perf(login): run password hashing on a parked worker thread (#2566)

## Why

An Argon2 verify is **~8.9 ms of frozen world per login attempt** — more than half a 16 ms frame. Failed attempts cost exactly the same as successful ones, by design, so a credential-stuffing flood is a full-cost stall per packet without needing valid credentials. `SetPassword` derives a hash too, so `[password`, the admin gump and account creation each pay the same.

## What the measurement says

Off-loading does not delete the cost, it relocates it. Three things stay on the loop:

| Component | Measured |
|---|---:|
| Inline verify (today) | **8.92 ms** |
| Dispatch to the worker | 210 ns |
| Drain the continuation off `LoopContext` | 13 ns |
| Loop's own work slowed by shared-L3 eviction | **0.05 – 5.44 ms** |

Net gain **3.5 – 8.9 ms** of on-loop time per login. Harness in `ModernUO-Benchmarks` (`Benchmarks/Argon2OffLoop/`): it models the loop as a dependent-load pointer chase swept across working-set sizes, which is an upper bound on cache-latency sensitivity, and copies `EventLoopContext` so the hand-off cost is the real one.

Two results shaped the design:

- **The contention tax peaks in the middle of the working-set range**, not at the top — 5.44 ms at 8 MiB (a quarter of this chip's L3), but 0.76 ms at 30 MiB and 0.10 ms at 256 KiB. A tiny hot set has nothing in L3 to lose; a huge one is already DRAM-bound.
- **Per-login tax falls as concurrency rises** (5.44 → 2.56 → 1.60 ms at 1/2/4 hashers) while *total* loop damage rises. Contention is shared, not additive, so a login rush is not the disaster case — a single login is.

## Why exactly one worker

It is load-bearing three times over, which is also why it must not quietly become a pool:

- **Cost bound.** Off-loop loses to inline only if a hash steals ~82% of the loop's throughput. One hasher contending for one core leaves the loop ~50%. **A single background hasher cannot cost the loop more than the inline verify under any scheduling regime**, which is what lets the measurement hold on hardware we cannot inspect — AMD, VPS, oversubscribed VM. Four hashers drop the loop to ~20% and break it.
- **Memory.** Exactly one hashing arena is live at a time whatever the login volume.
- **Ordering.** Writes apply in dispatch order *only* because a single thread drains FIFO. A second worker would need ordering reintroduced; `WritesApplyInDispatchOrder` fails if that happens.

Throughput is ~110 verifies/sec. Only loop time matters, not login latency, so head-of-line blocking during a rush costs nothing.

## Making every protection safe off-thread

The worker was initially Argon2-only. That was the right call for the wrong reason — it was blamed on Argon2's salt RNG, which is a stateless syscall wrapper and was never a problem. The real blockers were elsewhere, and both are fixed at the source:

| Protection | Was | Now |
|---|---|---|
| MD5/SHA1/SHA2 | shared `HashAlgorithm.ComputeHash`, which carries the running digest across `HashCore`/`HashFinal` through process-wide singletons | static `HashData` into a `stackalloc` span — no state, no allocation, identical bytes |
| PBKDF2 | `Utility.RandomMinMax` → shared `System.Random`, thread-unsafe *and* game state | `RandomNumberGenerator.GetInt32`, matching the salt beside it |
| Argon2 | already safe (`Verify` is static + stackalloc) | unchanged, singleton reused |

Literal digests are pinned in a test **before** the change and still pass after it. These are compared as strings against every account database, so any casing or encoding drift would lock out every SHA and MD5 account at once.

With all three safe, the worker no longer knows which algorithm it runs and the dispatch conditions collapse to "is off-loop available".

