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RPA: Burned by Static Cling

In a previous post about locking in Rock, Paper, Azure, I said this somewhat offhand:

In this case, there’s no reason to use such code in a bot. The only time you’d need to is if your bot has a static method/object reference, but that’s a bad idea in a bot because it will lead to unpredictable results. Your bot should have only instance members.

I should’ve called that out more, and in this case, we have a player who lost because of it. It’s especially tough because things seemingly worked fine, until the final tournament round. Here’s why, and here’s some information on static variables (shared in VB) for those who haven’t used them before.

In short, a static modifier on a method or variable makes the member part of the type instead of the class. This is really useful on helper methods in particular, because a static member can be used without instantiating the type to which the member belongs.

Static objects (variables) – in any code – should be a red flag. They have very specific advantages and lower overhead (only 1 is created no matter how many objects of that type are created) – BUT, they can burn you easily if you’re not certain how the object is loaded and used. (Static methods, as a general rule, tend to have less risk than static objects/variables.) Unfortunately, that’s what happened in last Friday’s competition to one of our players.

So how can they burn you? For one, they’re not thread safe. Of course, they _could_ be thread safe, but you’d have to be cognizant of what they are doing to make them thread safe. (Non-statics might not be thread safe either, however, using statics implies global reuse so it heightens the exposure of thread safety issues and can be hard to track down.) One example: we modified the original engine to do multithreading and the original log had a static method that used a StringBuilder to build a log file. This caused problems because the StringBuilder is not thread safe – so we had to add locking. The problem was always there (even if it wasn’t static), but the problem never manifested because the core was single threaded. Another way they can burn you is that two or more objects may be accessing the objects in an nondeterministic way, leading to unpredictable results.

The unfortunate part about this in particular was that the issue didn’t manifest until the main tournament round – so everything appeared fine until the final round. The game engine runs two types of rounds: player rounds, and full rounds. In either case, the engine will spin up many threads to execute the games – but during a player round, the engine loops the new bot against everyone else. As other players submit their bots, the engine will load your bot only once. Because your bot is loaded only once, there’s really no chance of static variables causing a problem, much like the StringBuilder example above.

But during the tournament round, all of a sudden many more games are played. Consider that with 50 players, only 49 games are played when a new bot is uploaded. But in a full round, 1,225 games are played! There is a much stronger chance your bot will have multiple instances loaded concurrently, and modifying static variables will cause the bots to go haywire.

So, the lesson of the week is: don’t use statics in a bot! Question or comment about a bot? Let us know…