## Summary `Mobile.DamageEntries` was a `List<DamageEntry>` allocated for every mobile, including the ~99% that never take damage. It is now an inline `ValueLinkList<DamageEntry>` (24 bytes in the `Mobile` object, no separate allocation) ordered least recent → most recent. - `DamageEntry` implements `IValueLinkListNode<DamageEntry>`. - `RegisterDamage` moves the entry to the tail in O(1) instead of `Remove` + `Add` on a list. - Expired entries are always a head prefix, so pruning walks from the head and stops at the first live entry. The `DamageEntries` getter prunes on access. - `DamageEntries` is exposed as `ref readonly`; enumerate with `foreach` or `.ByDescending()`. Mutation goes through `RegisterDamage` / `ClearDamageEntries`. - `BaseCreature.GetLootingRights` and `BaseCreature.ComputeBonusDamage` take `in ValueLinkList<DamageEntry>`; all callers compile unchanged. Files that `foreach` over `DamageEntries` need `using Server.Collections;` for the enumerator extension. - RunUO migration docs (`dev-docs/runuo-migration-docs/09`, `11`) and the `migrate-items-mobiles` skill document the change. Saves one object and 16 bytes per mobile (~8 MB and 500k gen2 objects on a 500k world). Second of three PRs from the lazy per-mobile collections design (first: #2604). Branched from `main`; the two diffs touch disjoint hunks of `Mobile.cs`. ## Breaking change - `Mobile.DamageEntries` is no longer a `List<DamageEntry>`. Indexing, `.Clear()`, `.Add()`, `.Remove()` no longer compile; use `foreach`, `.ByDescending()`, `.Count`, `ClearDamageEntries()`, and `RegisterDamage`. Calling a `ValueLinkList` mutator on the `ref readonly` property compiles but operates on a copy while still unlinking the real nodes; do not. - `BaseCreature.GetLootingRights` and `BaseCreature.ComputeBonusDamage` signatures changed to `(in ValueLinkList<DamageEntry>, …)`. Save format is untouched: damage entries are not serialized. ## Behavior Recency order, `allowSelf`, tie-breaking in `FindMostTotal`/`FindLeastTotal` (most recent wins), `Responsible` accounting, and loot-rights ordering are unchanged and covered by the new `DamageEntryTests` and `LootingRightsTests`. ## Testing - `dotnet build -c Release` clean. - New `DamageEntryTests` and `LootingRightsTests` plus full `Server.Tests` and `UOContent.Tests`.
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46 lines
3.1 KiB
Markdown
---
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name: migrate-items-mobiles
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description: >
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Trigger: when converting RunUO Item, Mobile, or BaseCreature subclasses to ModernUO. Most common migration task.
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Covers: complete item/creature conversion combining serialization, timers, properties, naming.
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---
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# RunUO -> ModernUO Item/Mobile/Creature Migration
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## When This Activates
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- Converting any `Item` subclass from RunUO
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- Converting any `Mobile`/`BaseCreature` subclass
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- This is the most common migration task -- combines all other systems
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## Item Conversion Checklist
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1. [ ] Foundation: file-scoped namespace, `using ModernUO.Serialization;`
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2. [ ] Class: add `[SerializationGenerator(N, false)]` (N = old version + 1, `false` if old `Deserialize` used `ReadInt()`), add `partial`
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3. [ ] Fields: `m_X` -> `[SerializableField(N)] _x` with `[SerializedCommandProperty]`
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4. [ ] Add `[InvalidateProperties]` where RunUO setter called `InvalidateProperties()`
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5. [ ] Delete: Serial constructor, Serialize, Deserialize
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6. [ ] `[Constructable]` -> `[Constructible]`
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7. [ ] `Name = "text"` -> `public override string DefaultName => "text";`
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8. [ ] Timers: nested class -> `Timer.StartTimer()` + `TimerExecutionToken` + `[AfterDeserialization]` + `OnAfterDelete`
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9. [ ] Properties: `GetProperties(ObjectPropertyList)` -> `GetProperties(IPropertyList)`, apply string hole rule
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10. [ ] Context menus: `List<ContextMenuEntry>` -> `ref PooledRefList<ContextMenuEntry>`
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## Creature-Specific Changes
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- `[CorpseName("...")]` attribute -> `public override string CorpseName => "...";`
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- `BaseCreature(AI, Fight, 10, 1, 0.2, 0.4)` -> `BaseCreature(AI, Fight)` (extra params default)
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- `Name = "text"` -> `public override string DefaultName => "text";`
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- Expression-bodied overrides: `public override int Meat { get { return 1; } }` -> `public override int Meat => 1;`
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- AI movement calls lose the `run` flag: `MoveTo(m, true, range)` -> `MoveTo(m, range)` (also `WalkMobileRange`, `ApproachTarget`, `MoveToPoint`, `PathFollower.Follow`); the Running bit is derived from step pace -> `dev-docs/runuo-migration-docs/09-items-mobiles-creatures.md` § AI Movement
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- `AcquireOnApproach` (bool) -> `AcquireOnApproachDelay` (TimeSpan; `Zero` = old instant behavior) -> same doc § Target Acquisition
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- `DamageEntries` is an inline `ref readonly ValueLinkList<DamageEntry>`, not a `List`: indexer/`Add`/`Remove`/`Clear` -> `foreach` / `.ByDescending()` (needs `using Server.Collections;`) and `ClearDamageEntries()`; `GetLootingRights` takes it by `in` -> same doc § Damage Entries
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## Anti-Patterns
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- Using `_field--` instead of `Property--` (bypasses MarkDirty tracking)
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- Forgetting `[AfterDeserialization]` for timer restoration
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- Forgetting `OnAfterDelete()` for timer cancellation
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## See Also
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- `dev-docs/runuo-migration-docs/09-items-mobiles-creatures.md` -- detailed migration with before/after examples
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- `dev-docs/content-patterns.md` -- ModernUO content templates
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- `dev-docs/claude-skills/modernuo-content-patterns.md` -- ModernUO content skill
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- `dev-docs/claude-skills/modernuo-serialization.md` -- serialization patterns
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- `dev-docs/claude-skills/modernuo-timers.md` -- timer patterns
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