ModernUO/Projects/UOContent/Items
Kamron Batman a2c232f4a8
fix: Removes side effects from locked down items, decaying houses, bracelet of binding, and builds (#2608)
## Why

Delta world saves (only changed entities re-serialized during the freeze) need two things from content: `Serialize` must be pure, and an unchanged entity must produce identical bytes on every save. An audit of the tree found the places that break this today. This PR fixes them and adds a diagnostic that measures byte stability in a running world over real time. No wire format changes, no version bumps.

## What

- **Guild**: `Serialize` ran the daily guildmaster recalculation (dictionary-order tie breaks, random picks, mutates another entity), war expiry, and the alliance leadership check on every save. That work now runs from `GuildMaintenanceTimer` (the former `WarTimer`, now started for both guild systems; the war and alliance checks are no-ops without the new guild system).
- **BaseHouse**: the `DecayLevel` getter wrote `LastRefreshed` and advanced the dynamic decay stage on every read, so any undecayable house changed its persisted bytes whenever a sign, gump, or `[Props` looked at it. It is now a pure read; `UpdateDecay()` on the decay tick advances the stage and refreshes a house that leaves the undecayable state.
- **Locked-down container contents decay through `DecayScheduler`** instead of a sweep inside `BaseHouse.Serialize`. `Item.CanDecay` now accepts a parent container whose new `Container.ContentsDecay` is true (locked down and not secure) when the content item is not itself locked down or secured; the `IsLockedDown`/`IsSecure` setters re-evaluate a container and its direct contents; `OnDecay` resolves the region from the world location. `BaseBoard`, `Aquarium` and `FishBowl` override `ContentsDecay` to false, matching the exclusions of the old sweep. Items already inside such containers are picked up at load, where every item re-evaluates its registration. The per-save O(all locked-down items) walk is gone; the work is now event driven.
- **BraceletOfBinding**: the `Bound` getter nulled its backing field for a deleted target; it now returns null for a missing or deleted target without writing.
- **`[SaveStability [delaySeconds=60] [sampleStride=1]`** (Administrator): hashes the serialized bytes of every entity in every registered entity persistence (`Persistence.EntityPersistences`, new), waits the delay in real time, hashes again, and reports per type how many records changed. Both passes are chunked under a 20 ms per-tick budget. Serializing twice inside one tick cannot see drift derived from `Core.Now`, which is frozen within a tick; the real-time wait is the point. On an idle shard the only legitimate churn is NPC movement and regeneration, so a static type with a high changed fraction is a serialization bug. `[SaveStability cancel` stops a run.

Engine additions: `Container.ContentsDecay` / `UpdateContentsDecayRegistration()`, the `CanDecay`/`OnDecay` change above, and diagnostic-facing `IGenericEntityPersistence.Name`, `EntityCount`, `EnumerateEntities()`, and `Persistence.EntityPersistences`.

## Behaviour notes

- Fealty recalculation now happens on the minute timer for both guild systems instead of at save time.
- A house that becomes decayable is refreshed on its next decay tick rather than at the exact moment of transition (at most one minute later).
- Contents of locked-down containers now decay on their own schedule (same `LastMoved + DecayTime` rule) instead of at the next world save after becoming due.