## Correctness

- **Phrase derivation** moves to `AccountSecurity.DerivePhrase`, so verification (stored algorithm's rule) and rehash (target algorithm's rule) cannot disagree. Deriving with the wrong one is the shape of the lockout fixed in #2562.
- **Liveness** is checked at dequeue *and* at apply — a connection can drop while queued or while the result sits in the loop queue. A job with no connection attached, such as an admin password change, runs regardless.
- **Queue overflow rejects** a login rather than verifying inline; steering work back onto the loop is what a flood wants. A password change instead falls back to hashing inline, because unlike a login it must not be dropped.
- **Shutdown and crash** both just stop the thread, and pending jobs are dropped. No save is initiated once shutdown begins — saving is the operator's choice up front, via the admin gump's save/no-save variants, and `WaitForWriteCompletion` honours one already in flight — so a write applied during teardown would reach no disk. The crash path needs its own subscription because `HandleClosed` skips `InvokeShutdown` when crashed.

## Bounding

`MaxPending` is 4096 — a backstop, not a flood defense. `SentFirstPacket` holds a connection to one pending verify and the engine caps connections at 4096, so the queue is already bounded by construction and this can only trip if that invariant breaks. A cap low enough to blunt an attack would reject real players first; during a mass reconnect they *are* the queue. Flood defense belongs at the connection layer.

The real DoS improvement is elsewhere: today every attempt stalls the world, and after this a flood occupies one core while the loop keeps ticking.

## Gate

Release builds on 4+ cores. Below that there is no spare core to move work to, so off-loading buys nothing by construction; `DEBUG` is excluded because dev boxes and test shards have few logins. Both modes call the same code — the gate only chooses where it runs.

## Engine change

One property, `AccountLoginEventArgs.Deferred`, so a subscriber can say "no verdict yet". `EventSink.AccountLogin` is `Action<...>` with no continuation, and the packet handler replies in the same call. Approved separately since it touches `Projects/Server/`.

## Docs

`dev-docs/threading-model.md` and the threading skill gain a vetted-workers section. The forbidden-patterns table bans `new Thread`, `ConcurrentQueue<T>`, `Interlocked` and `volatile` in `UOContent`, and its exceptions covered only `Projects/Server/` — the existing Advanced Search fan-out already sat outside it. The new section leads with proving the need (measure on-loop time, not wall-clock; gate on core count; record the measurement), keeps game logic on the loop via chunking, and documents the hand-off protocol in both directions.

