modernuo/dev-docs/property-lists.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

19 KiB

ModernUO Property Lists (Tooltips)

This document covers ModernUO's property list system for item and mobile tooltips, including the IPropertyList interface, ObjectPropertyList internals, and patterns for customizing tooltips.

Overview

Property lists (also called Object Property Lists or OPL) are the tooltip popups that appear when a player hovers over items and mobiles. They display the item name, stats, charges, and other relevant information.

The system uses cliloc numbers (localized string IDs) with argument substitution to support multiple languages.

IPropertyList Interface

Defined in Projects/Server/PropertyList/IPropertyList.cs:

public interface IPropertyList : ISelfInterpolatedStringHandler
{
    void Reset();
    void Terminate();

    void Add(int number);                     // Cliloc number only
    void Add(int number, string argument);    // Cliloc with string argument
    void Add(ReadOnlySpan<char> argument);    // Raw text, no string allocation
    void Add(int number, ReadOnlySpan<char> argument); // Cliloc with span argument
    void AddChunked(ReadOnlySpan<char> text); // Newline-joined text split across properties
    OplTextBlock TextBlock();                 // Builder that flushes via AddChunked on dispose
    void Add(int number, int value);          // Cliloc with int argument
    void AddLocalized(int value);             // Cliloc number as argument value
    void AddLocalized(int number, int value); // Cliloc with localized argument

    // String interpolation support
    void Add(ref InterpolatedStringHandler handler);
    void Add(int number, ref InterpolatedStringHandler handler);
}

There is no Add(string) overload. Pass raw text as a span (Add(text.AsSpan())) or, ideally, as an interpolated $"..." literal so the handler formats straight into the pooled buffer.

GetProperties Override

Override GetProperties() to add custom tooltip lines:

public override void GetProperties(IPropertyList list)
{
    base.GetProperties(list);  // ALWAYS call base first

    // Add cliloc with value
    list.Add(1060741, $"{_charges}");          // "charges: ~1_val~"

    // Add raw string
    list.Add($"{"Quality: "}{_quality}");

    // Add cliloc with multiple tab-separated arguments
    list.Add(1060637, $"{_current}\t{_max}");  // "~1_val~ / ~2_val~"

    // Add cliloc number only (no arguments)
    list.Add(1049644);                          // "Crafted by a Grandmaster"

    // Add int argument
    list.Add(1060741, _charges);               // "charges: ~1_val~"
}

Cliloc Argument Format

Cliloc strings contain placeholders like ~1_val~, ~2_val~, etc. Multiple arguments are separated by tab characters (\t):

// Cliloc 1060637 = "~1_val~ / ~2_val~"
list.Add(1060637, $"{current}\t{max}");

// Cliloc 1072241 = "Contents: ~1_ITEMS~/~2_MAXITEMS~ items, ~3_WEIGHT~/~4_MAXWEIGHT~ stones"
list.Add(1072241, $"{TotalItems}\t{MaxItems}\t{TotalWeight}\t{MaxWeight}");

String Literals Must Be Holes (CRITICAL)

The IPropertyList interpolated string handler distinguishes between literals (text between {} holes) and holes (values inside {}). Literals are treated as delimiters (like \t). Holes are treated as arguments. The property list system is used beyond just the game client — for example, web rendering — which must be able to tell arguments apart from delimiters.

This means string constants must always be wrapped as holes using {"..."} syntax:

// BAD — "Chances" becomes a literal/delimiter, not an argument
list.Add(1060658, $"Chances\t{_charges}");

// GOOD — "Chances" is a hole, so it's treated as argument ~1_val~
list.Add(1060658, $"{"Chances"}\t{_charges}");

Real examples from the codebase (Teleporter.cs):

// Cliloc 1060658 = "~1_val~: ~2_val~"
list.Add(1060658, $"{"Map"}\t{_mapDest}");
list.Add(1060659, $"{"Coords"}\t{_pointDest}");
list.Add(1060660, $"{"Creatures"}\t{(Creatures ? "Yes" : "No")}");
list.Add(1060661, $"{"Range"}\t{_range}");

The compiler generates different calls for each:

  • $"Map\t{value}"AppendLiteral("Map\t") then AppendFormatted(value) — "Map\t" is a delimiter, only value is an argument
  • $"{"Map"}\t{value}"AppendFormatted("Map") then AppendLiteral("\t") then AppendFormatted(value) — both "Map" and value are arguments, \t is the delimiter

Rule of thumb: The only text that should appear as bare literals in the interpolated string is \t (the argument separator). Everything else — including string constants — must be inside {} holes.

