ModernUO/dev-docs/claude-skills/modernuo-code-audit.md
Kamron Batman b8d3fec59a
fix(opl): refuse property list invalidation raised from inside GetProperties (#2555)
## The bug

Any property getter reached from `GetProperties` that calls `InvalidateProperties` takes the tooltip build down with it:

```
System.ArgumentNullException: Value cannot be null. (Parameter 'array')
   at Server.ObjectPropertyList.AppendStringDirect(String value)
   at Server.Mobiles.PlayerMobile.GetProperties(IPropertyList list)
```

`InvalidateProperties` rebuilds **in place** — `Reset()`, then `GetProperties()` again on the same instance — and `Reset()` does two destructive things to a build already in flight:

1. **It returns the pooled interpolation buffer.** The compiler rents it in the handler ctor and returns it in the closing `Add`, so *every hole is evaluated while it is live*:

```csharp
var handler = new InterpolatedStringHandler(1, 2, list); // InitializeInterpolation() RENTS
handler.AppendFormatted(pl.Rank.Title);                  // <-- getter runs HERE
handler.AppendLiteral("\t");
handler.AppendFormatted(faction.Definition.PropName);
list.Add(1060776, ref handler);                          // consumes span, RETURNS
```

```
GetProperties(list)
├─ InitializeInterpolation()  -> _arrayToReturnToPool = Rent(256)     buffer LIVE
├─ « hole 1: pl.Rank.Title »
│  └─ PlayerState.Rank.get   (lazy recompute)
│     └─ Invalidate() -> InvalidateProperties() -> m_PropertyList.Reset()
│        └─ Dispose(): Return(buf); _arrayToReturnToPool = null        buffer GONE
└─ handler.AppendFormatted("Knight")
   └─ _arrayToReturnToPool.AsSpan(_pos..)
      └─ ArgumentNullException (Parameter 'array')
```

It surfaces as `ArgumentNullException` rather than `NullReferenceException` because the `Range` overload of `AsSpan` must read `array.Length`, so the BCL null-checks and names the parameter `array`.

2. **It rewinds the packet cursor**, so properties already written are overwritten by the nested pass — a silently corrupted tooltip even where the buffer survives.

## The fix: refuse, don't recover

There is no correct recovery, and retrying the build would only hide the defect. A nested invalidation now logs an error with a stack trace, **throws in `DEBUG`** so it gets found and fixed, and in `RELEASE` returns without touching the list — a possibly stale tooltip, but no crash, no corrupted packet, and nothing leaked back to the pool. Getters that genuinely must invalidate should defer:

```csharp
Timer.DelayCall(InvalidateProperties);
```

The guard flag lives on the `ObjectPropertyList`, not the entity: it is that list's own lifecycle, it costs nothing (both `Item` and `ObjectPropertyList` absorb it in existing padding, and the list is allocated lazily), and it stays correct when builds for different entities nest.

Base instance sizes are unchanged from `main`: Item 128 B, Mobile 792 B, ObjectPropertyList 72 B, PlayerMobile 1216 B.

`PropertyList` also publishes the list into `m_PropertyList` **before** building it rather than assigning through `??=` afterwards, so a nested `InvalidateProperties` sees the build in progress instead of recursing into a second throwaway list whose work is discarded.

`ObjectPropertyList` re-rents its scratch buffer instead of spanning a null array, so a stray `Reset()` from any other caller degrades rather than aborting `GetProperties`.

## Factions `PlayerState`: maintained, not lazily computed

The getter that surfaced this is now a plain field read — the whole `if (m_InvalidateRank)` block and the flag itself are gone:

```csharp
public RankDefinition Rank => m_Rank;
```

`UpdateRank()` recomputes at each point an input actually changes:

| Site | Why |
|---|---|
| `RankIndex` setter | this player's index changed |
| end of `KillPoints` setter | two paths write `m_RankIndex` directly, bypassing the setter; runs once the swap bookkeeping and `ZeroRankOffset` have settled |
| `Faction.AddMember` | *after* the insert — the member count is not settled during the ctor |
| `FactionState` load | once ordering and `ZeroRankOffset` are final |

Supporting fixes this forced out:

