ModernUO/Projects/UOContent/Accounting/Security/PasswordWorker.cs
Kamron Batman 2d9d83b2fd
fix(login): finish pending password writes on a normal shutdown
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.
2026-08-08 21:54:03 -07:00

336 lines
12 KiB
C#

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