Shutdown() drained pending writes and applied them. That accomplished
nothing: no save runs on shutdown -- World.Save() is reachable only from the
autosave timer and the console command, and HandleClosed merely waits for an
in-progress write before Environment.Exit(0) -- so an applied write lands in
an Account that is immediately discarded. It was justified as becoming
correct once a shutdown save exists, which is building for a fix that does
not.
It also called Core.LoopContext.ExecuteTasks(), which is not a subscriber's
to call. Pumping the shared context from inside a shutdown handler runs other
subscribers' posted work at an arbitrary point in the event order. That drain
belongs in the core, before the events, and is recorded as such in the
follow-up handoff along with the ordering it requires.
What is left is stopping the thread, which is the same on both paths, so
shutdown and crash now share one implementation.
Several comments still described an Argon2-only worker: the class summary,
the thread name, the log message, and the dev-docs entry. The worker runs
whichever protection an account stores.
Trimmed the rest to the fact a reader cannot recover from the code, and
dropped the narration around it.
Adds a sixth worker rule to the threading model, which is the one this branch
actually learned: everything a worker calls must itself be safe off-thread,
and a process-wide singleton is not automatically safe. HashAlgorithm carries
the running digest across HashCore/HashFinal, and Utility's RNG is a shared
System.Random and game state besides. Both were reasons the worker had been
narrowed to Argon2, and both were better fixed at the source.
The worker was Argon2-only and kept its own protection instance. Both are now
unnecessary, but not for the reason the code gave.
CreateIsolated() was justified by the RNG, which was wrong. Argon2's Verify
is static-backed and stackalloc throughout, and the salt RNG is a stateless
syscall wrapper -- neither has state to race over. The real blocker was
HashAlgorithmPasswordProtection, which retains a HashAlgorithm carrying the
running digest across HashCore/HashFinal, shared through process-wide
singletons. Two threads there corrupt each other.
That is fixed at the source: hashing now goes through the one-shot static
APIs, which have no such state, allocate nothing, and produce identical
bytes. Literal digests are pinned in a test first, because these are compared
as strings against every account database -- any drift would lock out every
SHA and MD5 account at once.
PBKDF2 drew its iteration count from Utility.RandomMinMax, a shared
System.Random that is both thread-unsafe and game state. It now uses the
cryptographic RNG, matching the salt beside it.
With all three safe, the worker no longer needs to know which algorithm it is
running, and the dispatch conditions collapse to "is off-loop available". A
cheap digest now pays a thread hop it does not need, which costs login
latency we have already decided not to care about, and saves loop time we do.
The sequence guarded against a reordering that cannot happen. Dispatch runs
on the game loop, so enqueue order is dispatch order; one worker drains the
queue FIFO and processes serially; results post to the loop context in that
same order and are drained in it. Last dispatched is last applied.
The case it was written for -- two changes dispatched before either landed,
second silently dropped -- was caused by the hash-comparison guard it
replaced, not by concurrency. Removing the guard fixes it; adding a more
elaborate one was the wrong move.
Checked every inline SetPassword that bypasses the queue: the constructor and
XML import cannot have a job in flight, CheckPassword's rehash is only
reached by non-Argon2 accounts which never queue, and the two fallbacks in
PasswordWorker.SetPassword only run when nothing is queued at all or the
queue holds 4096. So there is no reachable interleave to guard.
The single worker is now load-bearing for ordering as well as for cache,
scheduling and memory. Noted where it matters, and WritesApplyInDispatchOrder
pins it through the real queue so a second worker would fail a test rather
than silently reorder writes.
The liveness check in the worker loop read a null NetState as a dead one:
if (job.State?.Running != true) { continue; }
A password change carries no connection, so State is null, null != true, and
every off-loop SetPassword was silently dropped -- the hash never ran, the
account was never written, and the callback that confirms it to the player
never fired. Apply() had the null case right; the dequeue check did not.
