The threading model's forbidden-patterns table bans new Thread, ConcurrentQueue, Interlocked, Semaphore and volatile in UOContent, and its exceptions list covered only Projects/Server. Both the new password verification worker and the existing Advanced Search fan-out already sat outside it, so the rule as written flagged working code. Adds a vetted-workers section that leads with proving the need rather than listing primitives: measure on-loop time rather than wall-clock, gate on core count because off-loading creates no CPU, and account for what stays behind. Game logic is still never threaded -- if it is too slow for one tick it gets chunked across ticks, and that is spelled out with an example so the distinction is not left implicit. Then the five rules a worker must satisfy, and the hand-off protocol in both directions, including that the continuation must re-validate anything that could have moved and that a failure must still post a verdict. Both vetted workers are listed with their justification, so a future reader can tell whether either still earns its complexity. CLAUDE.md rule #10 gains the same "prove it first" clause. Rules #3 and #10 already covered chunking, yielding to saves, and both hand-back routes. Also trims the implementation comments: the measurement narrative belongs in the handoff document, not in a class header.
252 lines
8.9 KiB
C#
252 lines
8.9 KiB
C#
/*************************************************************************
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* ModernUO *
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* Copyright 2019-2026 - ModernUO Development Team *
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* Email: hi@modernuo.com *
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* File: PasswordVerificationWorker.cs *
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* *
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* This program is free software: you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation, either version 3 of the License, or *
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* (at your option) any later version. *
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* *
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* You should have received a copy of the GNU General Public License *
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* along with this program. If not, see <http://www.gnu.org/licenses/>. *
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*************************************************************************/
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using System;
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using System.Collections.Concurrent;
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using System.Threading;
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using Server.Logging;
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using Server.Misc;
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using Server.Network;
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namespace Server.Accounting.Security;
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/// <summary>
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/// Work handed to the verification thread. Strings and references it only carries: the worker
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/// reads no game state and writes none.
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/// </summary>
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internal sealed class PasswordVerificationJob
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{
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public Account Account;
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public NetState State;
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/// <summary>The hash at dispatch. Also guards the upgrade against a password change landing
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/// while this runs.</summary>
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public string StoredHash;
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public string VerifyPhrase;
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/// <summary>Phrase to rehash from, or null when no upgrade is due.</summary>
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public string RehashPhrase;
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public PasswordProtectionAlgorithm TargetAlgorithm;
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}
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internal readonly struct PasswordVerificationOutcome
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{
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public readonly bool Verified;
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/// <summary>The new hash, or null when the password did not verify or needed no upgrade.</summary>
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public readonly string UpgradedPassword;
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public PasswordVerificationOutcome(bool verified, string upgradedPassword)
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{
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Verified = verified;
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UpgradedPassword = upgradedPassword;
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}
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}
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/// <summary>
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/// Runs Argon2 off the game loop, where a verify costs ~8.9 ms of frozen world per login attempt.
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///
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/// Exactly one worker. A single background hasher cannot cost the loop more than the inline verify
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/// under any scheduling regime, because at worst it takes an equal share of one core; a pool breaks
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/// that bound and is what would make the gain hardware-dependent. It also caps live Argon2 arenas
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/// at one, and does the least total harm to the loop's own cache footprint.
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///
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/// ~110 verifies/sec, which is ample: login latency is not a concern, only loop time.
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/// </summary>
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internal sealed class PasswordVerificationWorker
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{
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private static readonly ILogger logger = LogFactory.GetLogger(typeof(PasswordVerificationWorker));
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/// <summary>
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/// Backstop, not a flood defence. <c>SentFirstPacket</c> holds a connection to one pending
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/// verify and the engine caps connections at 4096 (<c>NetState.Network.cs</c>), so this matches
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/// that bound and can only trip if the one-per-connection invariant breaks. A cap low enough to
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/// blunt an attack would reject real players first -- during a mass reconnect they are the
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/// queue. Flood defence belongs at the connection layer.
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/// </summary>
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internal const int MaxPending = 4096;
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// Nothing signals the worker when a save freeze ends, so it re-checks on this interval -- but
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// only while a save is in progress, never in steady state.
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private const int SaveGatePollMs = 50;
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private static PasswordVerificationWorker _instance;
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// Needs a spare core to move work to, which a 1-2 core host does not have. Off in DEBUG:
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// dev boxes and test shards have few logins and are better served by the simpler path.