- **Both ctors seed the lowest rank.** Nothing recomputes on read any more, so `Rank` has to be usable immediately — including for members that never get a `RankIndex` assigned, which is *every member with no kill points*. Without this, `Rank.Title` NREs.
- **`Rank` always resolves.** Ranks are ordered by `Required` descending ending at `0`, so a *negative* percent (`RankIndex` out of sync with `ZeroRankOffset`) matched nothing and left `m_Rank` null. It no longer divides by a zero `ZeroRankOffset` either.
- **A pre-existing staleness bug.** The `KillPoints` setter writes `m_RankIndex` directly in two places, so the cached rank was never refreshed when a player crossed zero kill points.

All six readers of `Rank` were checked; none relied on the old side effect.

One behaviour change worth flagging: rank refreshes are now **eager** where they used to be lazy, so a `KillPoints` change invalidates each swapped player as it happens. The swap loops break as soon as ordering is satisfied — typically 0–2 swaps — but it is on the path that runs on every faction kill.

## Documentation

The rule is written down so it is enforceable rather than folklore:

- **CLAUDE.md** audit rule 19
- **`dev-docs/property-lists.md`** — new "Never Invalidate From Inside `GetProperties`" section with the failing/passing pattern
- **`dev-docs/claude-skills/modernuo-property-lists.md`** — key rule + anti-pattern
- **`dev-docs/claude-skills/modernuo-code-audit.md`** — rule 19, ERROR severity

## Tests

- `ObjectPropertyListReentrancyTests` — `Reset()` and `Dispose()` re-entered mid-hole (both red against `main` with the exact exception above), nesting behaviour, and the new contract: `DEBUG` throws, `RELEASE` survives, and the build is never retried into a loop.
- `FactionRankTests` — `Rank` is populated before anything reads it, tracks `RankIndex` without a read, is stable across reads, and still resolves when `RankIndex` is out of sync with `ZeroRankOffset`. Red-verified: removing the ctor seed fails the first one.

793/793 `Server.Tests` and 608/608 `UOContent.Tests` pass.

## Noted, not addressed here

`~ObjectPropertyList()` returns the rented array to `STArrayPool<char>.Shared` from the **finalizer thread**, and that pool is single-threaded by design. Left alone as a separate concern.
2026-07-28 21:29:03 -07:00

13 KiB

name description
modernuo-code-audit Auto-trigger whenever writing or modifying .cs files under Projects/. Audits code for ModernUO convention violations. Warnings only - flag issues and ask before fixing.

ModernUO Code Audit

When This Activates

  • Any time you write, edit, or modify a .cs file under Projects/
  • After generating code snippets for the user
  • During code review

Audit Rules (Warnings Only)

Flag these issues but do NOT auto-fix. Ask the user before making changes.

1. LINQ: Know What's Optimized (.NET 10)

Not all LINQ is banned. .NET 10 JIT/PGO eliminates overhead for specific patterns. Anything not listed below is still forbidden on hot paths.

Tier 1 — Zero-cost (use freely on hot paths):

  • foreach over IEnumerable<T> backed by T[], List<T>, Stack<T>, Queue<T> — PGO devirtualizes the enumerator, zero heap allocation
  • .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)
  • .Count() on sized collections (ICollection<T>, or after Range/Repeat/Skip/Take/Append) — O(1) property access, no enumeration
  • .OrderBy().First() / .OrderByDescending().First() / .OrderBy().Last() — O(N) min/max scan, no sort performed
  • .Shuffle().Take(n) — reservoir sampling, single pass, O(n) memory
  • Enumerable.Range() / Enumerable.Sequence() followed by .Count(), .Contains(), .ToArray(), .ToList(), .ElementAt(), .Last() — arithmetic, not enumeration

Tier 2 — Low overhead (acceptable on warm paths, benchmark if critical):

  • .Skip(n).Take(m).ToArray() on T[]/List<T> — vectorized Span<T>.CopyTo (still allocates output)
  • .LeftJoin() / .RightJoin() — ~2x faster than manual GroupJoin+SelectMany+DefaultIfEmpty
  • .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.