## Testing

698 UOContent tests, 810 Server tests, Release build clean.

Covered: verify and rehash outcomes, phrase rules for SHA1/SHA2 vs Argon2, stored-format stability for MD5/SHA1/SHA2, jobs with no connection attached, and dispatch ordering through the real queue. The liveness and ordering guards are mutation-verified.
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@ -150,6 +150,78 @@ These files MAY use threading (they're server infrastructure, not game logic):
- `Projects/Server/Network/` - Network I/O
- `Projects/Server/Timer/Timer.Pool.cs` - Pool refill
## Exceptions: Vetted Workers in UOContent
**A background thread is a last resort.** The forbidden list is about game logic, which is never
threaded. A dedicated worker touching no game state is the sanctioned way off the loop, and
necessarily uses `new Thread`, `ConcurrentQueue<T>`, `Interlocked`, `AutoResetEvent` and
`volatile` **at the thread boundary only**.
### Prove the need first
- Measure **on-loop time**, not wall-clock. Frozen world is the cost; player latency is not.
- Off-loading creates no CPU. On 1-2 cores there is no spare core — gate on `ProcessorCount`.
- Count what stays: dispatch, continuation, and the loop slowing while the worker evicts shared L3.
- Record the measurement, or nobody can re-justify the worker later.
### Game logic stays on the loop — chunk it
Work needing game state cannot be threaded at any core count. Too slow for one tick? Split across
ticks, bounded by count or elapsed time — never "until done".
```csharp
Timer.DelayCall(TimeSpan.Zero, TimeSpan.FromMilliseconds(50), () =>
{
var budget = 0;
while (_cursor < _items.Count && budget++ < 100) { Process(_items[_cursor++]); }
});
```
### Vetted workers
| Worker | Justification |
|---|---|
| `Accounting/Security/PasswordWorker.cs` | 8.9 ms/login on-loop at Argon2; 3.5-8.9 ms measured saving |
| `Engines/Advanced Search/AdvancedSearchGump.cs` | Admin-triggered full-world scan, saves disabled |
### The six rules
1. No game state read or written off-thread; dispatch immutable values captured on the loop.
2. Resolve policy (algorithm, salt, era branch) at dispatch — the worker holds none.
3. Park on a kernel wait, never spin. Spinning burns a core on shared hosts.
4. Run only while `WorldState is Running or WritingSave`. **Not** `World.Saving` — that misses
`PendingSave`, where serialization threads are already spinning.
5. Bounded queue, or a bound upstream named in a comment.
6. Everything the worker calls must itself be thread-safe. A singleton is not automatically safe —
`HashAlgorithm.ComputeHash` carries state, `Utility`'s RNG is a shared `System.Random` and game
state. Prefer static one-shot APIs (`SHA256.HashData`, `RandomNumberGenerator.Fill`).
### Crossing the boundary
Dispatch captures what the continuation will need to re-validate:
```csharp
var job = new Job { Target = state, Expected = account.Password, Input = DerivePhrase(...) };
if (!Worker.TryEnqueue(job)) { /* reject — never fall back to running it inline */ }
```
Hand back one of two ways, and no other:
```csharp
Core.LoopContext.Post(() => Apply(job, result)); // a result for a specific caller
Volatile.Write(ref _snapshot, newTable); // a shared table rebuilt periodically
```
The continuation re-validates, because time passed:
```csharp
if (job.Target?.Running != true) { return; } // gone
if (account.Password != job.Expected) { return; } // changed underneath
```
Always post a result, including on failure — a worker that throws silently leaves its caller
waiting forever. Use `ConfigureAwait(false)` on every await inside off-loop work.
## Anti-Patterns
| Pattern | Problem | Solution |

