ModernUO/dev-docs/threading-model.md
Kamron Batman 9434743a35
docs: sweep comments to match what the code now does
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.
2026-08-08 22:47:54 -07:00

370 lines
14 KiB
Markdown

# 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:
```csharp
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`:
```csharp
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
```csharp
// 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:
```csharp
// 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` | Password verification and hashing | `docs/handoffs/2026-08-07-off-loop-argon2-hashing.md` -- 8.9 ms/login on-loop at Argon2, 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 six 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.
6. **Everything the worker calls must itself be safe off-thread.** A process-wide singleton is not
automatically safe -- look for instance state. `HashAlgorithm.ComputeHash` carries the running
digest across `HashCore`/`HashFinal`, so two threads sharing one corrupt each other. `Utility`'s
RNG is a shared `System.Random`, which is both thread-unsafe and game state. Prefer the static
one-shot forms (`SHA256.HashData`, `RandomNumberGenerator.Fill`), and if a dependency cannot be
made safe, fix it at the source rather than narrowing the worker around it.
#### 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:
```csharp
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:
```csharp
// 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:
```csharp
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<T>
Single-threaded array pool optimized for game code (no locks):
```csharp
// 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:
```csharp
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<T>
Stack-allocated list using pooled arrays:
```csharp
// 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:
```csharp
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 |