ModernUO/dev-docs/threading-model.md
Kamron Batman b34c8b32ef
perf(login): move password writes off-loop too, behind one mechanism
SetPassword derives a full Argon2 hash, so the [password command, the admin
gump, account creation and the XML import each cost ~8.9 ms of frozen world.
Only the login verify had been moved.

DRY-ing the two paths surfaced a correctness trap rather than just shared
code. ApplyPasswordUpgrade guarded by comparing the stored hash, which is
right for a login rehash -- do not clobber a newer password with a rehash of
the one it superseded -- but wrong for an explicit change: two changes
dispatched before either landed would drop the second and silently keep the
older password. Ordering is now a per-account dispatch sequence claimed on
the loop, which gives "newest wins" for both callers through one mechanism.
SetPassword bumps it as well, so an inline write also supersedes an in-flight
one.

One job type serves both: PasswordJob carries an optional verify phrase and
an optional hash phrase plus an OnComplete that runs on the loop, so a login
verifies and may rehash while a password change only hashes. The class is
PasswordWorker now, since verification no longer describes what it does.

PasswordWorker.SetPassword is the single entry point and falls back to
hashing inline when the gate is off or the queue is saturated -- unlike a
login, a password change must never be silently dropped, and it is rare
enough that the loop can absorb one.

The [password confirmation moves into the callback, because off the loop it
has not happened when the call returns. Account creation stays inline: it
gates the login flow, so deferring it restructures the accept path.
2026-08-08 12:25:49 -07:00

13 KiB

ModernUO Threading Model

This document covers ModernUO's single-threaded game loop architecture, the EventLoopContext synchronization context, memory pooling, and rules for safe concurrent code.

Core Principle: Single-Threaded Game Logic

All game logic in ModernUO runs on a single thread. There are no exceptions for code under Projects/UOContent/.

This means:

  • No locks, mutexes, or synchronization primitives needed
  • No concurrent collections needed
  • No volatile fields needed
  • No race conditions possible in game code
  • await is safe because continuations route through EventLoopContext

Game Loop

The game loop in Projects/Server/Main.cs runs continuously:

public static void RunEventLoop()
{
    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.CheckTimerPool();        // Refill timer pool if needed

        // World save handling
        if (_performSnapshot)
        {
            World.Snapshot(_snapshotPath);
            _performSnapshot = false;
        }
    }
}

Each iteration:

  1. Updates timestamp
  2. Sends pending mobile/item updates to clients
  3. Fires due timers
  4. Processes incoming network packets
  5. Runs async continuations (from await)
  6. Checks timer pool health
  7. Handles world save snapshots if requested

EventLoopContext

EventLoopContext implements SynchronizationContext to ensure all await continuations run on the game thread.

Defined in Projects/Server/EventLoopTasks.cs:

public sealed class EventLoopContext : SynchronizationContext
{
    public enum Priority { Normal, High }

    private readonly ConcurrentQueue<Action> _queue;
    private readonly ConcurrentQueue<Action> _priorityQueue;
    private readonly Thread _mainThread;
    private readonly int _maxPerFrame;  // Default: 128

    // Post: queues action for next ExecuteTasks() call
    public void Post(Action d, Priority priority = Priority.Normal);

    // SynchronizationContext.Post: used by await
    public override void Post(SendOrPostCallback d, object state);

    // Send: immediate if on main thread, blocks if on other thread
    public override void Send(SendOrPostCallback d, object state);

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

How await Works

// Safe in game code:
await Timer.Pause(TimeSpan.FromMilliseconds(100));
// After the pause, execution continues on the game thread

Flow:

  1. await captures EventLoopContext as the current SynchronizationContext
  2. When the awaited task completes, the continuation is posted to _queue
  3. LoopContext.ExecuteTasks() runs the continuation on the main thread
  4. Game state is safely accessible

Task Limits

  • Maximum 128 tasks per frame by default (configurable)
  • High-priority tasks (_priorityQueue) are always processed first
  • Normal tasks are processed up to the per-frame limit

Forbidden Patterns

In Game Code (Projects/UOContent/)