No .ToString() Inside Holes

IPropertyList's interpolated string handler formats values directly into a pooled buffer via ISpanFormattable.TryFormat — no intermediate string allocation per hole. An explicit .ToString() defeats this:

// BAD — .ToString() allocates a string, then the handler copies its chars
list.Add(1060658, $"{"Charges"}\t{_charges.ToString()}");

// GOOD — the handler formats _charges directly with no intermediate string
list.Add(1060658, $"{"Charges"}\t{_charges}");

Same applies to .String() on TextDefinition, .GetValue(), and any method that returns a freshly allocated string — drop the call and let the handler format the underlying value directly.

The full list of interpolation anti-patterns (ternaries, switch expressions, pre-built locals, string.Format, concat, LINQ in holes) applies equally to IPropertyList.Add($"..."). See dev-docs/string-handling.md for the full reference.

Cliloc as Argument (Use :# Format Specifier)

When a cliloc argument is itself another cliloc number (i.e., the argument should resolve to localized text), use the :# format specifier on the integer — not a "#number" string:

// BAD — "#1060000" is a string, not a cliloc reference.
// Other systems (web rendering) will render it as the literal text "#1060000"
list.Add(1050039, $"{m_Amount}\t{"#1060000"}");

// GOOD — 1060000:# tells the handler this argument is a cliloc number to resolve
list.Add(1050039, $"{m_Amount}\t{1060000:#}");

The :# format specifier is a hint that the value is a cliloc number. The handler calls AppendFormatted(int value, string? format) which, when format == "#", resolves the cliloc and appends the localized text. Other consumers of the property list data (like web renderers) can see the :# format and know to look up the cliloc text rather than displaying a raw number.

This also works with the AddLocalized convenience methods:

// These use :# internally
list.AddLocalized(clilocNumber);            // Single cliloc value as argument
list.AddLocalized(1050039, clilocNumber);   // Cliloc with cliloc argument

Looking Up Cliloc Text

If you don't know what text a cliloc number maps to (and therefore what arguments it expects), you can read the cliloc.enu binary file. The loading logic is in Projects/Server/Localization/Localization.cs, method LoadClilocs(string lang, string file):

  • File format: 6-byte header, then repeating entries of int number + byte flag + ushort length + UTF-8 text
  • Placeholders in the text look like ~1_val~, ~2_AMOUNT~, etc.
  • Ask the user where their cliloc.enu file is located (typically in the UO client data directory)

Multi-Line Free Text: AddChunked and OplTextBlock

Some tooltips need a block of free-form text (not cliloc lookups) whose length is variable and potentially large — e.g. a consolidated dump of every AOS attribute on an item, or staged identification text that grows as the item is identified. Emitting that as a single property is dangerous:

The legacy 2D client copies each OPL property's text into a fixed ~512-char (1024-byte) buffer. A single property longer than that smashes an adjacent world object's vtable on the client heap and crashes the client. ObjectPropertyList.MaxArgumentLength = 504 is the safe per-property cap (a multiple of 8, comfortably under the empirically confirmed ~510-char ceiling).

Two APIs handle this safely. Both split the text at \n boundaries into as many OPL properties as needed, so no single property ever exceeds MaxArgumentLength. Each chunk is emitted through the cycling passthrough clilocs (1042971, 1070722, 1114057, 1114778, 1114779 — each localized to a single ~1_val~/~1_NOTHING~ argument), which render the raw string verbatim.

AddChunked — the interface primitive

AddChunked(ReadOnlySpan<char>) is on IPropertyList, so it works from any GetProperties(IPropertyList list) override. Give it \n-joined text; it breaks only at newlines:

public override void GetProperties(IPropertyList list)
{
    base.GetProperties(list);

    // _description may be hundreds of chars and contains embedded '\n's.
    list.AddChunked(_description);
}

Splitting only at \n means each line stays intact across the chunk boundary — a chunk is flushed at the last newline that keeps it under the cap. (A single line longer than MaxArgumentLength is the one case that still gets clamped; the engine logs a warning naming the offending entity and cliloc.)

