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.
336 lines
12 KiB
C#
336 lines
12 KiB
C#
/*************************************************************************
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* ModernUO *
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* Copyright 2019-2026 - ModernUO Development Team *
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* Email: hi@modernuo.com *
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* File: PasswordWorker.cs *
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* *
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* This program is free software: you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation, either version 3 of the License, or *
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* (at your option) any later version. *
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* *
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* You should have received a copy of the GNU General Public License *
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* along with this program. If not, see <http://www.gnu.org/licenses/>. *
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*************************************************************************/
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using System;
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using System.Collections.Concurrent;
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using System.Threading;
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using Server.Logging;
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using Server.Network;
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namespace Server.Accounting.Security;
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/// <summary>
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/// Work handed to the password thread. Strings and references it only carries: the worker reads no
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/// game state and writes none.
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///
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/// Either half is optional, which is what lets one job type serve both callers. A login verifies
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/// and may rehash; an explicit password change only hashes.
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/// </summary>
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internal sealed class PasswordJob
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{
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public Account Account;
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/// <summary>Ties the job to a connection. Null when the work is not gated on one, such as a
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/// password change by an admin.</summary>
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public NetState State;
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/// <summary>Hash to verify against, with <see cref="VerifyPhrase"/>.</summary>
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public string StoredHash;
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/// <summary>Phrase to verify, or null to skip verification.</summary>
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public string VerifyPhrase;
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/// <summary>Phrase to hash, or null when nothing needs writing.</summary>
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public string HashPhrase;
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public PasswordProtectionAlgorithm TargetAlgorithm;
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/// <summary>Write slot claimed at dispatch, checked by
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/// <see cref="Account.ApplyPasswordWrite"/>.</summary>
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public int Sequence;
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/// <summary>Runs on the game loop with the result. Free to touch game state.</summary>
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public Action<PasswordJob, PasswordOutcome> OnComplete;
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}
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internal readonly struct PasswordOutcome
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{
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/// <summary>True when no verification was asked for, or it succeeded.</summary>
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public readonly bool Verified;
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/// <summary>The derived hash, or null when nothing was hashed or verification failed.</summary>
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public readonly string Hash;
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public PasswordOutcome(bool verified, string hash)
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{
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Verified = verified;
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Hash = hash;
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}
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}
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/// <summary>
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/// Runs Argon2 off the game loop, where a verify costs ~8.9 ms of frozen world per login attempt.
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///
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/// Exactly one worker. A single background hasher cannot cost the loop more than the inline verify
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/// under any scheduling regime, because at worst it takes an equal share of one core; a pool breaks
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/// that bound and is what would make the gain hardware-dependent. It also caps live Argon2 arenas
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/// at one, and does the least total harm to the loop's own cache footprint.
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///
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/// ~110 verifies/sec, which is ample: login latency is not a concern, only loop time.
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/// </summary>
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internal sealed class PasswordWorker
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{
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private static readonly ILogger logger = LogFactory.GetLogger(typeof(PasswordWorker));
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/// <summary>
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/// Backstop, not a flood defence. <c>SentFirstPacket</c> holds a connection to one pending
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/// verify and the engine caps connections at 4096 (<c>NetState.Network.cs</c>), so this matches
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/// that bound and can only trip if the one-per-connection invariant breaks. A cap low enough to
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/// blunt an attack would reject real players first -- during a mass reconnect they are the
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/// queue. Flood defense belongs at the connection layer.
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/// </summary>
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internal const int MaxPending = 4096;
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// Nothing signals the worker when a save freeze ends, so it re-checks on this interval -- but
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// only while a save is in progress, never in steady state.
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private const int SaveGatePollMs = 50;
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private static PasswordWorker _instance;
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// Needs a spare core to move work to, which a 1-2 core host does not have. Off in DEBUG:
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// dev boxes and test shards have few logins and are better served by the simpler path.
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internal static bool Enabled { get; } =
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#if DEBUG
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false;
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#else
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Environment.ProcessorCount >= 4;
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#endif
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private readonly Thread _thread;
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private readonly AutoResetEvent _work = new(false);
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private readonly ConcurrentQueue<PasswordJob> _queue = new();
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// Its own Argon2: verification is static-backed and safe to share, hashing draws from a
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// per-instance RNG and is not.
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private readonly IPasswordProtection _argon2 = Argon2PasswordProtection.CreateIsolated();
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private int _pending;
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private volatile bool _exit;
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private PasswordWorker()
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{
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_thread = new Thread(Execute)
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{
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IsBackground = true,
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Name = "Password Verification"
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};
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_thread.Start();
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}
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// Created on first use, so a shard that never takes the off-loop path never allocates a thread.
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private static PasswordWorker Instance => _instance ??= new PasswordWorker();
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internal static int Pending => _instance?._pending ?? 0;
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/// <summary>
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/// Queues a job. False when the queue is full, in which case the caller must reject the login
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/// without verifying.
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/// </summary>
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internal static bool TryEnqueue(PasswordJob job) => Instance.TryEnqueueCore(job);
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private bool TryEnqueueCore(PasswordJob job)
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{
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if (Volatile.Read(ref _pending) >= MaxPending)
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{
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return false;
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}
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Interlocked.Increment(ref _pending);
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_queue.Enqueue(job);
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_work.Set();
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return true;
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}
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/// <summary>
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/// Checked before each job, which bounds a save overlap to whichever hash was already running:
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/// the freeze holds the loop, so nothing new can be queued during it. PendingSave counts too --
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/// the serialization threads are already awake and spinning on an empty queue by then.