Pattern Problem Alternative
Task.Run(...) Runs on thread pool, races with game state Timer.StartTimer()
new Thread(...) Manual thread, races with game state Timer.StartTimer()
ThreadPool.QueueUserWorkItem(...) Thread pool, same issue Timer.StartTimer()
lock(obj) { ... } Unnecessary overhead, no contention Remove lock
Monitor.Enter(obj) Same as lock Remove
volatile int _field Memory barriers not needed Plain field
ConcurrentDictionary<K,V> Lock-free overhead, unnecessary Dictionary<K,V>
ConcurrentQueue<T> Same Queue<T> or List<T>
ConcurrentBag<T> Same List<T>
Interlocked.Increment(...) Atomic operations unnecessary _field++
Mutex / Semaphore OS-level sync, unnecessary Remove
ReaderWriterLockSlim Lock overhead, unnecessary Remove
Thread.Sleep(ms) Blocks entire game loop await Timer.Pause(ms)

Exceptions: Server Infrastructure

These files in Projects/Server/ MAY use threading because they handle I/O outside the game loop:

  • Main.cs -- Event loop setup, thread configuration
  • World/World.cs -- World save disk I/O (serialization on main thread, writes on background)
  • Network/ -- Network I/O processing
  • Timer/Timer.Pool.cs -- Async pool refill
  • EventLoopTasks.cs -- The synchronization context itself

Exceptions: Vetted Workers in Projects/UOContent/

Take great care here. A background thread is a last resort, not a tool of first choice.

The table above is about game logic, which is never threaded. A dedicated worker that touches no game state is the sanctioned way to move CPU-heavy or I/O work off the loop, and it necessarily uses primitives the table forbids -- new Thread, ConcurrentQueue<T>, Interlocked, AutoResetEvent, volatile. Those are legitimate at the thread boundary, and nowhere else.

First: prove the need

Do not add a worker because something "looks slow". Measure, and measure the right thing:

  • Measure on-loop time, not wall-clock. How long a player waits does not matter; how long the world is frozen does. A change that improves latency but not loop time buys nothing.
  • Off-loading does not create CPU. It converts "the loop is blocked for N ms" into "the loop competes for cores for N ms". On a 1--2 core host there is no spare core and it buys nothing at all -- gate on Environment.ProcessorCount.
  • Account for what stays behind. Dispatch, the continuation, and the loop's own work slowing down while the worker evicts shared L3. That last one is real and is usually the largest.
  • Write the benchmark down. A worker with no recorded measurement cannot be re-justified later, and will be removed by someone who cannot tell whether it earns its complexity.

Game logic stays on the loop -- chunk it instead

Work that needs game state cannot be threaded at any core count. If it is too slow for one tick, split it across ticks rather than across threads:

// Bound the work per tick, resume where it left off.
Timer.DelayCall(TimeSpan.Zero, TimeSpan.FromMilliseconds(50), () =>
{
    var budget = 0;
    while (_cursor < _items.Count && budget++ < 100)
    {
        Process(_items[_cursor++]);
    }
});

Bound by count or elapsed time, never by "until done". Threading game state is not a faster version of this -- it is a correctness bug.

Vetted workers

Worker Off-loop work Justification
Accounting/Security/PasswordWorker.cs Argon2 verification and hashing docs/handoffs/2026-08-07-off-loop-argon2-hashing.md -- 8.9 ms/login on-loop, measured 3.5--8.9 ms saved
Engines/Advanced Search/AdvancedSearchGump.cs Parallel entity search Admin-triggered full-world scan; saves disabled for its duration

Adding to this table needs the same bar: a measurement, and all five rules below.

The five rules

  1. No game state off-thread, read or written. Hand the worker immutable values (strings, structs) captured on the loop. Carrying a reference is fine only if the worker just passes it back untouched.
  2. Decide policy on the loop, compute on the worker. Anything rule-dependent -- which algorithm, which salt, which era branch -- is resolved at dispatch, so the worker holds no policy it could apply inconsistently.
  3. Park on a kernel wait; never spin. AutoResetEvent.WaitOne() costs nothing while idle. SerializationThreadWorker does spin, but only to await a producer mid-drain; absent that race, spinning is a bug that burns a core on shared hosts.
  4. Yield to world saves. Run only while WorldState is Running or WritingSave. World.Saving is not the right check -- it covers only the freeze and misses PendingSave, where the serialization threads are already awake and spinning on an empty queue.
  5. Bound the queue, or rely on a bound upstream and say which one in a comment.

