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 :#
238 lines
7.9 KiB
Markdown
238 lines
7.9 KiB
Markdown
# ModernUO Threading Model
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This document covers ModernUO's single-threaded game loop architecture, the EventLoopContext synchronization context, memory pooling, and rules for safe concurrent code.
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## Core Principle: Single-Threaded Game Logic
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All game logic in ModernUO runs on a single thread. There are no exceptions for code under `Projects/UOContent/`.
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This means:
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- No locks, mutexes, or synchronization primitives needed
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- No concurrent collections needed
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- No volatile fields needed
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- No race conditions possible in game code
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- `await` is safe because continuations route through EventLoopContext
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## Game Loop
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The game loop in `Projects/Server/Main.cs` runs continuously:
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```csharp
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public static void RunEventLoop()
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{
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while (!Closing)
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{
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_tickCount = GetTimestamp();
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_now = DateTime.UtcNow;
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Mobile.ProcessDeltaQueue(); // Send mobile state changes to clients
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Item.ProcessDeltaQueue(); // Send item state changes to clients
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Timer.Slice(_tickCount); // Execute due timers
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NetState.Slice(); // Process network I/O
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LoopContext.ExecuteTasks(); // Run async continuations
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Timer.CheckTimerPool(); // Refill timer pool if needed
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// World save handling
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if (_performSnapshot)
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{
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World.Snapshot(_snapshotPath);
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_performSnapshot = false;
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}
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}
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}
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```
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Each iteration:
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1. Updates timestamp
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2. Sends pending mobile/item updates to clients
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3. Fires due timers
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4. Processes incoming network packets
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5. Runs async continuations (from `await`)
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6. Checks timer pool health
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7. Handles world save snapshots if requested
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## EventLoopContext
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`EventLoopContext` implements `SynchronizationContext` to ensure all `await` continuations run on the game thread.
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Defined in `Projects/Server/EventLoopTasks.cs`:
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```csharp
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public sealed class EventLoopContext : SynchronizationContext
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{
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public enum Priority { Normal, High }
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private readonly ConcurrentQueue<Action> _queue;
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private readonly ConcurrentQueue<Action> _priorityQueue;
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private readonly Thread _mainThread;
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private readonly int _maxPerFrame; // Default: 128
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// Post: queues action for next ExecuteTasks() call
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public void Post(Action d, Priority priority = Priority.Normal);
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// SynchronizationContext.Post: used by await
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public override void Post(SendOrPostCallback d, object state);
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// Send: immediate if on main thread, blocks if on other thread
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public override void Send(SendOrPostCallback d, object state);
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// Called once per game loop tick
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public void ExecuteTasks();
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}
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```
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### How await Works
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```csharp
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// Safe in game code:
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await Timer.Pause(TimeSpan.FromMilliseconds(100));
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// After the pause, execution continues on the game thread
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```
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Flow:
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1. `await` captures `EventLoopContext` as the current `SynchronizationContext`
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2. When the awaited task completes, the continuation is posted to `_queue`
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3. `LoopContext.ExecuteTasks()` runs the continuation on the main thread
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4. Game state is safely accessible
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### Task Limits
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- Maximum 128 tasks per frame by default (configurable)
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- High-priority tasks (`_priorityQueue`) are always processed first
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- Normal tasks are processed up to the per-frame limit
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## Forbidden Patterns
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### In Game Code (Projects/UOContent/)
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| Pattern | Problem | Alternative |
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|---|---|---|
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| `Task.Run(...)` | Runs on thread pool, races with game state | `Timer.StartTimer()` |
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| `new Thread(...)` | Manual thread, races with game state | `Timer.StartTimer()` |
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| `ThreadPool.QueueUserWorkItem(...)` | Thread pool, same issue | `Timer.StartTimer()` |
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| `lock(obj) { ... }` | Unnecessary overhead, no contention | Remove lock |
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| `Monitor.Enter(obj)` | Same as lock | Remove |
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| `volatile int _field` | Memory barriers not needed | Plain field |
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| `ConcurrentDictionary<K,V>` | Lock-free overhead, unnecessary | `Dictionary<K,V>` |
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| `ConcurrentQueue<T>` | Same | `Queue<T>` or `List<T>` |
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| `ConcurrentBag<T>` | Same | `List<T>` |
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| `Interlocked.Increment(...)` | Atomic operations unnecessary | `_field++` |
