ModernUO/Projects/UOContent/Engines
Kamron Batman 1a9cec1dbb
fix(advancedsearch): clear pause and sample exit before signaling the drain (#2549)
## Summary

`AdvancedSearchThreadWorker.Execute` signals `_stopEvent` **before** clearing `_pause` and **before** reading the exit condition. `Sleep()` unblocks the instant that signal fires, so the owning thread can begin the next cycle while the worker is still finishing the previous one — and the worker's two trailing operations then land on the new cycle's state.

`SerializationThreadWorker` already orders the same handshake correctly and documents why (`Projects/Server/Serialization/SerializationThreadWorker.cs`):

```csharp
// The owning thread may start another pause cycle the moment _stopEvent is set
// (Exit does exactly that). Clear _pause and sample the exit condition before
// signaling, or the new cycle's pause request is clobbered / its Sleep orphaned.
var exiting = Core.Closing || worker._exit;
Volatile.Write(ref worker._pause, false);
worker._stopEvent.Set();
```

This applies the same ordering to the search worker. Three lines; no behavior change on the happy path.

## The two failures

**Reuse hang.** The next cycle's `Wake`/`Push`/`Sleep` writes `_pause = true`, then the worker's stale `_pause = false` lands on top of it. The inner loop never observes `pauseRequested`, its queue is already empty, and it spins on `Thread.Yield()` forever — so the owning thread's next `Sleep()` waits on a `_stopEvent` that is never set again. A single search wakes each worker exactly once, so this only surfaces once `_threadWorkers` is reused by a later search.

**Orphaned `Exit()`.** `Exit()` sets `_exit`, `Wake()`s, then `Sleep()`s — the moment the drain's `Sleep()` returns. Reading `_exit` *after* the signal, the worker can observe that fresh `_exit`, return without ever consuming the `Wake`, and leave `Exit()`'s `Sleep()` waiting on a signal nobody will send. The `_thread.IsAlive` guard doesn't close this: the thread passes the check and returns immediately after.

## Verification

Verified with two throwaway timing tests — 25k reuse cycles and 2k drain-then-`Exit` cycles, each under a bounded wait:

| ordering | result |
|---|---|
| previous | `Failed: 2, Passed: 3` — both reproduce, cleanly at the 20s bound |
| this PR | 3 consecutive runs, 5/5, ~0.6s |

**Those tests are deliberately not included.** Their reproduction threshold is a property of one machine's scheduler — at 2k and 200 cycles the buggy build passed — so as permanent tests they'd cost ~560ms and 2000 thread creations on every suite run for a guarantee that may not hold on a CI runner. The ordering is protected the same way `SerializationThreadWorker`'s is: by the comment at the call site.

`UOContent.Tests`: **597/597**.
2026-07-25 15:32:06 -07:00
..
Advanced Search fix(advancedsearch): clear pause and sample exit before signaling the drain (#2549) 2026-07-25 15:32:06 -07:00
BuffIcons feat: Standardizes South/East selection gumps (#1839) 2025-02-14 00:15:14 -08:00
Bulk Orders perf(saves): eliminate world-save freeze bottlenecks (~9.5x faster freeze) (#2525) 2026-07-16 22:53:28 -07:00
CannedEvil feat: Adds Mobile.Murderer virtual property, consolidates kill-threshold checks (#2355) 2026-03-06 08:36:41 -08:00
Character Creation fix: Fixes bug with non blessed starter spellbooks (#2368) 2026-03-13 00:20:23 -07:00
Chat fix: Bumps deps. Updates copyrights (#2353) 2026-03-05 19:36:54 -08:00
ConPVP feat: Pre-Publish 14 Crafting (supersedes #2181, #2381) (#2476) 2026-06-07 20:27:22 -07:00
Craft feat(throwing): core gargoyle Throwing skill (SA) (#2510) 2026-07-02 21:06:11 -07:00
Doom chore: Use var everywhere (#2294) 2025-12-27 16:47:28 -08:00
Ethics perf(saves): eliminate world-save freeze bottlenecks (~9.5x faster freeze) (#2525) 2026-07-16 22:53:28 -07:00
Events fix: Streamlines event scheduler API. Adds months to weekly recurrence (#2178) 2025-05-07 22:42:44 -07:00
Factions fix: Harden Advanced Search: crash-safety, autosave, correct results & worker fixes (#2543) 2026-07-21 07:51:06 -07:00
FeatureFlags feat: expand cache to nearly all mobiles + dynamic-obstacle pass (#2447) 2026-05-06 00:14:08 -07:00
Harvest chore: Use var everywhere (#2294) 2025-12-27 16:47:28 -08:00
Help feat: Add zero-alloc interpolation handler to ValueStringBuilder, replace all StringBuilder usage (#2387) 2026-03-22 14:23:44 -07:00
Khaldun feat: Converts PuzzleChest to generator, optimizes (#2318) 2026-01-26 21:20:01 -06:00
ML Quests feat: Pre-Publish 14 Crafting (supersedes #2181, #2381) (#2476) 2026-06-07 20:27:22 -07:00
Party fix: Eliminates double lookup with Contains->Remove (#2539) 2026-07-19 09:26:27 -07:00
Pathing fix(pathfinding): stop opening every .swb twice at boot (#2548) 2026-07-25 13:07:20 -07:00
Plants feat: Pre-Publish 14 Crafting (supersedes #2181, #2381) (#2476) 2026-06-07 20:27:22 -07:00
Player Murder System feat: Pre-Publish 14 Crafting (supersedes #2181, #2381) (#2476) 2026-06-07 20:27:22 -07:00
Quests refactor: decompose mobile/corpse hair, delete VirtualHairInfo, fix removal serial (#2462) (#2463) 2026-06-06 14:33:28 -07:00
Spawners refactor(spawners): replace DynamicJson with typed SpawnerDto records (#2505) 2026-06-25 23:24:45 -07:00
Stealables feat(throwing): wire SA loot flavor + Valkyrie's Glaive stealable (#2512) 2026-07-02 22:28:55 -07:00
Treasures of Tokuno fix: Optimizes items to use default weights. (Part 1) (#2240) 2025-07-24 14:44:39 -07:00
UltimaStore fix: Fixes thread guard and cleans up incoming packet reader (#1641) 2023-12-19 17:04:09 -08:00
Veteran Rewards feat: Pre-Publish 14 Crafting (supersedes #2181, #2381) (#2476) 2026-06-07 20:27:22 -07:00
Virtues perf: Migrates Virtue gumps from legacy Gump to DynamicGump/StaticGump. (#2410) 2026-04-25 16:40:07 -07:00