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 :#
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| 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:
awaitcapturesEventLoopContextas the synchronization context- When the awaited task completes, the continuation is posted to
EventLoopContext._queue 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:
- Serialization happens on the main thread (safe access to game state)
- Disk I/O may happen on background threads (no game state access)
- 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 setupProjects/Server/World/World.cs- World save I/OProjects/Server/Network/- Network I/OProjects/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 documentationdev-docs/claude-skills/modernuo-code-audit.md- Threading audit rulesdev-docs/claude-skills/modernuo-timers.md- Timer-based scheduling