Handing work across the boundary

Loop → worker (dispatch). Snapshot everything needed into immutable values. Capture any value you intend to overwrite later, so the continuation can tell whether it changed:

var job = new Job
{
    Target = state,              // carried, never dereferenced off-thread
    Expected = account.Password, // captured so the continuation can detect a change
    Input = DerivePhrase(...)    // policy resolved here, on the loop
};

if (!Worker.TryEnqueue(job))
{
    // Full. Reject -- do not fall back to running it inline, or a flood steers the work
    // straight back onto the loop.
}

Worker → loop (hand back). Two sanctioned routes, and no others:

// 1. Marshal the apply step. Preferred when a specific result belongs to a specific caller.
Core.LoopContext.Post(() => Apply(job, result));

// 2. Publish an immutable snapshot behind a single volatile reference, read lock-free by the loop.
//    Preferred for a shared lookup table rebuilt periodically.
Volatile.Write(ref _snapshot, newTable);

The continuation must re-validate. Time passed, and the loop kept running:

private static void Apply(Job job, Result result)
{
    // Gone? Never revive a dead NetState or a deleted entity.
    if (job.Target?.Running != true)
    {
        return;
    }

    // Changed? Do not overwrite a newer value with one derived from an older one.
    if (!string.Equals(account.Password, job.Expected, StringComparison.Ordinal))
    {
        return;
    }

    account.Apply(result);
}

Always post a result, including on failure. A worker that throws and posts nothing leaves whatever awaited it waiting forever. Catch, log, and post a failure verdict.

Never call into game state from the worker, and never await on the loop in a way that lets a continuation resume heavy work there -- ConfigureAwait(false) on every await inside off-loop work.

Memory Pooling

STArrayPool

Single-threaded array pool optimized for game code (no locks):

// Defined in Projects/Server/Buffers/STArrayPool.cs
public class STArrayPool<T> : ArrayPool<T>
{
    public static new STArrayPool<T> Shared { get; }

    public override T[] Rent(int minimumLength);
    public override void Return(T[]? array, bool clearArray = false);
}

Usage:

var buffer = STArrayPool<byte>.Shared.Rent(1024);
try
{
    // Use buffer (may be larger than requested)
}
finally
{
    STArrayPool<byte>.Shared.Return(buffer);
}

Architecture:

  • 27 buckets covering sizes 16 to 1GB+
  • Per-bucket cache (1 array) + stack storage (32 arrays)
  • Trim callbacks on Gen2 GC to reduce memory pressure
  • Formula: bucket index = Log2(size - 1 | 15) - 3

Use STArrayPool<T>.Shared in game code, not ArrayPool<T>.Shared (which uses locks).

PooledRefList

Stack-allocated list using pooled arrays:

// Defined in Projects/Server/Collections/PooledRefList.cs
public ref struct PooledRefList<T>
{
    public static PooledRefList<T> Create(int capacity = 32, bool mt = false);
    public static PooledRefList<T> CreateMT(int capacity = 32);  // Multi-threaded

    public void Add(T item);
    public bool Remove(T item);
    public void Clear();
    public int Count { get; }
    public T this[int index] { get; set; }
    public void Dispose();  // Returns array to pool
}

Usage:

using var list = PooledRefList<Mobile>.Create();
list.Add(mobile);
// list is stack-allocated, zero GC pressure
// Dispose() returns backing array to STArrayPool

Key properties:

  • ref struct -- stack-allocated, cannot escape to heap
  • Uses STArrayPool<T> by default, ArrayPool<T>.Shared with CreateMT()
  • Auto-grows when capacity exceeded
  • Must be disposed (use using pattern)

World Save Threading

World saves involve both threads:

  1. World.Save() -- Called on main thread, queues preserialize to thread pool
  2. Preserialize() -- Thread pool: allocates serialization heaps, wakes workers
  3. Snapshot() -- Main thread: serializes all game state (safe access), blocks game loop briefly
  4. WriteFiles() -- Thread pool: writes serialized data to disk (no game state access)
Main Thread:    Save() → ... → Snapshot() → ... → continue loop
Thread Pool:    Preserialize() → ... → WriteFiles()

The main thread blocks during Snapshot() to ensure consistent state, then the disk I/O happens asynchronously.

Best Practices

  1. Never use concurrency primitives in game code -- they add overhead for no benefit
  2. Use STArrayPool<T>.Shared instead of ArrayPool<T>.Shared
  3. Use PooledRefList<T> instead of new List<T>() in hot paths
  4. Use await Timer.Pause() instead of Thread.Sleep()
  5. Use Timer.StartTimer() instead of Task.Run() for delayed work
  6. Trust single-threaded invariants -- no need to protect shared state

Key File References

File Description
Projects/Server/Main.cs Game loop (RunEventLoop)
Projects/Server/EventLoopTasks.cs EventLoopContext
Projects/Server/Buffers/STArrayPool.cs Single-threaded array pool
Projects/Server/Collections/PooledRefList.cs Pooled ref list
Projects/Server/World/World.cs World save system