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/// </summary>
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private static bool CanRunNow() => World.WorldState is WorldState.Running or WorldState.WritingSave;
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private void Execute()
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{
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while (!_exit)
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{
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if (_queue.IsEmpty)
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{
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// A kernel block at zero CPU. Set() during a hash leaves the event signalled, so a
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// wake arriving mid-job is not lost.
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_work.WaitOne();
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continue;
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}
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if (!CanRunNow())
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{
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_work.WaitOne(SaveGatePollMs);
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continue;
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}
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if (!_queue.TryDequeue(out var job))
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{
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continue;
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}
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Interlocked.Decrement(ref _pending);
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// Gone while it waited: skip it rather than spend ~9 ms on a verdict nobody receives.
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// Running only goes true -> false, so a stale read wastes a hash but can never skip a
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// live connection.
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if (job.State?.Running != true)
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{
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continue;
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}
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PasswordOutcome outcome;
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try
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{
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outcome = Compute(job);
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}
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catch (Exception ex)
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{
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// A verdict must still come back, or the connection never gets a reply.
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logger.Error(ex, "Password verification failed for {Username}", job.Account?.Username);
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outcome = new PasswordOutcome(false, null);
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}
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Core.LoopContext.Post(() => Apply(job, outcome));
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}
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}
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private PasswordOutcome Compute(PasswordJob job)
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{
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if (job.VerifyPhrase != null && !_argon2.ValidatePassword(job.StoredHash, job.VerifyPhrase))
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{
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return new PasswordOutcome(false, null);
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}
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return new PasswordOutcome(
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true,
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job.HashPhrase == null ? null : _argon2.EncryptPassword(job.HashPhrase)
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);
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}
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private static void Apply(PasswordJob job, PasswordOutcome outcome)
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{
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// Re-checked: a connection can drop while the result sits in the loop queue. Jobs with no
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// connection attached, such as an admin password change, are unaffected.
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if (job.State != null && !job.State.Running)
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{
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return;
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}
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if (outcome.Verified && outcome.Hash != null)
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{
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job.Account.ApplyPasswordWrite(job.Sequence, outcome.Hash, job.TargetAlgorithm);
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}
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job.OnComplete?.Invoke(job, outcome);
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}
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/// <summary>
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/// Sets a password, off the loop when that is available and inline otherwise, invoking
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/// <paramref name="onDone"/> on the loop either way. Both branches claim a write slot first, so
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/// the newest request wins however the work was routed.
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///
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/// The confirmation belongs in <paramref name="onDone"/>, not at the call site: off-loop it has
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/// not happened yet when the call returns.
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/// </summary>
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internal static void SetPassword(Account account, string plainPassword, Action<bool> onDone)
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{
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if (!Enabled || AccountSecurity.CurrentAlgorithm != PasswordProtectionAlgorithm.Argon2)
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{
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account.SetPassword(plainPassword);
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onDone?.Invoke(true);
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return;
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}
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var job = new PasswordJob
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{
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Account = account,
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HashPhrase = account.GetRehashPhrase(plainPassword),
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TargetAlgorithm = AccountSecurity.CurrentAlgorithm,
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Sequence = account.BeginPasswordWrite(),
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OnComplete = (_, outcome) => onDone?.Invoke(outcome.Hash != null)
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};
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if (!TryEnqueue(job))
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{
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// Saturated. A password change is rare and must not be silently dropped, so this one
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// pays the hash on the loop rather than failing.
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account.SetPassword(plainPassword);
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onDone?.Invoke(true);
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}
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}
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/// <summary>Runs a job on the calling thread. The seam the tests drive.</summary>
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internal static PasswordOutcome ComputeInline(PasswordJob job) =>
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Instance.Compute(job);
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/// <summary>
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/// Normal shutdown. The loop has stopped but this runs on the game thread, so pending work can
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/// be finished in place -- which is the only chance it gets, since nothing will pump the loop
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/// context again.
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///
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/// Only writes are finished. A verify decides a login, and every connection is closing.
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/// </summary>
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internal static void Shutdown()
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{
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var instance = _instance;
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if (instance == null)
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{
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return;
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}
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instance.StopThread();
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// Results posted before the thread stopped are still queued on a loop that has exited.
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Core.LoopContext.ExecuteTasks();
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while (instance._queue.TryDequeue(out var job))
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{
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Interlocked.Decrement(ref instance._pending);
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if (job.HashPhrase == null)
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{
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continue;
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}
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var outcome = instance.Compute(job);
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if (outcome.Verified && outcome.Hash != null)
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{
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job.Account.ApplyPasswordWrite(job.Sequence, outcome.Hash, job.TargetAlgorithm);
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}
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}
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}
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/// <summary>
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/// Crash. There is no usable game thread, so nothing may be applied -- stop the thread and let
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/// whatever was pending go. Subscribed separately because <c>HandleClosed</c> skips
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/// <c>InvokeShutdown</c> when the server crashed.
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/// </summary>
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internal static void OnCrashed(ServerCrashedEventArgs e) => _instance?.StopThread();
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private void StopThread()
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{
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_exit = true;
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_work.Set();
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_thread.Join(TimeSpan.FromSeconds(5));
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}
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}
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