Stage 17: backend defect fixes (nudge code, TG name, robot names/timing, multi-device push, move-duration metric + admin analytics)
- #3 nudge-on-own-turn: distinct result code nudge_own_turn + i18n (was reused 'not_your_turn') - #2 sanitize connector registration name to the editable format; Player/Игрок-XXXXX fallback - #5 variant-aware robot name pools (composed full/colloquial first + surname forms; ru gets <=20% latin) - #4 move-number-aware robot move timing (early 1-5min -> late 10-90min, skew k=4) - #7 emit move event to the actor too (multi-device sync); opponent_moved stays in-app only - #1 live game_move_duration{variant,phase} histogram + admin console per-user min/avg/max columns and an inline-SVG move-time-by-move-number chart (offline from the journal) - ProvisionRobot bypasses editor name validation (system names like 'Peter J.')
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@@ -22,6 +22,7 @@ const meterName = "scrabble/backend/game"
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type gameMetrics struct {
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replay metric.Float64Histogram
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validate metric.Float64Histogram
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moveDur metric.Float64Histogram
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started metric.Int64Counter
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abandoned metric.Int64Counter
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}
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@@ -39,6 +40,7 @@ func newGameMetrics(meter metric.Meter) *gameMetrics {
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return &gameMetrics{
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replay: histogram(meter, "game_replay_duration", "Seconds to rebuild a live game from its journal on a cache miss."),
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validate: histogram(meter, "game_move_validate_duration", "Seconds to validate and score a tentative play (EvaluatePlay)."),
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moveDur: histogram(meter, "game_move_duration", "Seconds a seat spent on a committed move (play/pass/exchange), by variant and phase. Aggregates all seats including robots; per-human analysis lives in the admin console."),
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started: counter(meter, "games_started_total", "Games created and started."),
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abandoned: counter(meter, "games_abandoned_total", "Player seats dropped by the turn-timeout sweeper."),
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}
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@@ -75,6 +77,30 @@ func (m *gameMetrics) recordValidate(ctx context.Context, v engine.Variant, star
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m.validate.Record(ctx, time.Since(start).Seconds(), variantAttr(v))
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}
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// recordMoveDuration records how long a seat spent on a committed move, attributed by
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// variant and the game phase derived from moveCount. A non-positive duration (a clock
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// skew or a move with no recorded turn start) is dropped.
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func (m *gameMetrics) recordMoveDuration(ctx context.Context, v engine.Variant, moveCount int, d time.Duration) {
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if d <= 0 {
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return
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}
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m.moveDur.Record(ctx, d.Seconds(),
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metric.WithAttributes(attribute.String("variant", v.String()), attribute.String("phase", phaseOf(moveCount))))
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}
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// phaseOf buckets a move ordinal into the game phase used as a metric attribute. The
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// thresholds reflect a typical ~28-move game (docs/ARCHITECTURE.md §7).
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func phaseOf(moveCount int) string {
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switch {
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case moveCount <= 8:
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return "opening"
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case moveCount <= 20:
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return "middle"
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default:
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return "endgame"
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}
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}
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// recordStarted counts one started game of variant.
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func (m *gameMetrics) recordStarted(ctx context.Context, v engine.Variant) {
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m.started.Add(ctx, 1, variantAttr(v))
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