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3 Commits

Author SHA1 Message Date
Ilia Denisov ecb21bd218 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.
2026-06-21 20:47:13 +02:00
Ilia Denisov dcd8de8b00 Stage 12: observability & performance (OTel/OTLP, domain metrics, guest GC)
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- 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.
2026-06-04 14:22:15 +02:00
Ilia Denisov 751e74b14f Stage 3: game domain (lifecycle, journal+cache, hint, word-check, GCG, stats)
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internal/game drives the engine over a single match and owns everything the
engine does not: event-sourced persistence (a games row + an append-only decoded
move journal, with the live engine.Game kept warm in a cache and rebuilt by
replay on a miss), the play/pass/exchange/resign transitions with
validate-at-submit scoring, an unlimited score/legality preview, the hint
(per-game allowance + profile wallet), the word-check tool with complaint
capture, per-player game state, history and GCG export (Poslfit dialect), and a
background turn-timeout sweeper that auto-resigns overdue turns honouring each
player's daily away window. Like Stages 1-2 it is a service/store layer with no
HTTP; the gateway surface lands in Stage 6.

Engine: additive decoded domain API (Direction, SubmitPlay/SubmitExchange/
EvaluatePlay/HintView/Hand, MoveRecord.{Dir,MainRow,MainCol}, Registry.Lookup,
ParseVariant) so internal/game never imports scrabble-solver; and a Resign fix
so the resigner keeps their score yet never wins (the other player wins a
two-player game). Timeout reuses Resign.

Persistence: migration 00002 adds games, game_players, game_moves, complaints,
account_stats and extends accounts with away_start/away_end/hint_balance; go-jet
regenerated. account gained SpendHint. Config adds BACKEND_DICT_DIR (required),
BACKEND_DICT_VERSION, BACKEND_GAME_TIMEOUT_SWEEP_INTERVAL, BACKEND_GAME_CACHE_TTL;
main loads the registry at boot (hard dependency) and starts the sweeper.

Tests: engine resign + decoded-API tests; game unit tests (GCG, away-window
boundaries, hint budget, cache, keyed mutex, payload); inttest integration
(lifecycle, replay equivalence, timeout sweep with away grace, resign stats,
hint policy, word-check/complaint, per-game-lock). Docs (PLAN, ARCHITECTURE,
FUNCTIONAL +_ru, TESTING, README) updated.
2026-06-02 17:33:49 +02:00