perf(backend): cut evaluate's DB round-trips; load the game in one query
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EvaluatePlay (the hottest gameplay call, fired on every tile placement) now uses the warm live-game cache directly: an active game stays cached (mutated in place across moves, evicted only on finish), so the cached engine game and its immutable seat list answer the membership check and the score with no DB read. The cold path (eviction / first load) still loads and validates via the store. The seat list is cached alongside the engine game for the membership fast path. GetGame also folds its two round-trips (game, then seats) into one LEFT JOIN, preserving the contract (same Game, a seatless game still returns empty seats, seat order kept) — one round-trip for every remaining caller. Measured at 500 players: evaluate p99 halves (200 -> 100 ms) and the per-op query count drops. It does NOT cut postgres CPU — that is write-bound (per-move CommitMove plus draft upserts and journal replays), the cheap indexed GetGame reads were never its bottleneck, and postgres runs with headroom (~1.5 of 2 cores). So this is a latency / query-volume optimization, not a DB-CPU one. Regression cover: a non-player evaluate against a warm game asserts the cached-seat membership path; the integration suite exercises GetGame's join across every game op.
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@@ -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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seats []Seat
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variant string
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lastAccess time.Time
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}
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@@ -71,24 +72,27 @@ func newGameCache(ttl time.Duration, now func() time.Time) *gameCache {
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return &gameCache{entries: make(map[uuid.UUID]*cachedGame), ttl: ttl, now: now}
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}
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// get returns the live game for id and refreshes its idle timer, or (nil, false).
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func (c *gameCache) get(id uuid.UUID) (*engine.Game, bool) {
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// get returns the live game and its immutable seat list for id and refreshes its idle
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// timer, or (nil, nil, false). The seats let a read check membership (and label seats)
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// without re-loading the game from the store, since seats never change after a game starts.
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func (c *gameCache) get(id uuid.UUID) (*engine.Game, []Seat, bool) {
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c.mu.Lock()
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defer c.mu.Unlock()
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e, ok := c.entries[id]
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if !ok {
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return nil, false
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return nil, nil, false
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}
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e.lastAccess = c.now()
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return e.game, true
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return e.game, e.seats, true
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}
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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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// put stores g as the live game for id together with its seat list. variant labels the
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// entry so the active-games gauge can report counts by variant without inspecting engine
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// internals; seats are the game's immutable seat standings for the membership fast path.
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func (c *gameCache) put(id uuid.UUID, g *engine.Game, variant string, seats []Seat) {
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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, variant: variant, lastAccess: c.now()}
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c.entries[id] = &cachedGame{game: g, seats: seats, 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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