()` — handler formats directly |
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| `Send($"x {td.String()}")` | Drop `.String()` — pass `td` directly |
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| `Send($"x {a + b}")` (string concat) | Multiple holes: `Send($"x {a}{b}")` |
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| `Send(string.Format("x {0}", v))` | `Send($"x {v}")` |
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| `Send($"x {items.Aggregate(...)}")` | Build via `ValueStringBuilder`, pass span |
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**For lowercase output**, use the `:L` format specifier instead of `value.ToString().ToLowerInvariant()`:
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```csharp
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mob.SendMessage($"You earned a {rank:L} trophy!"); // "gold" not "Gold"
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```
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**Why**: These methods are called constantly during gameplay (every chat line, every system message, every gump label, every tooltip). The handler overload exists specifically to eliminate per-call `string` allocation. Each anti-pattern leaks one or more strings per call.
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**Severity**: WARNING. Flag and ask before fixing — some patterns (e.g., reused locals across multiple call sites) are intentional and shouldn't be inlined.
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**See**: `dev-docs/string-handling.md` § "Interpolation Anti-Patterns" for the full reference with detailed before/after examples.
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## Severity Levels
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- **ERROR**: Rules 3, 9, 10, 13 (will cause bugs, build failures, or client-side leaks)
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- **WARNING**: Rules 1 (Tier 3 LINQ), 2, 4, 5, 6, 7, 8, 12, 14, 15, 17 (performance/convention issues)
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- **INFO**: Rules 1 (Tier 2 LINQ on warm paths — note it but don't flag as violation), 16 (switch patterns — suggest but don't flag)
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- **ASK**: Rule 11 (need user input)
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## How to Report
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When you find violations, report them as:
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```
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[AUDIT] {SEVERITY}: {Description}
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File: {path}:{line}
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Suggestion: {fix}
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```
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Do NOT silently fix issues. Always flag and ask.
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## See Also
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- `dev-docs/code-standards.md` - Full coding standards documentation
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- `dev-docs/claude-skills/modernuo-serialization.md` - Serialization rules
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- `dev-docs/claude-skills/modernuo-timers.md` - Timer cleanup rules
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- `dev-docs/claude-skills/modernuo-threading.md` - Threading model details
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- `dev-docs/claude-skills/modernuo-property-lists.md` - PropertyList interpolation rules
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