perf(gateway): pool backend conns; loadtest evaluate hot path
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 10s
CI / integration (pull_request) Successful in 18s
CI / ui (pull_request) Has been skipped
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m5s

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.
This commit is contained in:
Ilia Denisov
2026-06-21 19:55:57 +02:00
parent dec6fac013
commit e2771826fd
14 changed files with 378 additions and 396 deletions
+9
View File
@@ -53,6 +53,15 @@ func (c *Client) Exchange(ctx context.Context, token, gameID string, tiles []byt
return decodeMoveResultGame(r.Payload), r.Code, nil
}
// Evaluate previews a tentative play's legality and score without committing it. It is
// the per-tile composition call a real client fires (debounced) on every change while
// arranging a word, so it is the hottest gameplay request at scale. The harness records
// only the result code and latency; an illegal preview is a successful "ok" call.
func (c *Client) Evaluate(ctx context.Context, token, gameID string, tiles []PlayTile) (string, error) {
r, err := c.execute(ctx, token, msgEvaluate, evalReq(gameID, tiles))
return r.Code, err
}
// Nudge prods the opponent whose turn it is.
func (c *Client) Nudge(ctx context.Context, token, gameID string) (string, error) {
r, err := c.execute(ctx, token, msgNudge, gameAction(gameID))