Reputation: 227
I'm trying to use Django 1.6 transactions to avoid race conditions on a game I'm developing. The game server has one simple goal: to pair two players.
My current approach is:
This is the code:
# data['nickname'] = user's choice
games = GameConnection.objects.all()
if not games:
game = GameConnection.objects.create(connection=unicode(uuid.uuid4()))
game.nick1 = data["nickname"]
game.save()
response = HttpResponse(json.dumps({'connectionId': game.connection, 'whoAmI': 1, 'nick1': game.nick1, 'nick2': ""}))
else:
game = games[0]
conn = game.connection
nick1 = game.nick1
nick2 = data["nickname"]
game.delete()
response = HttpResponse(json.dumps({'connectionId': conn, 'whoAmI': 2, 'nick1': nick1, 'nick2': nick2}))
return response
Obviously there is a race condition on the code above. As this code is not atomic, it can happen that:
I tried do but this whole block under with transaction.atomic():
, or to use the @transaction.atomic
decorator. But still, I am able to reproduce the race condition.
I am sure there is something about the transaction dynamics I am missing here. Can anyone shed a light?
Upvotes: 7
Views: 740
Reputation: 5065
@Sai is on track... the key is that the lock/mutex won't occur until a write (or delete). As coded, there will always be a time between "discovery" (read) of the pending connection and "claim" (write/lock) of the pending connection, with no way to know that a connection is in the process of being claimed.
If you are using PostgreSQL (pretty sure MySQL supports it, too), you can force the lock with "select for update", which will prevent another request from getting the same row until the transaction completes:
game = GameConnection.objects.all()[:1].select_for_update()
if game:
#do something, update, delete, etc.
else:
#create
Final note - consider something other than all()
to be explicit about which game might be picked up (e.g., order by a "created" timestamp or something). Hope that helps.
Upvotes: 2