I am developing a small game, (Java, LibGdx) where the player fills cloze-style functions with predefined lines of code. The game would then compile the code and run a small test suite to verify that the function does the stuff it is supposed to.
Compiling and running the code already works, but I am faced with the problem of detecting infinite loops. Consider the following function:
// should compute the sum of [1 .. n]
public int foo(int n) {
int i = 0;
while (n > 0) {
i += n;
// this is the place where the player inserts one of many predefined lines of code
// the right one would be: n--;
// but the player could also insert something silly like: i++;
}
return i;
}
Please note that the functions actually used may be more complex and in general it is not possible to make sure that there cannot be any infinite loops.
Currently I am running the small test suite (provided for every function) in a Thread using an ExecutorService
, setting a timeout to abort waiting in case the thread is stuck. The problem with this is, that the threads stuck in an endless loop will run forever in the background, which of course will at some point have a considerable impact on game performance.
// TestClass is the compiled class containing the function above and the corresponding test suite
Callable<Boolean> task = new Callable<Boolean>() {
@Override
public Boolean call() throws Exception {
// call the test suite
return new TestClass().test();
}
};
Future<Boolean> future = executorService.submit(task);
try {
Boolean result = future.get(100, TimeUnit.MILLISECONDS);
System.out.println("result: " + (result == null ? "null" : result.toString()));
} catch (InterruptedException e) {
e.printStackTrace();
} catch (ExecutionException e) {
e.printStackTrace();
} catch (TimeoutException e) {
e.printStackTrace();
future.cancel(true);
}
My question is now: How can I gracefully end the threads that accidentally spin inside an endless loop?
*EDIT To clarify why in this case, preventing infinite loops is not possible/feasable: The functions, their test suite and the lines to fill the gaps are loaded from disk. There will be hundrets of functions with at least two lines of code that could be inserted. The player can drag any line into any gap. The effort needed to make sure no combination of function gap/code line produces something that loops infinitely or even runs longer than the timeout grows exponentially with the number of functions. This quickly gets to the point where nobody has the time to check all of these combinations manually. Also, in general, determining, whether a function will finish in time is pretty much impossible because of the halting problem.