Nothing caught it because the tests all drove ComputeInline, which bypasses
the queue entirely. Adds one that goes through TryEnqueue and pumps the loop
context, which fails against the old check.
Also drops the unused Pending property and narrows MaxPending to private.
Exit() was never wired, so it was dead code either way. Wiring it correctly
depends on which teardown path is running.
On a normal shutdown EventSink.Shutdown fires on the game thread after the
loop has stopped, which is the last chance pending work gets: results the
worker already posted are sitting on a loop context nothing will pump again.
So the thread is stopped, the context drained once, and queued writes are
computed and applied in place. Verifies are dropped instead -- they only
decide a login, and every connection is closing.
On a crash there is no usable game thread, so nothing may be applied and the
thread is simply stopped. Subscribed separately because HandleClosed skips
InvokeShutdown when _crashed is set, which would otherwise leave the crash
path unhandled entirely.
Wired from AccountHandler.Initialize rather than a Configure on the worker:
AssemblyHandler.AddMethods binds Static | Public, so a Configure on an
internal type is never discovered.
SetPassword derives a full Argon2 hash, so the [password command, the admin
gump, account creation and the XML import each cost ~8.9 ms of frozen world.
Only the login verify had been moved.
DRY-ing the two paths surfaced a correctness trap rather than just shared
code. ApplyPasswordUpgrade guarded by comparing the stored hash, which is
right for a login rehash -- do not clobber a newer password with a rehash of
the one it superseded -- but wrong for an explicit change: two changes
dispatched before either landed would drop the second and silently keep the
older password. Ordering is now a per-account dispatch sequence claimed on
the loop, which gives "newest wins" for both callers through one mechanism.
SetPassword bumps it as well, so an inline write also supersedes an in-flight
one.
One job type serves both: PasswordJob carries an optional verify phrase and
an optional hash phrase plus an OnComplete that runs on the loop, so a login
verifies and may rehash while a password change only hashes. The class is
PasswordWorker now, since verification no longer describes what it does.
PasswordWorker.SetPassword is the single entry point and falls back to
hashing inline when the gate is off or the queue is saturated -- unlike a
login, a password change must never be silently dropped, and it is rare
enough that the loop can absorb one.
The [password confirmation moves into the callback, because off the loop it
has not happened when the call returns. Account creation stays inline: it
gates the login flow, so deferring it restructures the accept path.
The threading model's forbidden-patterns table bans new Thread,
ConcurrentQueue, Interlocked, Semaphore and volatile in UOContent, and its
exceptions list covered only Projects/Server. Both the new password
verification worker and the existing Advanced Search fan-out already sat
outside it, so the rule as written flagged working code.
Adds a vetted-workers section that leads with proving the need rather than
listing primitives: measure on-loop time rather than wall-clock, gate on core
count because off-loading creates no CPU, and account for what stays behind.
Game logic is still never threaded -- if it is too slow for one tick it gets
chunked across ticks, and that is spelled out with an example so the
distinction is not left implicit. Then the five rules a worker must satisfy,
and the hand-off protocol in both directions, including that the continuation
must re-validate anything that could have moved and that a failure must still
post a verdict.
Both vetted workers are listed with their justification, so a future reader
can tell whether either still earns its complexity.
CLAUDE.md rule #10 gains the same "prove it first" clause. Rules #3 and #10
already covered chunking, yielding to saves, and both hand-back routes.
Also trims the implementation comments: the measurement narrative belongs in
the handoff document, not in a class header.
Two fixes to the pending queue.
A queued job whose client has gone was still costing a full ~9 ms verify for
a verdict nobody would receive. It is now dropped at dequeue, which reclaims
the slot immediately -- and that matters most during the reconnect rush that
builds a queue in the first place. Running only ever transitions true to
false, so reading it off-thread can waste a hash but can never skip a live
connection.
The 128 cap was a second, far tighter bound on something the engine already
bounds. AccountLogin rejects a duplicate 0x80 via SentFirstPacket, so a
connection holds at most one pending verify, and concurrent connections are
capped at 4096. The cap now matches that, making it a backstop against the
one-per-connection invariant breaking rather than a policy that fires first
on real players -- an 800-client boot rush was eight times over the old
limit.
