Summary
- Adds CLAUDE.md at repo root with 14 terse code audit rules (always loaded, low token cost)
- Adds pointer files for other AI tools: AGENTS.md (Codex), GEMINI.md, .github/COPILOT-INSTRUCTIONS.md (Copilot), .cursorrules (Cursor) — all redirect to CLAUDE.md as single source of truth
- Gitignores /.claude so personal AI config isn't distributed
- Moves Claude skills to dev-docs/claude-skills/ (opt-in, not auto-loaded)
- Adds 14 dev-docs covering codebase conventions
Code Audit Rules (in CLAUDE.md)
1. LINQ tiered rules (Tier 1 free, Tier 2 warm, Tier 3 forbidden)
2. No Console.WriteLine — use LogFactory.GetLogger()
3. No concurrency primitives in game code
4. No World.Mobiles/World.Items iteration
5. Clean up refs in OnDelete()/OnAfterDelete()
6. Cancel timers in OnDelete()/OnAfterDelete()
7. STArrayPool<T>.Shared not ArrayPool<T>.Shared
8. PooledRefList<T> not new List<T>() on hot paths
9. Serialization: partial class, [Constructible], no serialized TimerExecutionToken
10. No Task.Run/new Thread() in game code
11. Never assume era — ask which expansion
12. _camelCase fields, PascalCase properties/methods
13. No empty gumps — use DisplayTo() pattern
14. PropertyList string literals must be {} holes, cliloc-as-argument uses :#
7.8 KiB
7.8 KiB
| name | description |
|---|---|
| modernuo-networking | Trigger when creating or modifying packets, working with NetState, SpanWriter, SpanReader, or implementing network protocol handlers. |
ModernUO Networking & Packets
When This Activates
- Creating new packets (outgoing or incoming)
- Modifying existing packet handlers
- Working with
NetState,SpanWriter,SpanReader - Implementing network protocol features
Key Rules
- Outgoing packets: Static
Create*method fillsSpan<byte>, extensionSend*method onNetState - Incoming packets: Register with function pointers in
Configure() - Use
stackallocfor small fixed-size outgoing packets - Always check
ns.CannotSendPackets()before sending - Big-endian by default -- use
WriteLE()for little-endian
Outgoing Packet Pattern
Step 1: Create Extension Method on NetState
public static class OutgoingMyPackets
{
public const int MyPacketLength = 12;
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);
}
public static void CreateMyPacket(Span<byte> buffer, Serial target, int value)
{
if (buffer[0] != 0) // Already initialized check
return;
var writer = new SpanWriter(buffer);
writer.Write((byte)0xBF); // Packet ID
writer.Write((ushort)12); // Length
writer.Write((ushort)0x99); // Sub-command
writer.Write(target); // Serial (4 bytes)
writer.Write((short)value); // Value (2 bytes)
}
}
Step 2: Call from Game Code
mobile.NetState.SendMyPacket(target.Serial, 42);
// Or for all nearby players:
foreach (var ns in mobile.GetClientsInRange(18))
{
ns.SendMyPacket(target.Serial, 42);
}
Variable-Length Outgoing Packets
public static void SendMyDynamicPacket(this NetState ns, string name)
{
if (ns.CannotSendPackets())
return;
var writer = new SpanWriter(stackalloc byte[64]); // Or use pooled buffer for large packets
writer.Write((byte)0x99); // Packet ID
writer.Write((ushort)0); // Placeholder for length
writer.WriteBigUniNull(name); // Unicode string with null terminator
writer.WritePacketLength(); // Fill in actual length
ns.Send(writer.Span);
}
Incoming Packet Pattern
Step 1: Register Handler in Configure()
public static class IncomingMyPackets
{
public static unsafe void Configure()
{
IncomingPackets.Register(0x99, 12, true, &MyPacketHandler);
// ^ID ^len ^inGameOnly ^handler
// len=0 for variable-length packets
}
public static void MyPacketHandler(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)
{
// Process packet
}
}
}
Encoded Packet Registration
public static unsafe void Configure()
{
IncomingPackets.RegisterEncoded(0x28, true, &GuildGumpRequest);