## Testing

- New tests: `GuildSerializePurityTests`, `HouseDecayPurityTests`, `SaveStabilityTests` (stable entities hash identically after the clock advances; a clock-stamped record is reported by type only after the clock advances; the snapshot covers Items, Mobiles and Guilds).
- `LockedDownContainerDecayTests` (Server.Tests): registration on drop, lock/secure/release transitions, excluded containers, nested containers, and decay on schedule through the scheduler.
- Full suites: Server.Tests 855 passed, UOContent.Tests 765 passed.
2026-09-06 09:39:00 -07:00
..
Addons refactor: fold hand-written serializable property setters into field hooks (#2587) 2026-08-22 18:20:39 -07:00
Aquarium fix: Removes side effects from locked down items, decaying houses, bracelet of binding, and builds (#2608) 2026-09-06 09:39:00 -07:00
Armor refactor: fold hand-written serializable property setters into field hooks (#2587) 2026-08-22 18:20:39 -07:00
Body Parts feat: Adds pre-T2A-pub15 bounty system (#2377) 2026-03-22 12:35:16 -07:00
Books feat: adopt serialization generator v4 (field-side linkage, anchored timers) (#2586) 2026-08-22 17:54:02 -07:00
Bulletin Boards feat: Adds pre-T2A-pub15 bounty system (#2377) 2026-03-22 12:35:16 -07:00
Champion Artifacts fix: Optimizes items to use default weights. (Part 2) (#2241) 2025-07-24 15:41:44 -07:00
Clothing refactor: fold hand-written serializable property setters into field hooks (#2587) 2026-08-22 18:20:39 -07:00
Construction refactor: fold hand-written serializable property setters into field hooks (#2587) 2026-08-22 18:20:39 -07:00
Containers refactor: fold hand-written serializable property setters into field hooks (#2587) 2026-08-22 18:20:39 -07:00
Decoration Artifacts fix: Optimizes items to use default weights. (Part 2) (#2241) 2025-07-24 15:41:44 -07:00
Deeds refactor: fold hand-written serializable property setters into field hooks (#2587) 2026-08-22 18:20:39 -07:00
Facial Formats UO Content (#201) 2020-08-27 18:30:38 -07:00
Farming fix: fixes the id for farmable cabbage (#2227) 2025-07-02 15:04:48 -07:00
Food refactor: fold hand-written serializable property setters into field hooks (#2587) 2026-08-22 18:20:39 -07:00
Games fix: Removes side effects from locked down items, decaying houses, bracelet of binding, and builds (#2608) 2026-09-06 09:39:00 -07:00
Gems fix: Codegens gems (#1059) 2022-06-13 17:38:46 -07:00
Guilds fix: Eliminates double lookup with Contains->Remove (#2539) 2026-07-19 09:26:27 -07:00
Jewels refactor: fold hand-written serializable property setters into field hooks (#2587) 2026-08-22 18:20:39 -07:00
Lights feat: adopt serialization generator v4 (field-side linkage, anchored timers) (#2586) 2026-08-22 17:54:02 -07:00
Maps fix: Bumps deps. Updates copyrights (#2353) 2026-03-05 19:36:54 -08:00
Minor Artifacts fix: Optimizes items to use default weights. (Part 3) (#2242) 2025-07-24 16:21:27 -07:00
Misc feat: convert all delta-time serialization to anchored time (#2589) 2026-08-22 19:34:43 -07:00
New Haven Quest Rewards fix: Codegen new haven quest rewards (#1269) 2022-11-23 13:00:28 -08:00
PlantsFlowers/Potted fix: Optimizes items to use default weights. (Part 2) (#2241) 2025-07-24 15:41:44 -07:00
Quivers feat: adopt serialization generator v4 (field-side linkage, anchored timers) (#2586) 2026-08-22 17:54:02 -07:00
Resources refactor: fold hand-written serializable property setters into field hooks (#2587) 2026-08-22 18:20:39 -07:00
Shields fix: Optimizes items to use default weights. (Part 3) (#2242) 2025-07-24 16:21:27 -07:00
Skill Items refactor: fold hand-written serializable property setters into field hooks (#2587) 2026-08-22 18:20:39 -07:00
Special fix: Removes side effects from locked down items, decaying houses, bracelet of binding, and builds (#2608) 2026-09-06 09:39:00 -07:00
Suits refactor: fold hand-written serializable property setters into field hooks (#2587) 2026-08-22 18:20:39 -07:00
Talismans refactor: fold hand-written serializable property setters into field hooks (#2587) 2026-08-22 18:20:39 -07:00
Traps fix: Moves containers/bods/traps/etc to serialization generator (#2310) 2026-01-07 21:55:55 -08:00
TreasureChests fix: Items dropped on the ground never decay (#2536) 2026-07-16 18:51:04 -07:00
Wands fix: Optimizes items to use default weights. (Part 4) (#2243) 2025-07-24 23:29:29 -07:00
Weapons feat: adopt serialization generator v4 (field-side linkage, anchored timers) (#2586) 2026-08-22 17:54:02 -07:00