Stage 12: observability & performance (OTel/OTLP, domain metrics, guest GC)
- pkg/telemetry: shared OTel provider bootstrap (none/stdout/otlp + W3C
propagators + Go runtime metrics); backend/internal/telemetry becomes a thin
facade keeping its gin middleware.
- Telemetry parity: gateway and the Telegram connector gain telemetry runtimes
and config (GATEWAY_/TELEGRAM_ SERVICE_NAME + OTEL_*); otelgrpc instruments the
backend push server, the gateway's backend+connector clients and the connector
server. Default exporter stays none (collector/dashboards are Stage 14).
- Operational metrics (variant attribute on game-scoped ones): game_replay_duration,
game_move_validate_duration, games_started_total, games_abandoned_total,
game_cache_active, chat_messages_total{kind}, gateway edge_request_duration.
Wired via the SetMetrics setter pattern (default no-op meter).
- TODO-3: account.GuestReaper deletes guests with no game seat past
BACKEND_GUEST_RETENTION (default 30d, swept every BACKEND_GUEST_REAP_INTERVAL).
- Tests: pkg/telemetry exporter selection; game/social/edge metric recording via
a manual reader; config (otlp accepted, guest knobs); inttest guest reaper.
- Docs: PLAN.md re-scopes Stage 12 and adds Stage 13 (alphabet-on-wire) + Stage 14
(CI/deploy) with the agreed dictionary-versioning resolution; ARCHITECTURE 11/13,
TESTING, the three READMEs and FUNCTIONAL(+ru) updated.
This commit is contained in:
@@ -63,6 +63,7 @@ type gameCache struct {
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type cachedGame struct {
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game *engine.Game
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variant string
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lastAccess time.Time
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}
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@@ -82,11 +83,12 @@ func (c *gameCache) get(id uuid.UUID) (*engine.Game, bool) {
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return e.game, true
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}
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// put stores g as the live game for id.
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func (c *gameCache) put(id uuid.UUID, g *engine.Game) {
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// put stores g as the live game for id. variant labels the entry so the active-
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// games gauge can report counts by variant without inspecting engine internals.
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func (c *gameCache) put(id uuid.UUID, g *engine.Game, variant string) {
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c.mu.Lock()
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defer c.mu.Unlock()
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c.entries[id] = &cachedGame{game: g, lastAccess: c.now()}
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c.entries[id] = &cachedGame{game: g, variant: variant, lastAccess: c.now()}
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}
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// remove drops id from the cache (used on a finished game and after a failed
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@@ -119,3 +121,16 @@ func (c *gameCache) size() int {
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defer c.mu.Unlock()
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return len(c.entries)
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}
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// countByVariant tallies the resident games by their variant label. It backs the
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// game_cache_active observable gauge; the resident set is the bounded number of
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// live (active) games, so the scan under the lock is cheap.
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func (c *gameCache) countByVariant() map[string]int {
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c.mu.Lock()
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defer c.mu.Unlock()
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out := make(map[string]int, len(c.entries))
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for _, e := range c.entries {
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out[e.variant]++
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}
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return out
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}
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