Description
After ~70 consecutive games on one instance (menu+start between games), we
observed two stages of degradation:
-
Per-action latency roughly tripled relative to a fresh instance.
-
The discard endpoint then began crashing on every game:
discard.lua:91: attempt to index field 'buttons' (a nil value)
src/lua/endpoints/discard.lua:91 does
UIBox:get_UIE_by_ID("discard_button", G.buttons.UIRoot) with no nil guard —
under the degraded latency the endpoint fires while the dealt hand is still
animating and G.buttons hasn't been built yet.
Six consecutive seeds hit the crash at the end of one long campaign; the same
seeds ran clean on a fresh instance, so this is accumulation, not game content.
Likely the same underlying accumulation as coder/balatrollm#29 (game slowdown
after many rounds).
Impact
Long benchmark campaigns quietly slow down and then start failing runs for
reasons unrelated to the bot under test. Because balatrollm's executor starts
its instances once and cycles the whole task list through them, a large
multi-model campaign is exactly the workload that ages into this state.
Suggested Fix
- In
discard.lua (and play.lua, which shares the button-lookup pattern),
wait for the button via a condition event instead of asserting on a structure
that may not exist yet mid-animation.
- Consider recycling instances every N runs for long campaigns (we restart the
game between 80-seed batches and never see either symptom).
Description
After ~70 consecutive games on one instance (menu+start between games), we
observed two stages of degradation:
Per-action latency roughly tripled relative to a fresh instance.
The
discardendpoint then began crashing on every game:src/lua/endpoints/discard.lua:91doesUIBox:get_UIE_by_ID("discard_button", G.buttons.UIRoot)with no nil guard —under the degraded latency the endpoint fires while the dealt hand is still
animating and
G.buttonshasn't been built yet.Six consecutive seeds hit the crash at the end of one long campaign; the same
seeds ran clean on a fresh instance, so this is accumulation, not game content.
Likely the same underlying accumulation as coder/balatrollm#29 (game slowdown
after many rounds).
Impact
Long benchmark campaigns quietly slow down and then start failing runs for
reasons unrelated to the bot under test. Because balatrollm's executor starts
its instances once and cycles the whole task list through them, a large
multi-model campaign is exactly the workload that ages into this state.
Suggested Fix
discard.lua(andplay.lua, which shares the button-lookup pattern),wait for the button via a condition event instead of asserting on a structure
that may not exist yet mid-animation.
game between 80-seed batches and never see either symptom).