Functional Optimistic Concurrency in Knighthood

A few months ago Phil Haack wrote about how C# 3.0 is a gateway drug to functional programming. I couldn’t agree more. I find myself solving problems using functional rather than imperative programming quite often nowadays. It’s much more elegant for many problem spaces.

Before we go any further, here’s the sample app used for this article. Even if you don’t like my writing, you should play with it. Yeah, you! optimistic-concurrency.zip

One problem space that fits very well with functional patterns is in developing apps that have to use optimistic concurrency to maintain data consistency at scale. Here at Hive7 we build PvP games. In such games, multiple people and background processes are often affecting the same entity at the same time. We can’t use coarse grained locks or high isolation levels in MS-SQL, or the whole game would come to a halt. Here’s a common scenario in a game like Knighthood:

Multiple rival lords are attacking my Kingdom at once trying to steal my most prized vassal, my wife! My wall is staffed with a heavy defense, and my hospital has a strong set of medics healing my kingdom over time. But to keep a handle on the attack I also have to continuously spend gold to heal my defensive army.

In this common use case there are a number of subtleties. First, multiple people are attacking me at once. That means they’re doing damage to my defenses in real time, and at the same time. My hospital is healing my vassals over time. This occurs in a background process once every few minutes. And I’m triggering an instant heal to my defensive vassals using my gold supply. My Marketplace is also generating gold for me over time in another background process. To top it all off, this is happening across a cluster of application servers that are certain to be processing multiple requests simultaneously. Phew!

So what does all that mean? Well, basically, there are a lot of possibilities for change conflicts. And we have to deal with those conflicts to both keep a consistent data model and perform well.

There are a a number of potential strategies for managing these change conflicts in the persistent store – a few beefy Microsoft SQL Server databases in our case. We chose to go with optimistic concurrency and an abort on conflict transaction strategy. That basically means when we write data to the database we make sure we are always writing the most recent version of a row. If an application attempts to write an old version of the row, the data access layer throws an exception and aborts the transaction. Knighthood uses NHibernate so the validation is done for us automatically using a simple version number on the row. The basic algorithm is:

  1. Read data and serialize into objects (done by NHibernate)
  2. Modify objects in code
  3. Tell NHibernate to persist the changes, which does the following
    1. Increments the version number
    2. Finds all the changes and batches up insert/update calls
    3. Uses the version number in the WHERE clause of updates like: “UPDATE Table SET Col1=’blah’ WHERE Version=36″
    4. Checks the rows modified reported by SQL server and throws an exception if it’s an unexpected number

As you can imagine, this fails regularly in a high concurrency scenario, but it succeeds orders of magnitude more often than not. It’s also pretty standard for any web app nowadays.

The only problem is, to preserve consistency, an exception is thrown and the transaction is aborted when change conflicts occur. That means whatever request the application or user issued fails. We could show the user a friendly error message, but that would be a frustrating experience. Nobody likes seeing errors for non-obvious reasons. And in the case of headless software running in the background the error would just be in a log somewhere. If it’s something important that needs to happen, then we have to make sure it gets done! So us imperative programmers devise a retry scheme and write a loop with an exception trap around our code. Maybe you get clever and create a class that does this which raises an event any time you need to execute your retry-able code. But, this gets pretty cumbersome. Enter functional programming!

We have a little class named DataActions that is used to simplify and consolidate this retry process and make it painless to use. I’m going to use LINQ to SQL as the example here. Here’s some usage code:

DataActions.ExecuteOptimisticSubmitChanges<GameDataContext>(
    dc =>
    {
        var playerToMod = dc.Players.Where(p => p.ID == playerId).Single();
        SetRandomGold(playerToMod);
    });

As you can see it’s really straight forward. Notice all the goodness going on there. We don’t have to instantiate our own DataContext, manually submit the changes, or worry at all about transactions. It’s all handled by the wrapper. And, you just have to provide some code to execute once the DataContext has been instantiated.

The ExecuteOptimisticSubmitChanges helper method itself is pretty simple as well:

public static void
ExecuteOptimisticSubmitChanges<TDataContext>(Action<TDataContext> action)
    where TDataContext : DataContext, new()
{
    Retry(() =>
        {
            using (var ts = new TransactionScope())
            {
                using (var dc = new TDataContext())
                {
                    action(dc);
                    dc.SubmitChanges();
                    ts.Complete();
                }
            }
        });
}

And, finally, we have the Retry method:

public static void Retry(Action a)
{
    const int retries = 5;
    for (int i = 0; i < retries; i++)
    {
        try
        {
            a();
            break;
        }
        catch
        {
            if (i == retries - 1) throw;

            //exponential/random retry back-off.
            var rand = new Random(Guid.NewGuid().GetHashCode());
            int nextTry = rand.Next(
              (int)Math.Pow(i, 2), (int)Math.Pow(i + 1, 2) + 1);

            Thread.Sleep(nextTry);
        }
    }
}

When you string all this together you get pseudo-stacks that look like:

MyCode
  ExecuteOptimisticSubmitChanges
    Retry
      ExecuteOptimisticSubmitChanges
        MyCode

So, why should you care? The calling code is really easy to read, and you get a number of other benefits with this code. In addition to handling exceptions caused by concurrency errors, you also get retries on deadlocks, and more common Sql Connection errors.