It was never a flood defence and no longer claims to be. A cap low enough to
blunt an attack rejects legitimate logins for its duration, which is the
denial of service arriving by another route; a cap high enough to avoid that
blunts nothing. That belongs at the connection layer, where IP bans and the
accept gate stop an attacker before he costs a hash.
An Argon2 verify is ~8.9 ms of frozen world per login attempt, successful or
not, so a credential flood is a full-cost stall per packet without needing
valid credentials. Measurement puts the on-loop saving at 3.5-8.9 ms: the
hand-off costs ~220 ns, and the only real residue is the loop's own work
slowing while a memory-hard KDF evicts shared L3.
One worker, not a pool. The per-login contention tax falls with concurrency
while total loop damage rises, so one hasher harms the loop least; and a
single hasher cannot cost the loop more than the inline verify under any
scheduling regime, because at worst it takes an equal share of one core.
That bound is what lets the measurement extrapolate to hardware we cannot
inspect, and a pool breaks it. It also caps live Argon2 arenas at one,
which answers memory exhaustion without a separate mechanism.
Scoped to Argon2-stored accounts. SHA and MD5 protections share a
HashAlgorithm instance whose ComputeHash is not thread safe, and they cost
microseconds anyway. Their one-time rehash into Argon2 stays on the loop
too: it costs a migrating account a single 8.9 ms login exactly as today.
The worker parks on an AutoResetEvent and never spins. The spin in
SerializationThreadWorker exists to wait on a producer mid-drain; there is
no such race here, so this is strictly cheaper at idle. It yields while the
world is in PendingSave or Saving -- PendingSave included, because the
serialization threads are already awake and spinning on an empty queue by
then.
Phrase derivation moves to AccountSecurity.DerivePhrase so verification and
rehash cannot disagree about the rule, which is the shape of the lockout
fixed in #2562. ApplyPasswordUpgrade refuses to write when the stored hash
changed while the verify ran, so a password set mid-flight is not replaced
by a rehash of the one it superseded.
## What
- Bind the login auth id to the account **and** origin address that earned it, make it a CSPRNG draw, expire it after two minutes, and spend it only once its owner presents it.
- Skip the password verify on `GameLogin` (0x91) when the presented id vouches for the submitted username and address.
## Why
A full client login hashes the password twice — `AccountLogin` (0x80) and then `GameLogin` (0x91). At the current Argon2 parameters that is **most of a 16 ms frame each, on the single-threaded game loop**, for every login attempt.
The second verify is redundant. `GameLogin` already requires an id from `_authIDWindow`, and that window is only populated by `GenerateAuthID`, called from `PlayServer` — reachable only after 0x80 has already authenticated the account **in this same process**. ModernUO Gateway has its own auth-id passing mechanism and is out of scope here.
## Why the id needed hardening first
Skipping the verify promotes the id from a correlation token to a bearer token, and it was not one:
- drawn from `Utility.Random` → `BuiltInRng`, a non-cryptographic PRNG
- bound to nothing — `AuthIDPersistence` carried only `Age` and `Version`
- never expiring; `Age` was only read to pick an eviction victim
A guessed id got you nothing while the password was still checked. Without that check it would have been an account takeover, so the id is now a CSPRNG draw, single-use, two-minute TTL, and bound to both the account and the origin address.
What remains is observing a live id on the client's network or machine — which the server cannot defend against under any design, and which already yields the password itself, since the client transmits it in the same handshake.
Network switching mid-login is deliberately unsupported.
## Behaviour
A full verify was always required before this change, and ids never expired, so every "before" is a password check.
| Case | Before | After |
|---|---|---|
| Id absent | Disconnect | Disconnect |
| Address mismatch | Verify | **Disconnect** |
| Account mismatch | Verify | **Disconnect** |
| Expired | Verify | **Verify** |
| Id vouches | Verify | **Skip** |
No case grants access the previous code would have denied. Expiry deliberately falls back to the verify rather than disconnecting — a player can idle, and turning that into a lockout would be a regression for no gain.
