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.
370 lines
14 KiB
Markdown
370 lines
14 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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| `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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### Exceptions: Vetted Workers in `Projects/UOContent/`
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**Take great care here. A background thread is a last resort, not a tool of first choice.**
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The table above is about **game logic**, which is never threaded. A dedicated worker that touches
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no game state is the sanctioned way to move CPU-heavy or I/O work off the loop, and it necessarily
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uses primitives the table forbids -- `new Thread`, `ConcurrentQueue<T>`, `Interlocked`,
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`AutoResetEvent`, `volatile`. Those are legitimate **at the thread boundary**, and nowhere else.
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#### First: prove the need
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Do not add a worker because something "looks slow". Measure, and measure the right thing:
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- **Measure on-loop time, not wall-clock.** How long a player waits does not matter; how long the
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world is frozen does. A change that improves latency but not loop time buys nothing.
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- **Off-loading does not create CPU.** It converts "the loop is blocked for N ms" into "the loop
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competes for cores for N ms". On a 1--2 core host there is no spare core and it buys nothing at
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all -- gate on `Environment.ProcessorCount`.
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- **Account for what stays behind.** Dispatch, the continuation, and the loop's own work slowing
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down while the worker evicts shared L3. That last one is real and is usually the largest.
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- **Write the benchmark down.** A worker with no recorded measurement cannot be re-justified later,
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and will be removed by someone who cannot tell whether it earns its complexity.
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#### Game logic stays on the loop -- chunk it instead
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Work that **needs** game state cannot be threaded at any core count. If it is too slow for one
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tick, split it across ticks rather than across threads:
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```csharp
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// Bound the work per tick, resume where it left off.
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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)
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{
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Process(_items[_cursor++]);
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}
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});
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```
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Bound by count or elapsed time, never by "until done". Threading game state is not a faster
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version of this -- it is a correctness bug.
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#### Vetted workers
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| Worker | Off-loop work | Justification |
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|---|---|---|
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| `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 |
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| `Engines/Advanced Search/AdvancedSearchGump.cs` | Parallel entity search | Admin-triggered full-world scan; saves disabled for its duration |
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Adding to this table needs the same bar: a measurement, and all five rules below.
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#### The six rules
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1. **No game state off-thread, read or written.** Hand the worker immutable values (strings,
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structs) captured on the loop. Carrying a reference is fine only if the worker just passes it
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back untouched.
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2. **Decide policy on the loop, compute on the worker.** Anything rule-dependent -- which algorithm,
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which salt, which era branch -- is resolved at dispatch, so the worker holds no policy it could
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apply inconsistently.
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3. **Park on a kernel wait; never spin.** `AutoResetEvent.WaitOne()` costs nothing while idle.
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`SerializationThreadWorker` does spin, but only to await a producer mid-drain; absent that race,
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spinning is a bug that burns a core on shared hosts.
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4. **Yield to world saves.** Run only while `WorldState is Running or WritingSave`. `World.Saving`
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is *not* the right check -- it covers only the freeze and misses `PendingSave`, where the
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serialization threads are already awake and spinning on an empty queue.
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5. **Bound the queue**, or rely on a bound upstream and say which one in a comment.
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6. **Everything the worker calls must itself be safe off-thread.** A process-wide singleton is not
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automatically safe -- look for instance state. `HashAlgorithm.ComputeHash` carries the running
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digest across `HashCore`/`HashFinal`, so two threads sharing one corrupt each other. `Utility`'s
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RNG is a shared `System.Random`, which is both thread-unsafe and game state. Prefer the static
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one-shot forms (`SHA256.HashData`, `RandomNumberGenerator.Fill`), and if a dependency cannot be
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made safe, fix it at the source rather than narrowing the worker around it.
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#### Handing work across the boundary
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**Loop → worker (dispatch).** Snapshot everything needed into immutable values. Capture any value
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you intend to overwrite later, so the continuation can tell whether it changed:
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```csharp
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var job = new Job
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{
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Target = state, // carried, never dereferenced off-thread
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Expected = account.Password, // captured so the continuation can detect a change
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Input = DerivePhrase(...) // policy resolved here, on the loop
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};
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if (!Worker.TryEnqueue(job))
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{
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// Full. Reject -- do not fall back to running it inline, or a flood steers the work
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// straight back onto the loop.
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}
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```
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**Worker → loop (hand back).** Two sanctioned routes, and no others:
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```csharp
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// 1. Marshal the apply step. Preferred when a specific result belongs to a specific caller.
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Core.LoopContext.Post(() => Apply(job, result));
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// 2. Publish an immutable snapshot behind a single volatile reference, read lock-free by the loop.
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// Preferred for a shared lookup table rebuilt periodically.
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Volatile.Write(ref _snapshot, newTable);
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```
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**The continuation must re-validate.** Time passed, and the loop kept running:
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```csharp
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private static void Apply(Job job, Result result)
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{
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// Gone? Never revive a dead NetState or a deleted entity.
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if (job.Target?.Running != true)
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{
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return;
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}
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// Changed? Do not overwrite a newer value with one derived from an older one.
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if (!string.Equals(account.Password, job.Expected, StringComparison.Ordinal))
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{
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return;
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}
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account.Apply(result);
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}
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```
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**Always post a result, including on failure.** A worker that throws and posts nothing leaves
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whatever awaited it waiting forever. Catch, log, and post a failure verdict.
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**Never** call into game state from the worker, and never `await` on the loop in a way that lets a
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continuation resume heavy work there -- `ConfigureAwait(false)` on every await inside off-loop work.
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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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