Several comments still described an Argon2-only worker: the class summary, the thread name, the log message, and the dev-docs entry. The worker runs whichever protection an account stores. Trimmed the rest to the fact a reader cannot recover from the code, and dropped the narration around it. Adds a sixth worker rule to the threading model, which is the one this branch actually learned: everything a worker calls must itself be safe off-thread, and a process-wide singleton is not automatically safe. HashAlgorithm carries the running digest across HashCore/HashFinal, and Utility's RNG is a shared System.Random and game state besides. Both were reasons the worker had been narrowed to Argon2, and both were better fixed at the source.
247 lines
9.8 KiB
Markdown
247 lines
9.8 KiB
Markdown
---
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name: modernuo-threading
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description: >
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Trigger when discussing async patterns, world saves, game loop, or reviewing code for threading issues. When using await, Task, or any concurrency-related code in game logic.
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---
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# ModernUO Threading & Event Loop
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## When This Activates
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- Reviewing code for threading issues
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- Discussing async/await patterns
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- Working with world saves
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- Any mention of `Task.Run`, `Thread`, `lock`, `ConcurrentDictionary`
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- Understanding the game loop
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## CRITICAL RULE: Single-Threaded Game Logic
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ModernUO uses a **single-threaded game loop**. All game logic runs on one thread. There are NO exceptions for game code.
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## Forbidden in Game Code
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```csharp
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// ALL of these are WRONG in Projects/UOContent/ code:
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Task.Run(() => ProcessItems()); // Background thread
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new Thread(BackgroundWork).Start(); // Manual thread
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ThreadPool.QueueUserWorkItem(Work); // Thread pool
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lock (_syncObj) { ... } // Locking
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Monitor.Enter(obj); // Monitor
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volatile int _counter; // Volatile
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ConcurrentDictionary<int, Item> _items; // Concurrent collections
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ConcurrentQueue<T> _queue; // Concurrent collections
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Interlocked.Increment(ref _count); // Atomics
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Mutex mutex; // OS mutex
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Semaphore sem; // Semaphore
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ReaderWriterLockSlim rwl; // RW lock
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```
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**Why**: The game loop is single-threaded. Concurrency primitives add overhead for no benefit, and background threads would cause data races with game state.
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## Why await Is Safe
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`EventLoopContext` implements `SynchronizationContext` and routes all `await` continuations back to the main thread:
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```csharp
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// This is SAFE in game code:
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await Timer.Pause(TimeSpan.FromMilliseconds(100));
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// Continuation runs on the game thread, not a thread pool thread
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```
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The flow:
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1. `await` captures `EventLoopContext` as the synchronization context
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2. When the awaited task completes, the continuation is posted to `EventLoopContext._queue`
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3. `LoopContext.ExecuteTasks()` runs those continuations on the main thread during the next game loop tick
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## Game Loop Structure
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```csharp
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// Simplified from Projects/Server/Main.cs
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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 (Timer.Pause, etc.)
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Timer.CheckTimerPool(); // Refill timer pool if needed
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}
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```
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## EventLoopContext Details
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```csharp
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public sealed class EventLoopContext : SynchronizationContext
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{
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private readonly ConcurrentQueue<Action> _queue; // Normal tasks
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private readonly ConcurrentQueue<Action> _priorityQueue; // High priority
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private readonly int _maxPerFrame; // Default: 128
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// Posts run on next ExecuteTasks() call
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public void Post(Action d, Priority priority = Priority.Normal);
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// Send blocks if called from another thread, immediate if on game 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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## Memory: STArrayPool vs ArrayPool
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In game code, use `STArrayPool<T>.Shared` (single-threaded, no locks):
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```csharp
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// GOOD - no locking overhead
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var buffer = STArrayPool<byte>.Shared.Rent(1024);
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try { /* use buffer */ }
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finally { STArrayPool<byte>.Shared.Return(buffer); }
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```
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`ArrayPool<T>.Shared` uses locks for thread safety -- unnecessary overhead in single-threaded context.
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## Memory: PooledRefList
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```csharp
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// Stack-allocated list using pooled arrays
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using var list = PooledRefList<Mobile>.Create();
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list.Add(mobile);
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// Automatically returns array to pool on Dispose
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// For multi-threaded contexts (rare):
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using var list = PooledRefList<Mobile>.CreateMT();
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```
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## World Saves
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World saves use **parallel serialization threads**. This is critical to understand:
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1. **Preserialize**: Allocates heaps and wakes serialization thread workers (background)
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2. **Snapshot**: Main thread calls `Persistence.SerializeAll()` which pushes entities into `SerializationThreadWorker` queues (round-robin). Workers call `Serialize(writer)` on **their own background threads** in parallel.
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3. **Write snapshot**: Disk I/O on background threads after serialization completes
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```csharp
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// From World.cs -- save flow:
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World.Save();
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→ Preserialize() on thread pool (allocate heaps, wake serialization workers)
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→ Snapshot() on main thread (queues entities to workers, workers serialize in parallel)
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→ SerializationThreadWorker.Execute() calls e.Serialize(writer) on background thread
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→ PauseSerializationThreads() (wait for workers to finish)
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→ WriteSnapshot() on thread pool (disk I/O only)
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```
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### Serialize() runs on background threads
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Because `SerializationThreadWorker` calls `Serialize()` on its own thread, **`Serialize()` must be pure**:
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- **NO** creating/destroying Items or Mobiles
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- **NO** starting/stopping timers (not thread-safe)
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- **NO** sending packets or modifying NetState
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- **NO** mutating shared game state
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- **ONLY** read fields and write to `IGenericWriter`
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See `modernuo-serialization.md` for full purity rules.