// ^subID ^inGame ^handler
}
public static void GuildGumpRequest(NetState state, IEntity target, EncodedReader reader)
{
// Handle encoded packet
}
SpanWriter Reference
// Constructors
var writer = new SpanWriter(Span<byte> buffer);
var writer = new SpanWriter(stackalloc byte[64]);
var writer = new SpanWriter(int capacity, bool resize = false);
// Integer writes (big-endian by default)
writer.Write(bool value);
writer.Write(byte value);
writer.Write(sbyte value);
writer.Write(short value); // Big-endian
writer.Write(ushort value); // Big-endian
writer.Write(int value); // Big-endian
writer.Write(uint value); // Big-endian
writer.Write(long value);
writer.Write(Serial serial); // 4 bytes, big-endian
// Little-endian variants
writer.WriteLE(short value);
writer.WriteLE(ushort value);
writer.WriteLE(int value);
writer.WriteLE(uint value);
// String writes
writer.WriteAscii(string value);
writer.WriteAsciiNull(string value); // Null-terminated
writer.WriteAscii(string value, int fixedLength);
writer.WriteLatin1(string value);
writer.WriteLatin1Null(string value);
writer.WriteBigUni(string value); // UTF-16 big-endian
writer.WriteBigUniNull(string value);
writer.WriteLittleUni(string value); // UTF-16 little-endian
writer.WriteLittleUniNull(string value);
writer.WriteUTF8(string value);
writer.WriteUTF8Null(string value);
// Utilities
writer.Write(ReadOnlySpan<byte> data);
writer.Clear(int count); // Write zeros
writer.Seek(int offset, SeekOrigin origin);
writer.WritePacketLength(); // Fill in length at position 1-2
writer.EnsureCapacity(int capacity);
writer.Dispose(); // Return pooled buffer if any
// Properties
writer.Position; // Current write position
writer.Capacity; // Buffer size
writer.Span; // ReadOnlySpan<byte> of written data
SpanReader Reference
// Constructor
var reader = new SpanReader(ReadOnlySpan<byte> data);
// Integer reads (big-endian by default)
reader.ReadByte();
reader.ReadBoolean(); // byte > 0
reader.ReadSByte();
reader.ReadInt16(); // Big-endian
reader.ReadUInt16(); // Big-endian
reader.ReadInt32(); // Big-endian
reader.ReadUInt32(); // Big-endian
reader.ReadInt64();
reader.ReadUInt64();
// Little-endian variants
reader.ReadInt16LE();
reader.ReadUInt16LE();
reader.ReadUInt32LE();
// String reads
reader.ReadAscii(int fixedLength = -1);
reader.ReadAsciiSafe(int fixedLength = -1); // Filters control chars
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.ReadUTF8(int fixedLength = -1);
// Utilities
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
Common Packet Patterns
Sound Effect
ns.SendSoundEffect(0x1E5, target);
Mobile Animation
ns.SendMobileAnimation(mobile.Serial, action, frameCount, repeatCount, forward, repeat, delay);
Damage
ns.SendDamage(target.Serial, amount);
Anti-Patterns
- Not checking
CannotSendPackets(): Player may have disconnected - Using
new byte[]for packets: Usestackallocfor fixed-size,SpanWriterfor variable - Wrong endianness: UO protocol is big-endian; only use
WriteLEwhen spec requires it - Not calling
InitializePacket(): Required forCreate*pattern with static buffer reuse
Real Examples
- Mobile packets:
Projects/Server/Network/Packets/OutgoingMobilePackets.cs - Item packets:
Projects/Server/Network/Packets/OutgoingItemPackets.cs - Damage packets:
Projects/Server/Network/Packets/OutgoingDamagePackets.cs - Effect packets:
Projects/Server/Network/Packets/OutgoingEffectPackets.cs - Incoming registration:
Projects/UOContent/Network/Packets/IncomingPlayerPackets.cs - Movement handler:
Projects/UOContent/Network/Packets/IncomingMovementPackets.cs - SpanWriter:
Projects/Server/Buffers/SpanWriter.cs - SpanReader:
Projects/Server/Buffers/SpanReader.cs
See Also
dev-docs/networking-packets.md- Complete networking documentationdev-docs/claude-skills/modernuo-threading.md- Network I/O threading context