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@ -130,6 +130,138 @@ These files in `Projects/Server/` MAY use threading because they handle I/O outs
- `Timer/Timer.Pool.cs` -- Async pool refill
- `EventLoopTasks.cs` -- The synchronization context itself
### Exceptions: Vetted Workers in `Projects/UOContent/`
**Take great care here. A background thread is a last resort, not a tool of first choice.**
The table above is about **game logic**, which is never threaded. A dedicated worker that touches
no game state is the sanctioned way to move CPU-heavy or I/O work off the loop, and it necessarily
uses primitives the table forbids -- `new Thread`, `ConcurrentQueue<T>`, `Interlocked`,
`AutoResetEvent`, `volatile`. Those are legitimate **at the thread boundary**, and nowhere else.
#### First: prove the need
Do not add a worker because something "looks slow". Measure, and measure the right thing:
- **Measure on-loop time, not wall-clock.** How long a player waits does not matter; how long the
world is frozen does. A change that improves latency but not loop time buys nothing.
- **Off-loading does not create CPU.** It converts "the loop is blocked for N ms" into "the loop
competes for cores for N ms". On a 1--2 core host there is no spare core and it buys nothing at
all -- gate on `Environment.ProcessorCount`.
- **Account for what stays behind.** Dispatch, the continuation, and the loop's own work slowing
down while the worker evicts shared L3. That last one is real and is usually the largest.
- **Write the benchmark down.** A worker with no recorded measurement cannot be re-justified later,
and will be removed by someone who cannot tell whether it earns its complexity.
#### Game logic stays on the loop -- chunk it instead
Work that **needs** game state cannot be threaded at any core count. If it is too slow for one
tick, split it across ticks rather than across threads:
```csharp
// Bound the work per tick, resume where it left off.
Timer.DelayCall(TimeSpan.Zero, TimeSpan.FromMilliseconds(50), () =>
{
var budget = 0;
while (_cursor < _items.Count && budget++ < 100)
{
Process(_items[_cursor++]);
}
});
```
Bound by count or elapsed time, never by "until done". Threading game state is not a faster
version of this -- it is a correctness bug.
#### Vetted workers
| Worker | Off-loop work | Justification |
|---|---|---|
| `Accounting/Security/PasswordWorker.cs` | Password verification and hashing | `docs/handoffs/2026-08-07-off-loop-argon2-hashing.md` -- 8.9 ms/login on-loop at Argon2, measured 3.5--8.9 ms saved |
| `Engines/Advanced Search/AdvancedSearchGump.cs` | Parallel entity search | Admin-triggered full-world scan; saves disabled for its duration |
Adding to this table needs the same bar: a measurement, and all five rules below.
#### The six rules
1. **No game state off-thread, read or written.** Hand the worker immutable values (strings,
structs) captured on the loop. Carrying a reference is fine only if the worker just passes it
back untouched.
2. **Decide policy on the loop, compute on the worker.** Anything rule-dependent -- which algorithm,
which salt, which era branch -- is resolved at dispatch, so the worker holds no policy it could
apply inconsistently.
3. **Park on a kernel wait; never spin.** `AutoResetEvent.WaitOne()` costs nothing while idle.
`SerializationThreadWorker` does spin, but only to await a producer mid-drain; absent that race,
spinning is a bug that burns a core on shared hosts.
4. **Yield to world saves.** Run only while `WorldState is Running or WritingSave`. `World.Saving`
is *not* the right check -- it covers only the freeze and misses `PendingSave`, where the
serialization threads are already awake and spinning on an empty queue.
5. **Bound the queue**, or rely on a bound upstream and say which one in a comment.
6. **Everything the worker calls must itself be safe off-thread.** A process-wide singleton is not
automatically safe -- look for instance state. `HashAlgorithm.ComputeHash` carries the running
digest across `HashCore`/`HashFinal`, so two threads sharing one corrupt each other. `Utility`'s
RNG is a shared `System.Random`, which is both thread-unsafe and game state. Prefer the static
one-shot forms (`SHA256.HashData`, `RandomNumberGenerator.Fill`), and if a dependency cannot be
made safe, fix it at the source rather than narrowing the worker around it.
#### Handing work across the boundary
**Loop → worker (dispatch).** Snapshot everything needed into immutable values. Capture any value
you intend to overwrite later, so the continuation can tell whether it changed:
```csharp
var job = new Job
{
Target = state, // carried, never dereferenced off-thread
Expected = account.Password, // captured so the continuation can detect a change
Input = DerivePhrase(...) // policy resolved here, on the loop
};
if (!Worker.TryEnqueue(job))
{
// Full. Reject -- do not fall back to running it inline, or a flood steers the work
// straight back onto the loop.
}
```
**Worker → loop (hand back).** Two sanctioned routes, and no others:
```csharp
// 1. Marshal the apply step. Preferred when a specific result belongs to a specific caller.
Core.LoopContext.Post(() => Apply(job, result));
// 2. Publish an immutable snapshot behind a single volatile reference, read lock-free by the loop.
// Preferred for a shared lookup table rebuilt periodically.
Volatile.Write(ref _snapshot, newTable);
```
**The continuation must re-validate.** Time passed, and the loop kept running:
```csharp
private static void Apply(Job job, Result result)
{
// Gone? Never revive a dead NetState or a deleted entity.
if (job.Target?.Running != true)
{
return;
}
// Changed? Do not overwrite a newer value with one derived from an older one.
if (!string.Equals(account.Password, job.Expected, StringComparison.Ordinal))
{
return;
}
account.Apply(result);
}
```
**Always post a result, including on failure.** A worker that throws and posts nothing leaves
whatever awaited it waiting forever. Catch, log, and post a failure verdict.
**Never** call into game state from the worker, and never `await` on the loop in a way that lets a
continuation resume heavy work there -- `ConfigureAwait(false)` on every await inside off-loop work.
## Memory Pooling
### STArrayPool<T>