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.
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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
awaitis safe because continuations route through EventLoopContext
Game Loop
The game loop in Projects/Server/Main.cs runs continuously:
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:
- Updates timestamp
- Sends pending mobile/item updates to clients
- Fires due timers
- Processes incoming network packets
- Runs async continuations (from
await) - Checks timer pool health
- 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:
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
// Safe in game code:
await Timer.Pause(TimeSpan.FromMilliseconds(100));
// After the pause, execution continues on the game thread
Flow:
awaitcapturesEventLoopContextas the currentSynchronizationContext- When the awaited task completes, the continuation is posted to
_queue LoopContext.ExecuteTasks()runs the continuation on the main thread- 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 configurationWorld/World.cs-- World save disk I/O (serialization on main thread, writes on background)Network/-- Network I/O processingTimer/Timer.Pool.cs-- Async pool refillEventLoopTasks.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:
// 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/PasswordVerificationWorker.cs |
Argon2 password verification | docs/handoffs/2026-08-07-off-loop-argon2-hashing.md -- 8.9 ms/login on-loop, 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 five rules
- 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.
- 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.
- Park on a kernel wait; never spin.
AutoResetEvent.WaitOne()costs nothing while idle.SerializationThreadWorkerdoes spin, but only to await a producer mid-drain; absent that race, spinning is a bug that burns a core on shared hosts. - Yield to world saves. Run only while
WorldState is Running or WritingSave.World.Savingis not the right check -- it covers only the freeze and missesPendingSave, where the serialization threads are already awake and spinning on an empty queue. - Bound the queue, or rely on a bound upstream and say which one in a comment.
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:
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:
// 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:
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
Single-threaded array pool optimized for game code (no locks):
// 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:
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
Stack-allocated list using pooled arrays:
// 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:
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>.SharedwithCreateMT() - Auto-grows when capacity exceeded
- Must be disposed (use
usingpattern)
World Save Threading
World saves involve both threads:
World.Save()-- Called on main thread, queues preserialize to thread poolPreserialize()-- Thread pool: allocates serialization heaps, wakes workersSnapshot()-- Main thread: serializes all game state (safe access), blocks game loop brieflyWriteFiles()-- 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
- Never use concurrency primitives in game code -- they add overhead for no benefit
- Use
STArrayPool<T>.Sharedinstead ofArrayPool<T>.Shared - Use
PooledRefList<T>instead ofnew List<T>()in hot paths - Use
await Timer.Pause()instead ofThread.Sleep() - Use
Timer.StartTimer()instead ofTask.Run()for delayed work - 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 |