Each virtual player now builds its own edge.Client (its own h2c connection
carrying both the Subscribe stream and the Execute calls), instead of every
player multiplexing over a single shared http2.Transport. The R2 trip report
traced the ~14% transport_error on game.state at 500 players to that single
shared transport; per-player connections mirror real clients and isolate the
artifact. The assembly burst and the gateway-hammer each get their own client.
playTurn now reports when a game has finished so playerLoop drops it from the
rotation (slices.DeleteFunc); once no active game remains the player idles while
still holding its stream. This stops secondary ops from hammering game_finished
on already-ended games (the other R2 harness finding).
New scrabble/loadtest module (the pre-release stress harness): seeds 1000 guest +
10000 durable accounts with pre-created sessions directly in Postgres (token hash
matches backend/internal/session), drives virtual players through the edge protocol
(real 2-4p games assembled via invitations, mid-ranked legal moves generated locally
by the embedded scrabble-solver — the edge carries no board, so the client replays
history), plus nudge/chat/check-word/draft/profile/stats and a gateway-hammer that
verifies the rate limiter. Prints a trip-report summary (per-op latency percentiles,
result codes, live-event tally). Go unit tests cover the pure pieces; the DAWG-backed
move test runs under BACKEND_DICT_DIR.
Contour: add cAdvisor + postgres_exporter + a 'Scrabble - Resources' Grafana
dashboard and the two Prometheus scrape jobs, for the R2/R7 stress-run resource
baseline.
CI: gate ./loadtest/... (path filter + vet/build/test). Docs: TESTING, ARCHITECTURE,
project CLAUDE repo layout.