Tier 3 — Still forbidden on hot paths (write manual code):

  • .Select(f).Where(p) (this order — each intermediate iterator allocates)
  • .GroupBy(), .ToDictionary(), .ToHashSet(), .ToLookup() (always allocate internal structures)
  • .Aggregate() (delegate overhead per element)
  • .Sum() / .Min() / .Max() on float/double (no SIMD in LINQ on ARM)
  • .SelectMany() when iterating results (not .Contains()) — multiple enumerator allocations
  • .Zip() when iterating — enumerator allocations
  • Any LINQ over IAsyncEnumerable<T> — no PGO/escape analysis
  • Long chains like .Where().Select().OrderBy().Take() — each step allocates an iterator

Prerequisites: .NET 10, tiered compilation + Dynamic PGO enabled (default). Tier 1 optimizations require ~30+ calls for JIT warmup.

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>.

2. No Console.WriteLine

Bad: Console.WriteLine(...), Console.Write(...) Good: private static readonly ILogger logger = LogFactory.GetLogger(typeof(MyClass)); then logger.Information(...), logger.Warning(...), logger.Error(...) Requires: using Server.Logging;

3. No Concurrency Primitives in Game Code

Bad: ConcurrentDictionary, ConcurrentQueue, ConcurrentBag, volatile, lock(...), Mutex, Semaphore, Monitor, Interlocked, ReaderWriterLock Why: Server is single-threaded. These add overhead for no benefit. Instead: Use regular Dictionary<K,V>, List<T>, plain fields.

4. Never Iterate World.Mobiles or World.Items Directly

Bad: foreach (var m in World.Mobiles.Values), World.Items.Values.Where(...) Good: map.GetMobilesInBounds<T>(bounds), map.GetMobilesInRange<T>(point, range), map.GetItemsInRange<T>(point, range) Why: Full world iteration is O(n) over all entities. Spatial queries use sector indexing.

5. Clean Up References in OnDelete/OnAfterDelete

Check: Classes with Item or Mobile references should clean them in OnDelete() or OnAfterDelete(). Pattern:

public override void OnAfterDelete()
{
    _someReference = null;
    base.OnAfterDelete();
}

6. Cancel Timers in OnDelete/OnAfterDelete

Check: Any class with TimerExecutionToken or Timer fields must cancel them on deletion. Pattern:

public override void OnAfterDelete()
{
    _timerToken.Cancel();  // For TimerExecutionToken
    _timer?.Stop();        // For Timer references
    _timer = null;
    base.OnAfterDelete();
}

7. Use STArrayPool, Not ArrayPool

Bad: ArrayPool<T>.Shared.Rent(...) in game logic Good: STArrayPool<T>.Shared.Rent(...) in game logic Why: STArrayPool is single-threaded optimized (no locks). Use ArrayPool only in explicitly multi-threaded code. Also: Always return rented arrays in a finally block.

8. No new List in Hot Paths

Bad: var list = new List<Mobile>(); in frequently-called methods Good: using var list = PooledRefList<Mobile>.Create(); Why: PooledRefList uses pooled arrays, zero GC pressure. It's a ref struct (stack-allocated).

9. Serialization Class Requirements

Check: Classes with [SerializationGenerator] MUST be partial. Check: [Constructible] on parameterless constructors for items/mobiles. Check: TimerExecutionToken fields must NOT have [SerializableField]. Check: Use using ModernUO.Serialization; when using serialization attributes.

10. No Task.Run or new Thread

Bad: Task.Run(...), new Thread(...), ThreadPool.QueueUserWorkItem(...) in game code Why: Game logic runs on the single-threaded event loop. Background threads cause race conditions. Exception: Server infrastructure code (Projects/Server/Main.cs, World saves) may use threading.

11. Never Assume Era

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. Why: Different eras have dramatically different mechanics.

12. Naming Conventions

Check: _camelCase for private fields, PascalCase for properties/methods/classes. Note: Legacy code may use m_ prefix -- don't flag existing m_ fields but use _ for new code.

13. No Empty Gumps

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.). 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. Common cause: Early return in a constructor or BuildLayout when prerequisites aren't met. 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.