## Look, then take
An id is not consumed until the presenter has shown it is theirs. Removing it first would let anyone who lands on a live id burn it, and its owner would arrive to `"Unable to find auth id."` and have to log in again over a packet they had no part in.
The **address is compared before the account**, so a guesser from anywhere else is rejected before a username is ever looked at. That is what makes it safe to leave the id in place on a mismatch: there is no username-enumeration risk to trade against, and the only presenter who could enumerate is already on the victim's own address.
## The window is not a cap
It was 128 entries with the oldest evicted to make room. That is a cap on *concurrent logins*, not a resource bound: 800 people picking a server at once would have live ids discarded and those clients would arrive to `"Unable to find auth id."` — a failed login caused by nothing except other people logging in.
Issuing now sweeps expired entries and lets the window grow if everything in it is still live. Unbounded is safe here: an entry costs a **successful** password verify to create and dies after two minutes, so its size tracks logins genuinely in flight.
Removing an id when its connection drops is not an option, and this was checked rather than assumed — `NetState.cs:787` disconnects the login connection *deliberately*, immediately after the id is issued, and that disconnect is never cancelled. Surviving it is the whole purpose of the id. Expiry is the only correct reclamation.
## Handshake hardening
Choosing a server queues a disconnect, but the queue drains on the *next* slice, so a client pipelining into the same recv buffer can reach the handshake handlers again. Two had no do-once guard:
- `LoginServerSeed` (0xEF) now rejects when `state.Seeded` is already set.
- `PlayServer` (0xA0) now rejects when `state.AuthId != 0` — otherwise a connection that had already spent its id would be handed the spent one back.
Issuing is also idempotent (`EnsureAuthId`), so a connection holds exactly one id by construction and an orphan is impossible rather than something to clean up. The login state machine itself is untouched.
Also fixes a fall-through: the "Unable to find auth id" branch disconnected without returning, then continued with a default entry and nulled `state.Version`.
## Testing
`ConsumeAuthId` is a seam with no `NetState` dependency, so the auth decision is tested directly: vouching, account mismatch, address mismatch, case-insensitive usernames, IPv4-mapped-IPv6, unknown ids, single-use by the owner, **a rejected attempt leaving the id redeemable**, expiry-into-verify, and an 800-id login rush that must evict nobody. Expiry is driven by moving `Core._now`, not by waiting. Every new clause was verified to discriminate by removing it and confirming only its own tests fail.
## Cost
Halves the per-login game-loop cost. This does not make hashing cheaper or move it off the loop — that is gated on a measurement described in `docs/handoffs/2026-08-07-off-loop-argon2-hashing.md`.
> ⚠️ **Rollback hazard — one-way door once logins are taken.** Serialization is unchanged, so a save
> written by this build still *loads* on the previous one. Its contents do not survive the trip: on
> its first successful login each account is rehashed to `$argon2id$`, and the previous build ships
> Argon2.Bindings 1.19.0, whose `Verify` is gated by the verifier's own configured type and answers
> `false` for an `$argon2id$` hash. **After a shard running this build has accepted logins, do not
> roll back past this commit** — every account that logged in is locked out on the older binary, and
> the only recovery is rolling forward again or resetting passwords by hand. Roll back only from a
> save taken before the first post-deploy login.
Requires [Argon2.Bindings 1.20.0](https://github.com/modernuo/Argon2.Bindings/pull/14), now published.
## What
- Consume `Argon2.Bindings` 1.20.0, which resolves the Argon2 type from the stored PHC string rather than from the verifier's own configuration.
- Default to **Argon2id, m=16384, t=1, p=1** — 8.51 ms against the old Argon2i 8 MiB t=3 at 10.11 ms. Cheaper *and* stronger.
- Rehash on a successful login whenever the stored parameters are stale, not only when the algorithm changes.