OplTextBlock — the ergonomic builder

OplTextBlock is a ref struct builder that accumulates \n-joined lines and calls AddChunked for you on dispose. Obtain it from IPropertyList.TextBlock() (so it works in any GetProperties override) and always scope it with using so the flush happens:

using var block = list.TextBlock();

// Zero-alloc interpolated overload — formats directly into the pooled buffer:
block.Add($"Luck Bonus: +{luck}%");
block.Add($"Damage: {min} - {max}");

// Plain text as a span (no string allocation):
block.Add("Cannot be repaired".AsSpan());

Behavior worth knowing:

  • Lines join with \n; the trailing separator is stripped before the single AddChunked flush on Dispose().
  • Empty lines are skipped (block.Add(ReadOnlySpan<char>.Empty) is a no-op).
  • No lines added → nothing is emitted (no empty property, no wasted passthrough cliloc).
  • The Add($"...") overload is a dedicated [InterpolatedStringHandler], so interpolation allocates no intermediate strings — the same anti-patterns as IPropertyList.Add($"...") apply (no .ToString() in holes, no ternaries/string.Format/concat — see string-handling.md).
  • It is a ref struct tied to the single-threaded OPL build pass — never store it, capture it in a closure, or use it across an await.

When to use which

Situation Use
You already have a \n-joined string (e.g. a serialized description) list.AddChunked(text)
You're building several free-text lines conditionally using var block = list.TextBlock(); then block.Add(...)
The content is a single short cliloc-backed property Plain list.Add(number, $"...") — chunking is unnecessary

Real-world pattern (consolidated attribute lines, condensed from UOEvolution's BaseWeapon):

public override void GetProperties(IPropertyList list)
{
    base.GetProperties(list);

    using var block = list.TextBlock();

    if (_attrs.HitLowerParryCap > 0)
    {
        block.Add($"Lower Parry Cap {_attrs.HitLowerParryCap}%");
    }

    if (_attrs.ParryBonusDamage > 0)
    {
        block.Add($"Parry Damage {_attrs.ParryBonusDamage}%");
    }
    // ...any number of optional lines; the block flushes safely on dispose.
}

Common Cliloc Numbers

Number Text Usage
1042971 ~1_val~ Generic single value
1060741 charges: ~1_val~ Charge count
1060637 ~1_val~ / ~2_val~ Current/max values
1060658 ~1_val~: ~2_val~ Key: value pair
1050044 ~1_ITEMS~ items, ~2_WEIGHT~ stones Container contents (pre-ML)
1072241 Contents: ~1~/~2~ items, ~3~/~4~ stones Container contents (ML+)
1060776 ~1_val~, ~2_val~ Two comma-separated values
1053099 damage ~1_val~ - ~2_val~ Damage range
1061170 animal lore ~1_val~ Taming info
1049644 Crafted by a Grandmaster Crafting quality
1042001 That must be in your pack... Backpack requirement message
1011036 OK OK button text
1011012 CANCEL Cancel button text
1060635 Warning Warning header

Auto-Refresh with [InvalidateProperties]

When using [SerializableField], adding [InvalidateProperties] automatically calls InvalidateProperties() whenever the generated property setter is invoked:

[SerializableField(0)]
[InvalidateProperties]  // Auto-refreshes tooltip when Charges changes
[SerializedCommandProperty(AccessLevel.GameMaster)]
private int _charges;

The generated setter becomes:

public int Charges
{
    get => _charges;
    set
    {
        _charges = value;
        InvalidateProperties();  // Added by [InvalidateProperties]
        this.MarkDirty();
    }
}

Manual Refresh

Call InvalidateProperties() when non-serialized state changes affect the tooltip:

public void UseCharge()
{
    _charges--;
    InvalidateProperties();  // Force tooltip rebuild
    this.MarkDirty();
}

Never Invalidate From Inside GetProperties (CRITICAL)

InvalidateProperties() rebuilds the list in placeReset(), then GetProperties() again on the same instance. Calling it from a property getter that the build itself reaches is therefore re-entrant, and Reset() does two destructive things to the build in flight:

  1. It returns the pooled interpolation scratch buffer. The compiler rents that buffer in the interpolated-string handler's constructor and returns it in the closing Add, so every hole is evaluated while the buffer is live. Pulling it out mid-append makes the next Append* span a null array — ArgumentNullException: Value cannot be null. (Parameter 'array') thrown out of GetProperties, from a line that looks unrelated to the getter that caused it.
  2. It rewinds the packet cursor, so properties already written are overwritten by the nested pass.

