How I Stumbled Into The Deadlock Mess

Working on my game project last Tuesday night, coding hero ability triggers when things suddenly froze. Player controls stopped responding completely. Checked debug logs – nothing crashing, just total unresponsiveness. Felt like the game swallowed its own tail.

Why Deadlock Unreleased Heroes Happen? Avoid This Problem Easily!

My First Clue That Something Was Wrong

Started adding extra log lines everywhere. Tracked down two hero objects: Fire Mage trying to grab animation_resource while Ice Warrior held sound_resource hostage. Meanwhile Ice Warrior was begging for the animation_resource Fire Mage had! Like two kids yelling “Gimme your toy first!” while both refusing to share theirs.

  • Fire Mage: Locked animation_resource → Demanding sound_resource
  • Ice Warrior: Locked sound_resource → Demanding animation_resource

Digging Into The Code

Tore apart the resource allocation system. Found this nasty pattern everywhere:

function activateAbility(hero) {

lock(*_A); // Grab resource A

if(needsResourceB()) {

Why Deadlock Unreleased Heroes Happen? Avoid This Problem Easily!

lock(*_B); // Now demand resource B

// Do stuff

// Forgot to release anything here... oops

Classic rookie mistake – locks piling up like dirty laundry with no cleanup routine. Any interruption before finishing would leave resources permanently locked.

Why This Deadlock Happened?

  • Heroes grabbing resources in random orders
  • Timeout checks? What timeout checks? They’d wait forever
  • Zero cleanup when operations crashed halfway

It was digital hoarding – resources kept accumulating until nothing could move.

Why Deadlock Unreleased Heroes Happen? Avoid This Problem Easily!

How I Fixed It Without Losing My Mind

First made a strict rule: always lock resources in alphabetical order. Sounds dumb but forces consistent grabbing sequence. Then added this everywhere:

function useResources() {

try {

lock(resource_alpha);

lock(resource_beta);

Why Deadlock Unreleased Heroes Happen? Avoid This Problem Easily!

// Do critical work

} finally { // New cleanup crew

unlock(resource_beta);

unlock(resource_alpha);

Also gave every lock a 500ms timeout – no more infinite waiting. If resource busy, heroes just complain “Can’t do that now!” instead of freezing everything.

Why Deadlock Unreleased Heroes Happen? Avoid This Problem Easily!

Lessons Learned: Avoiding Deadlocks Easily

Now my checklist before adding any new hero abilities:

  • 🔒 Lock in fixed order always
  • ⏱️ Set timeouts for every lock attempt
  • 🧹 FINALLY blocks cleaning up like clockwork
  • 🚫 One resource per hero unless absolutely necessary

Been bug-free for 3 weeks now. Not rocket science – just stop pretending memory management is optional!

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