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internal static bool Enabled { get; } =
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#if DEBUG
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false;
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#else
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Environment.ProcessorCount >= 4;
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#endif
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private readonly Thread _thread;
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private readonly AutoResetEvent _work = new(false);
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private readonly ConcurrentQueue<PasswordVerificationJob> _queue = new();
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// Its own Argon2: verification is static-backed and safe to share, hashing draws from a
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// per-instance RNG and is not.
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private readonly IPasswordProtection _argon2 = Argon2PasswordProtection.CreateIsolated();
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private int _pending;
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private volatile bool _exit;
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private PasswordVerificationWorker()
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{
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_thread = new Thread(Execute)
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{
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IsBackground = true,
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Name = "Password Verification"
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};
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_thread.Start();
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}
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// Created on first use, so a shard that never takes the off-loop path never allocates a thread.
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private static PasswordVerificationWorker Instance => _instance ??= new PasswordVerificationWorker();
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internal static int Pending => _instance?._pending ?? 0;
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/// <summary>
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/// Queues a job. False when the queue is full, in which case the caller must reject the login
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/// without verifying.
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/// </summary>
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internal static bool TryEnqueue(PasswordVerificationJob job) => Instance.TryEnqueueCore(job);
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private bool TryEnqueueCore(PasswordVerificationJob job)
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{
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if (Volatile.Read(ref _pending) >= MaxPending)
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{
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return false;
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}
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Interlocked.Increment(ref _pending);
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_queue.Enqueue(job);
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_work.Set();
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return true;
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}
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/// <summary>
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/// Checked before each job, which bounds a save overlap to whichever hash was already running:
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/// the freeze holds the loop, so nothing new can be queued during it. PendingSave counts too --
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/// the serialization threads are already awake and spinning on an empty queue by then.
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/// </summary>
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private static bool CanRunNow() =>
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World.WorldState is WorldState.Running or WorldState.WritingSave;
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private void Execute()
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{
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while (!_exit)
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{
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if (_queue.IsEmpty)
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{
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// A kernel block at zero CPU. Set() during a hash leaves the event signalled, so a
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// wake arriving mid-job is not lost.
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_work.WaitOne();
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continue;
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}
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if (!CanRunNow())
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{
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_work.WaitOne(SaveGatePollMs);
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continue;
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}
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if (!_queue.TryDequeue(out var job))
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{
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continue;
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}
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Interlocked.Decrement(ref _pending);
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// Gone while it waited: skip it rather than spend ~9 ms on a verdict nobody receives.
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// Running only goes true -> false, so a stale read wastes a hash but can never skip a
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// live connection.
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if (job.State?.Running != true)
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{
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continue;
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}
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PasswordVerificationOutcome outcome;
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try
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{
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outcome = Compute(job);
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}
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catch (Exception ex)
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{
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// A verdict must still come back, or the connection never gets a reply.
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logger.Error(ex, "Password verification failed for {Username}", job.Account?.Username);
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outcome = new PasswordVerificationOutcome(false, null);
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}
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Core.LoopContext.Post(() => Apply(job, outcome));
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}
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}
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private PasswordVerificationOutcome Compute(PasswordVerificationJob job)
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{
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if (!_argon2.ValidatePassword(job.StoredHash, job.VerifyPhrase))
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{
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return new PasswordVerificationOutcome(false, null);
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}
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return new PasswordVerificationOutcome(
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true,
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job.RehashPhrase == null ? null : _argon2.EncryptPassword(job.RehashPhrase)
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);
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}
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private static void Apply(PasswordVerificationJob job, PasswordVerificationOutcome outcome)
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{
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var state = job.State;
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// Re-checked: the connection can also drop while the verdict sits in the loop queue.
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if (state?.Running != true)
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{
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return;
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}
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if (outcome.Verified && outcome.UpgradedPassword != null)
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{
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job.Account.ApplyPasswordUpgrade(job.StoredHash, outcome.UpgradedPassword, job.TargetAlgorithm);
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}
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AccountHandler.CompleteDeferredAccountLogin(state, job.Account, outcome.Verified);
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}
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/// <summary>Runs a job on the calling thread. The seam the tests drive.</summary>
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internal static PasswordVerificationOutcome ComputeInline(PasswordVerificationJob job) =>
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Instance.Compute(job);
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internal static void Exit()
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{
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var instance = _instance;
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if (instance == null)
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{
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return;
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}
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instance._exit = true;
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instance._work.Set();
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instance._thread.Join(TimeSpan.FromSeconds(5));
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_instance = null;
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}
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}
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