14. PropertyList String Literals Must Be Holes

Check: In any IPropertyList.Add() interpolated string, string constants must be wrapped as holes {"text"}, not bare literals. Bad: list.Add(1060658, $"Chances\t{_charges}"); — "Chances" becomes a delimiter, not an argument. Good: list.Add(1060658, $"{"Chances"}\t{_charges}"); — "Chances" is an argument. 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. 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.

15. Braces Required on All Control Flow

Check: ALL if, else, for, foreach, while, do, switch statements must have braces, even for single-line bodies. Bad:

if (condition)
    DoSomething();

Good:

if (condition)
{
    DoSomething();
}

Why: Reduces merge conflicts and diff sizes.

16. Prefer Switch Expressions and Switch-When Patterns

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. Bad:

if (type == GemType.StarSapphire) return "star sapphire";
else if (type == GemType.Emerald) return "emerald";
else return "gem";

Good:

return type switch
{
    GemType.StarSapphire => "star sapphire",
    GemType.Emerald      => "emerald",
    _                    => "gem"
};

Why: Switch expressions enable JIT/PGO optimization and improve readability. Exception: Skip if the switch would be unreadable or the code is on a cold path.

17. Interpolation Anti-Patterns (handler-aware APIs)

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.

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.

Pattern Fix
Send(cond ? $"a" : $"b") if/else with two calls
Send(thing switch { 1 => $"a", _ => $"b" }) switch statement, call per arm
var s = $"foo {x}"; Send(s); (single-use) Inline at call site
Send($"x {value.ToString()}") Drop .ToString() — handler formats directly
Send($"x {td.String()}") Drop .String() — pass td directly
Send($"x {a + b}") (string concat) Multiple holes: Send($"x {a}{b}")
Send(string.Format("x {0}", v)) Send($"x {v}")
Send($"x {items.Aggregate(...)}") Build via ValueStringBuilder, pass span

For lowercase output, use the :L format specifier instead of value.ToString().ToLowerInvariant():

mob.SendMessage($"You earned a {rank:L} trophy!");          // "gold" not "Gold"

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.

Severity: WARNING. Flag and ask before fixing — some patterns (e.g., reused locals across multiple call sites) are intentional and shouldn't be inlined.

See: dev-docs/string-handling.md § "Interpolation Anti-Patterns" for the full reference with detailed before/after examples.

19. No InvalidateProperties From Inside GetProperties

Check: Any property read by a GetProperties override — including through helpers — must be a pure read. Flag getters that call InvalidateProperties() (or a wrapper like Invalidate()) as a side effect. Bad: a Rank getter that lazily recomputes and then calls Invalidate(); reading it from GetProperties re-enters the build. Good: invalidate in the setter that actually changes the value, or defer with Timer.DelayCall(InvalidateProperties). Why: InvalidateProperties() rebuilds the list in place (Reset() + rebuild). Reset() returns the pooled interpolation buffer — which the compiler rents for the whole $"..." expression, so every hole is evaluated while it is live — and rewinds the packet cursor. Re-entering mid-build throws ArgumentNullException (parameter "array") out of GetProperties from a line unrelated to the offending getter, or silently corrupts the tooltip. The engine refuses and logs an error, and DEBUG throws, so this shows up as a crash in development. Note: Lazy recomputation inside a getter is fine. It is the notification that must not happen there.

See: dev-docs/property-lists.md § "Never Invalidate From Inside GetProperties".

Severity Levels

  • ERROR: Rules 3, 9, 10, 13, 19 (will cause bugs, build failures, or client-side leaks)
  • WARNING: Rules 1 (Tier 3 LINQ), 2, 4, 5, 6, 7, 8, 12, 14, 15, 17 (performance/convention issues)
  • 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)
  • ASK: Rule 11 (need user input)

How to Report

When you find violations, report them as:

[AUDIT] {SEVERITY}: {Description}
  File: {path}:{line}
  Suggestion: {fix}

Do NOT silently fix issues. Always flag and ask.

See Also

  • dev-docs/code-standards.md - Full coding standards documentation
  • dev-docs/claude-skills/modernuo-serialization.md - Serialization rules
  • dev-docs/claude-skills/modernuo-timers.md - Timer cleanup rules
  • dev-docs/claude-skills/modernuo-threading.md - Threading model details
  • dev-docs/claude-skills/modernuo-property-lists.md - PropertyList interpolation rules