ModernUO/dev-docs/claude-skills/modernuo-threading.md
Kamron Batman 1391c563fe
chore: Adds AI instructions and SKILLs for ModernUO codebase (#2347)
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 :#
2026-03-01 11:42:19 -08:00

6 KiB

name description
modernuo-threading Trigger when discussing async patterns, world saves, game loop, or reviewing code for threading issues. When using await, Task, or any concurrency-related code in game logic.

ModernUO Threading & Event Loop

When This Activates

  • Reviewing code for threading issues
  • Discussing async/await patterns
  • Working with world saves
  • Any mention of Task.Run, Thread, lock, ConcurrentDictionary
  • Understanding the game loop

CRITICAL RULE: Single-Threaded Game Logic

ModernUO uses a single-threaded game loop. All game logic runs on one thread. There are NO exceptions for game code.

Forbidden in Game Code

// ALL of these are WRONG in Projects/UOContent/ code:
Task.Run(() => ProcessItems());           // Background thread
new Thread(BackgroundWork).Start();       // Manual thread
ThreadPool.QueueUserWorkItem(Work);       // Thread pool
lock (_syncObj) { ... }                   // Locking
Monitor.Enter(obj);                       // Monitor
volatile int _counter;                    // Volatile
ConcurrentDictionary<int, Item> _items;   // Concurrent collections
ConcurrentQueue<T> _queue;               // Concurrent collections
Interlocked.Increment(ref _count);        // Atomics
Mutex mutex;                              // OS mutex
Semaphore sem;                            // Semaphore
ReaderWriterLockSlim rwl;                 // RW lock

Why: The game loop is single-threaded. Concurrency primitives add overhead for no benefit, and background threads would cause data races with game state.

Why await Is Safe

EventLoopContext implements SynchronizationContext and routes all await continuations back to the main thread:

// This is SAFE in game code:
await Timer.Pause(TimeSpan.FromMilliseconds(100));
// Continuation runs on the game thread, not a thread pool thread

The flow:

  1. await captures EventLoopContext as the synchronization context
  2. When the awaited task completes, the continuation is posted to EventLoopContext._queue
  3. LoopContext.ExecuteTasks() runs those continuations on the main thread during the next game loop tick

Game Loop Structure

// Simplified from Projects/Server/Main.cs
while (!Closing)
{
    _tickCount = GetTimestamp();
    _now = DateTime.UtcNow;

    Mobile.ProcessDeltaQueue();    // Send mobile state changes to clients
    Item.ProcessDeltaQueue();      // Send item state changes to clients
    Timer.Slice(_tickCount);       // Execute due timers
    NetState.Slice();              // Process network I/O
    LoopContext.ExecuteTasks();     // Run async continuations (Timer.Pause, etc.)
    Timer.CheckTimerPool();        // Refill timer pool if needed
}

EventLoopContext Details

public sealed class EventLoopContext : SynchronizationContext
{
    private readonly ConcurrentQueue<Action> _queue;          // Normal tasks
    private readonly ConcurrentQueue<Action> _priorityQueue;  // High priority
    private readonly int _maxPerFrame;                         // Default: 128

    // Posts run on next ExecuteTasks() call
    public void Post(Action d, Priority priority = Priority.Normal);

    // Send blocks if called from another thread, immediate if on game thread
    public override void Send(SendOrPostCallback d, object state);

    // Called once per game loop tick
    public void ExecuteTasks();
}

Memory: STArrayPool vs ArrayPool

In game code, use STArrayPool<T>.Shared (single-threaded, no locks):

// GOOD - no locking overhead
var buffer = STArrayPool<byte>.Shared.Rent(1024);
try { /* use buffer */ }
finally { STArrayPool<byte>.Shared.Return(buffer); }

ArrayPool<T>.Shared uses locks for thread safety -- unnecessary overhead in single-threaded context.

Memory: PooledRefList

// Stack-allocated list using pooled arrays
using var list = PooledRefList<Mobile>.Create();
list.Add(mobile);
// Automatically returns array to pool on Dispose

// For multi-threaded contexts (rare):
using var list = PooledRefList<Mobile>.CreateMT();

World Saves

World saves DO involve background work, but this is handled by server infrastructure:

  1. Serialization happens on the main thread (safe access to game state)
  2. Disk I/O may happen on background threads (no game state access)
  3. Main thread blocks briefly during serialization snapshot
// From World.cs -- save flow:
World.Save();
 Preserialize() on thread pool (allocate heaps)
 Snapshot() on main thread (serialize game state)
 WriteFiles() on thread pool (disk I/O only)

Exceptions: Server Infrastructure

These files MAY use threading (they're server infrastructure, not game logic):

  • Projects/Server/Main.cs - Event loop, thread setup
  • Projects/Server/World/World.cs - World save I/O
  • Projects/Server/Network/ - Network I/O
  • Projects/Server/Timer/Timer.Pool.cs - Pool refill

Anti-Patterns

Pattern Problem Solution
Task.Run(...) Runs on thread pool, races with game state Use Timer.StartTimer()
new Thread(...) Same as above Use Timer.StartTimer()
lock(obj) Unnecessary overhead, no contention exists Remove lock, use plain code
ConcurrentDictionary Lock-free but still overhead Use Dictionary<K,V>
volatile Memory barriers not needed on single thread Use plain field
Thread.Sleep() Blocks entire game loop Use await Timer.Pause()
ArrayPool<T>.Shared Uses locks Use STArrayPool<T>.Shared

Real Examples

  • Game loop: Projects/Server/Main.cs (RunEventLoop)
  • EventLoopContext: Projects/Server/EventLoopTasks.cs
  • STArrayPool: Projects/Server/Buffers/STArrayPool.cs
  • PooledRefList: Projects/Server/Collections/PooledRefList.cs
  • World save: Projects/Server/World/World.cs

See Also

  • dev-docs/threading-model.md - Complete threading documentation
  • dev-docs/claude-skills/modernuo-code-audit.md - Threading audit rules
  • dev-docs/claude-skills/modernuo-timers.md - Timer-based scheduling