perf(gateway): pool backend conns; loadtest evaluate hot path
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The loadtest harness never modelled game.evaluate — the debounced per-tile play preview a real client fires several times per turn, the hottest gameplay call. Model it (one evaluate per placed tile + reconsideration re-previews + draft.save, human-paced; --eval / --eval-recon toggle it). That realistic load surfaced the real bottleneck: the gateway's backend HTTP client used the default transport (MaxIdleConnsPerHost=2), so every sync call to the single backend host churned a fresh TCP connection — ~26500 TIME_WAIT sockets at 500 players (near the ephemeral-port ceiling), burning ~1.75 gateway cores while the backend sat near-idle. It was the unfixed root of the residual transport_error the earlier passes chased on the client side. Widen the keep-alive pool (backendMaxIdleConns=512, ~2x the observed 225-conn peak). At 500 players the churn collapses to ~0 and peak gateway CPU drops ~7x (~1.75 -> ~0.26 cores); postgres (~1.65 cores) becomes the busiest service. This overturns the earlier "gateway is the binding constraint, scale it horizontally" sizing — that was sizing around this bug, not a real floor. Consolidate the loadtest trip reports into one loadtest/REPORT.md (drop the R2/R7 split) and bake the finding into README / PRERELEASE / ARCHITECTURE / TESTING.
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@@ -53,6 +53,15 @@ func (c *Client) Exchange(ctx context.Context, token, gameID string, tiles []byt
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return decodeMoveResultGame(r.Payload), r.Code, nil
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}
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// Evaluate previews a tentative play's legality and score without committing it. It is
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// the per-tile composition call a real client fires (debounced) on every change while
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// arranging a word, so it is the hottest gameplay request at scale. The harness records
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// only the result code and latency; an illegal preview is a successful "ok" call.
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func (c *Client) Evaluate(ctx context.Context, token, gameID string, tiles []PlayTile) (string, error) {
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r, err := c.execute(ctx, token, msgEvaluate, evalReq(gameID, tiles))
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return r.Code, err
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}
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// Nudge prods the opponent whose turn it is.
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func (c *Client) Nudge(ctx context.Context, token, gameID string) (string, error) {
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r, err := c.execute(ctx, token, msgNudge, gameAction(gameID))
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