This is always a defect in the property getter, so the engine refuses rather than trying to recover: a nested call logs an error with a stack trace, throws in DEBUG, and in RELEASE returns without touching the list — leaving a possibly stale tooltip, but never a crash, a corrupted packet, or a leaked pool buffer. Retrying the build would only hide the bug.

// BAD -- a getter with a side effect. Reading it from GetProperties re-enters the build.
public RankDefinition Rank
{
    get
    {
        if (_invalidateRank)
        {
            _rank = Recompute();
            _invalidateRank = false;
            Invalidate();       // -> InvalidateProperties() -> Reset() on the list being built
        }

        return _rank;
    }
}

// GOOD -- getters stay side-effect free; invalidate where the value actually changes.
public int RankIndex
{
    get => _rankIndex;
    set
    {
        if (_rankIndex != value)
        {
            _rankIndex = value;
            _invalidateRank = true;
            Invalidate();
        }
    }
}

Lazy recomputation inside a getter is fine — it is the notification that must not happen there. If something genuinely must invalidate in response to a read, defer it off the build:

Timer.DelayCall(InvalidateProperties);

Check when writing a GetProperties override: every property it reads must be a pure read.

ObjectPropertyList Internals

Defined in Projects/Server/PropertyList/ObjectPropertyList.cs:

  • Packet ID: 0xD6
  • Hash-based updates: Each property list has a hash. When InvalidateProperties() is called, the list is rebuilt and compared. Only if the hash changed is the new list sent to clients.
  • String building: Uses STArrayPool<char> for zero-GC string construction
  • Global toggle: ObjectPropertyList.Enabled can disable the entire system
  • Lazy initialization: Property lists are built on first access
  • Per-property cap: MaxArgumentLength (504) bounds each property's text so the legacy 2D client's fixed tooltip buffer can't overflow. AddChunked/OplTextBlock keep multi-line content under it; anything that slips through is clamped with a logged warning

Update Flow

  1. InvalidateProperties() is called
  2. If map is valid and world isn't loading: a. Save old hash b. Reset and rebuild property list via GetProperties() c. Compare new hash with old hash d. If changed, queue delta update to clients via Delta(ItemDelta.Properties)

Era-Conditional Properties

public override void GetProperties(IPropertyList list)
{
    base.GetProperties(list);

    if (Core.ML)
    {
        if (ParentsContain<BankBox>())
            list.Add(1073841, $"{TotalItems}\t{MaxItems}\t{TotalWeight}");
        else
            list.Add(1072241, $"{TotalItems}\t{MaxItems}\t{TotalWeight}\t{MaxWeight}");
    }
    else
    {
        list.Add(1050044, $"{TotalItems}\t{TotalWeight}");
    }
}

Mobile Properties

Mobiles can also have property lists:

public override void GetProperties(IPropertyList list)
{
    base.GetProperties(list);

    if (Core.AOS && Faction != null)
    {
        list.Add(1060776, $"{Rank.Title}\t{Faction.Definition.PropName}");
    }

    if (_guildTitle != null)
        list.Add($"[{_guildTitle}]");
}

Item Built-in Property Methods

Item provides several helper methods called during property list building:

public virtual void AddNameProperty(IPropertyList list)     // Item name
public virtual void AddLootTypeProperty(IPropertyList list) // Blessed/Cursed/etc.
public virtual void AddResistanceProperties(IPropertyList list) // Resistance values
public virtual void AddWeightProperty(IPropertyList list)   // Weight display
public virtual void AddQuestItemProperty(IPropertyList list) // Quest item marker
public virtual void AddSecureProperty(IPropertyList list)    // Secure container marker

Best Practices

  1. Always call base.GetProperties(list) first -- it adds the item name and standard properties
  2. Use cliloc numbers over raw strings when possible for localization support
  3. Use string interpolation with $"" for clean argument formatting
  4. Use tab (\t) to separate multiple arguments in a single cliloc
  5. Don't call InvalidateProperties() in tight loops -- it triggers hash computation and potential network sends
  6. Use [InvalidateProperties] on serialized fields to automate refresh
  7. Check era when properties differ between expansions

Key File References

File Description
Projects/Server/PropertyList/IPropertyList.cs Interface definition
Projects/Server/PropertyList/ObjectPropertyList.cs Implementation
Projects/Server/PropertyList/IObjectPropertyListEntity.cs Entity interface
Projects/Server/Items/Item.cs Item.GetProperties, InvalidateProperties
Projects/UOContent/Mobiles/PlayerMobile.cs Mobile property example
Projects/Server/Items/Container.cs Era-conditional properties