I put together a little sample application you can play with. It uses these helpers and has a SQL Database with it. The sample simulates really high concurrency and you can watch it deal gracefully with deadlocks. Then you can change line 29 of Program.cs and execute the same concurrent code without retries enabled. It ouputs the number of failed transactions and a bunch of other interesting stuff to the console. Here’s some example output:

...

Retrying after iteration 0 in 1ms
Retrying after iteration 0 in 0ms
Thread finished with 0 failures. Concurrency at 3
Retrying after iteration 1 in 3ms
Retrying after iteration 1 in 4ms
Thread finished with 0 failures. Concurrency at 2
Retrying after iteration 2 in 5ms
Thread finished with 0 failures. Concurrency at 1
Retrying after iteration 3 in 15ms
Thread finished with 0 failures. Concurrency at 0

0 total failures and 7 total retries.
All done. Hit enter to exit.

And the same test run with retries disabled:

...

Starting worker. Concurrency at 8
Thread finished with 0 failures. Concurrency at 7
Thread finished with 0 failures. Concurrency at 6
Thread finished with 1 failures. Concurrency at 5
Thread finished with 1 failures. Concurrency at 4
Thread finished with 1 failures. Concurrency at 2
Thread finished with 2 failures. Concurrency at 3
Thread finished with 0 failures. Concurrency at 1
Thread finished with 2 failures. Concurrency at 0

7 total failures and 0 total retries.
All done. Hit enter to exit.

Here’s the download link again: optimistic-concurrency.zip

Let me know if you have any questions.

ioDrive, Changing the Way You Code

Our brilliant chief architect JD have been playing recently with one cool pricey toy from Fusion-IO. After running IODrive through our demanding MMO database usage patterns the results are amazing!

Click to continue reading “ioDrive, Changing the Way You Code”

link: pretty loaded

Pretty Loaded is a nice collection of beautiful loading animations.  Its interesting to see how far we’ve come from the progress bar.

Pretty Loaded

Be inspired: Onesize’s new motion reel

While I like watching reels okay, I don’t normally post them, but this one is particularly good for the sound track & effects as well as editing.

Onesize Reel 2008

And just to keep posting more about stuff not web game related, check out this incredibly talented group in the uk that has done consistently amazing work in motion graphics.  Mainframe

Seriously though, its always good to look outside your domain for inspiration and ideation.  The most impactful innovation happens when translating ideas from one domain to another.

Users reminisce about Knighthood over the past year…

The Good Old Days Post

When a game can create moments powerful enough for people to feel nostalgia, I get a warm tingly feeling that we’ve done something good. Gaming can bring people together online and be more than just killing boredom.

Put down the abstract factory and get something done

This may sound short sighted, and it is. In fact, that’s the point. Projects change. You have to adapt. You will never know how your code will be used 5 years from now. Stop thinking about it.

Click to continue reading “Put down the abstract factory and get something done”

Big brands do mmos

Big brands that have strong content around entertainment are finding that the best way to go online and build a successful community on the web is to create a social network powered mmo game around their content.

Disney’s pixar will be releasing a Car’s flavored mmo next year.

Cartoon networks is releasing fusion fall this month.

Fusion Fall

Abby’s Magic Academy…

Thought I’d share some more art from our archives. This one being a game based around a magic academy similar to Hotter Potter and Co. It didn’t really develop into anything more than just a concept.

I did get to come up with a couple title character designs that I still enjoy looking back on. There was only a couple of days to concept the two characters, the result being wholesome Abbey and her mischievous litte brother. Oh and a couple cute and cuddly sidekicks of course. I’m such a sucker for those clean vector lines ala Illustrator.

Abbey's Magic Academy

Abbey

Some inspiring new game concepts from around the web

Mobties goes limited Beta

We just recently launched our second game called Mobties.  Its a mob flavored social strategy game based off of knighthood.  While knighthood was developed in a more startup fashion, we built on the success of knighthood and fleshed out a more cohesive visual direction this time around.  Right now its in limited beta, meaning we are limiting access to the game while we work out the bugs.

Check it out here.