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| `Mutex` / `Semaphore` | OS-level sync, unnecessary | Remove |
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| `ReaderWriterLockSlim` | Lock overhead, unnecessary | Remove |
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| `Thread.Sleep(ms)` | Blocks entire game loop | `await Timer.Pause(ms)` |
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### Exceptions: Server Infrastructure
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These files in `Projects/Server/` MAY use threading because they handle I/O outside the game loop:
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- `Main.cs` -- Event loop setup, thread configuration
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- `World/World.cs` -- World save disk I/O (serialization on main thread, writes on background)
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- `Network/` -- Network I/O processing
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- `Timer/Timer.Pool.cs` -- Async pool refill
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- `EventLoopTasks.cs` -- The synchronization context itself
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## Memory Pooling
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### STArrayPool<T>
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Single-threaded array pool optimized for game code (no locks):
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```csharp
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// Defined in Projects/Server/Buffers/STArrayPool.cs
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public class STArrayPool<T> : ArrayPool<T>
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{
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public static new STArrayPool<T> Shared { get; }
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public override T[] Rent(int minimumLength);
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public override void Return(T[]? array, bool clearArray = false);
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}
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```
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Usage:
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```csharp
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var buffer = STArrayPool<byte>.Shared.Rent(1024);
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try
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{
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// Use buffer (may be larger than requested)
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}
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finally
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{
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STArrayPool<byte>.Shared.Return(buffer);
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}
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```
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Architecture:
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- 27 buckets covering sizes 16 to 1GB+
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- Per-bucket cache (1 array) + stack storage (32 arrays)
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- Trim callbacks on Gen2 GC to reduce memory pressure
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- Formula: bucket index = `Log2(size - 1 | 15) - 3`
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**Use `STArrayPool<T>.Shared`** in game code, **not** `ArrayPool<T>.Shared` (which uses locks).
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### PooledRefList<T>
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Stack-allocated list using pooled arrays:
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```csharp
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// Defined in Projects/Server/Collections/PooledRefList.cs
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public ref struct PooledRefList<T>
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{
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public static PooledRefList<T> Create(int capacity = 32, bool mt = false);
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public static PooledRefList<T> CreateMT(int capacity = 32); // Multi-threaded
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public void Add(T item);
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public bool Remove(T item);
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public void Clear();
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public int Count { get; }
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public T this[int index] { get; set; }
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public void Dispose(); // Returns array to pool
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}
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```
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Usage:
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```csharp
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using var list = PooledRefList<Mobile>.Create();
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list.Add(mobile);
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// list is stack-allocated, zero GC pressure
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// Dispose() returns backing array to STArrayPool
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```
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Key properties:
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- `ref struct` -- stack-allocated, cannot escape to heap
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- Uses `STArrayPool<T>` by default, `ArrayPool<T>.Shared` with `CreateMT()`
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- Auto-grows when capacity exceeded
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- Must be disposed (use `using` pattern)
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## World Save Threading
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World saves involve both threads:
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1. **`World.Save()`** -- Called on main thread, queues preserialize to thread pool
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2. **`Preserialize()`** -- Thread pool: allocates serialization heaps, wakes workers
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3. **`Snapshot()`** -- Main thread: serializes all game state (safe access), blocks game loop briefly
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4. **`WriteFiles()`** -- Thread pool: writes serialized data to disk (no game state access)
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```
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Main Thread: Save() → ... → Snapshot() → ... → continue loop
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Thread Pool: Preserialize() → ... → WriteFiles()
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```
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The main thread blocks during `Snapshot()` to ensure consistent state, then the disk I/O happens asynchronously.
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## Best Practices
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1. **Never use concurrency primitives in game code** -- they add overhead for no benefit
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2. **Use `STArrayPool<T>.Shared`** instead of `ArrayPool<T>.Shared`
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3. **Use `PooledRefList<T>`** instead of `new List<T>()` in hot paths
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4. **Use `await Timer.Pause()`** instead of `Thread.Sleep()`
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5. **Use `Timer.StartTimer()`** instead of `Task.Run()` for delayed work
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6. **Trust single-threaded invariants** -- no need to protect shared state
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## Key File References
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| File | Description |
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| `Projects/Server/Main.cs` | Game loop (RunEventLoop) |
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| `Projects/Server/EventLoopTasks.cs` | EventLoopContext |
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| `Projects/Server/Buffers/STArrayPool.cs` | Single-threaded array pool |
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| `Projects/Server/Collections/PooledRefList.cs` | Pooled ref list |
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| `Projects/Server/World/World.cs` | World save system |
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