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## Exceptions: Server Infrastructure
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These files MAY use threading (they're server infrastructure, not game logic):
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- `Projects/Server/Main.cs` - Event loop, thread setup
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- `Projects/Server/World/World.cs` - World save I/O
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- `Projects/Server/Network/` - Network I/O
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- `Projects/Server/Timer/Timer.Pool.cs` - Pool refill
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## Exceptions: Vetted Workers in UOContent
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**A background thread is a last resort.** The forbidden list is about game logic, which is never
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threaded. A dedicated worker touching no game state is the sanctioned way off the loop, and
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necessarily uses `new Thread`, `ConcurrentQueue<T>`, `Interlocked`, `AutoResetEvent` and
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`volatile` **at the thread boundary only**.
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### Prove the need first
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- Measure **on-loop time**, not wall-clock. Frozen world is the cost; player latency is not.
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- Off-loading creates no CPU. On 1-2 cores there is no spare core — gate on `ProcessorCount`.
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- Count what stays: dispatch, continuation, and the loop slowing while the worker evicts shared L3.
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- Record the measurement, or nobody can re-justify the worker later.
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### Game logic stays on the loop — chunk it
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Work needing game state cannot be threaded at any core count. Too slow for one tick? Split across
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ticks, bounded by count or elapsed time — never "until done".
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```csharp
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Timer.DelayCall(TimeSpan.Zero, TimeSpan.FromMilliseconds(50), () =>
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{
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var budget = 0;
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while (_cursor < _items.Count && budget++ < 100) { Process(_items[_cursor++]); }
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});
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```
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### Vetted workers
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| Worker | Justification |
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|---|---|
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| `Accounting/Security/PasswordWorker.cs` | 8.9 ms/login on-loop at Argon2; 3.5-8.9 ms measured saving |
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| `Engines/Advanced Search/AdvancedSearchGump.cs` | Admin-triggered full-world scan, saves disabled |
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### The six rules
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1. No game state read or written off-thread; dispatch immutable values captured on the loop.
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2. Resolve policy (algorithm, salt, era branch) at dispatch — the worker holds none.
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3. Park on a kernel wait, never spin. Spinning burns a core on shared hosts.
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4. Run only while `WorldState is Running or WritingSave`. **Not** `World.Saving` — that misses
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`PendingSave`, where serialization threads are already spinning.
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5. Bounded queue, or a bound upstream named in a comment.
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6. Everything the worker calls must itself be thread-safe. A singleton is not automatically safe —
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`HashAlgorithm.ComputeHash` carries state, `Utility`'s RNG is a shared `System.Random` and game
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state. Prefer static one-shot APIs (`SHA256.HashData`, `RandomNumberGenerator.Fill`).
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### Crossing the boundary
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Dispatch captures what the continuation will need to re-validate:
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```csharp
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var job = new Job { Target = state, Expected = account.Password, Input = DerivePhrase(...) };
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if (!Worker.TryEnqueue(job)) { /* reject — never fall back to running it inline */ }
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```
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Hand back one of two ways, and no other:
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```csharp
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Core.LoopContext.Post(() => Apply(job, result)); // a result for a specific caller
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Volatile.Write(ref _snapshot, newTable); // a shared table rebuilt periodically
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```
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The continuation re-validates, because time passed:
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```csharp
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if (job.Target?.Running != true) { return; } // gone
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if (account.Password != job.Expected) { return; } // changed underneath
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```
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Always post a result, including on failure — a worker that throws silently leaves its caller
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waiting forever. Use `ConfigureAwait(false)` on every await inside off-loop work.
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## Anti-Patterns
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| Pattern | Problem | Solution |
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|---|---|---|
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| `Task.Run(...)` | Runs on thread pool, races with game state | Use `Timer.StartTimer()` |
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| `new Thread(...)` | Same as above | Use `Timer.StartTimer()` |
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| `lock(obj)` | Unnecessary overhead, no contention exists | Remove lock, use plain code |
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| `ConcurrentDictionary` | Lock-free but still overhead | Use `Dictionary<K,V>` |
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| `volatile` | Memory barriers not needed on single thread | Use plain field |
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| `Thread.Sleep()` | Blocks entire game loop | Use `await Timer.Pause()` |
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| `ArrayPool<T>.Shared` | Uses locks | Use `STArrayPool<T>.Shared` |
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## Real Examples
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- Game loop: `Projects/Server/Main.cs` (RunEventLoop)
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- EventLoopContext: `Projects/Server/EventLoopTasks.cs`
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- STArrayPool: `Projects/Server/Buffers/STArrayPool.cs`
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- PooledRefList: `Projects/Server/Collections/PooledRefList.cs`
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- World save: `Projects/Server/World/World.cs`
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## See Also
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- `dev-docs/threading-model.md` - Complete threading documentation
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- `dev-docs/claude-skills/modernuo-code-audit.md` - Threading audit rules
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- `dev-docs/claude-skills/modernuo-timers.md` - Timer-based scheduling
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