- Fix `SetPassword`, which derived the password phrase from the outgoing algorithm while storing it under the incoming one.
## Why
**Verification was gated by the verifier's configured type.** `Verify` passed the instance's own `ArgonType` to native `argon2_verify`, whose `decode_string` rejects a disagreeing `$argon2i$`/`$argon2id$` prefix and returns `DECODING_FAIL` — folded into `false`, the same answer as a wrong password. Switching the default type would have locked out every existing account, and `VerifyAndUpdate` could not have migrated them either: it delegates to the same type-fixed `Verify` and never compared `ArgonType`. Fixed upstream in 1.20.0. The pinned legacy-`$argon2i$` test here fails on 1.19.0 for exactly that reason, which is what makes the package bump load-bearing rather than incidental.
**Changing the defaults would otherwise have reached nobody.** Argon2's PHC string embeds `m`, `t` and `p`, so verification uses the parameters stored with each account, not the configured ones — and verification is the hot path. `CheckPassword` only rehashed when the *algorithm* changed, never when its cost parameters did, so on an established shard the new defaults would have applied to new accounts only. `IPasswordProtection.NeedsRehash` closes that: it defaults to `false`, so PBKDF2 and the `HashAlgorithm` protections are untouched — only Argon2 carries its cost inside the stored value.
**`SetPassword` picked the phrase rule from the wrong algorithm.** SHA1 and SHA2 salt the phrase with the username; Argon2 and PBKDF2 do not. It chose the rule from the *outgoing* algorithm while storing under the *incoming* one, so any algorithm change wrote a credential its own next verify could not reproduce. It now assigns `PasswordAlgorithm` first and derives the phrase from that. Note this ordering is load-bearing and invisible — `UpgradingAlgorithm_DoesNotLockTheAccountOut` is what pins it.
## Cost
Verification is re-derivation, so these are login numbers. A full login calls `CheckPassword` twice — `AccountLogin` (0x80) then `GameLogin` (0x91): **~20 ms before, ~17 ms after**, plus a one-time ~8.5 ms rehash on each account's migrating login.
That cost is still paid on the game loop. Moving hashing off-loop is deliberately **not** in this PR — it needs a pending-auth state in the login handlers, bounding of in-flight hashes, and login rate limiting.
### Summary
.NET 8 supports Xoroshiro 256** off the shelf and added Shuffle. Switching to that implementation.
### Developer Notes
* Removed many convenience methods that weren't used.
**Only one functional change**
* Fixes a bug in LogFactory where `Warning` is being logged as `Information`
Non-functional changes:
* Updates/Fixes copyright headers
* Removes namespace scopes for core files.
View with [whitespace off](https://github.com/modernuo/ModernUO/pull/1187/files?w=1).
* Fixes an issue with moving directories across volumes
* Removes usages of WebClient
* Removes usages of Cryptographic Providers
Note: Even though .NET 6 introduces Xoshiro RNG, there is no way to control the seed. I'll do some reconciliation of Xoshiro so it functions closer to the built in one. For the most part, it has parity though.
Benchmarks show there is nothing odd about the implementations, they are within 1ns of each other.
- [X] Removes some string allocations (e.g. split)
- [X] Optimizes some collections
- [X] Converts insensitive to extension methods of built-ins.
- [X] Adds ordinal (case sensitive) string helpers
- [X] Fixes conditionals for in-game commands so they use Ordinal comparisons.
- [X] Replaces ToLower.Contains with InsensitiveContains
- [X] Adds ValueStringBuilder
- [X] Implements ValueStringBuilder in a few places where it makes sense
- [X] Removes the redundant Wrap function and replaces it with an optimized version
- [X] Fixes list conversions in Utility
Closes#351
Bumps release version
- [X] Fixes several bugs
- [X] Updates more ordinal issues
- [X] Cleans up the code a bit
- [X] Turns classes static that should have been
- [X] Changes TcpServer.Instances to a HashSet
Bumps release version