Files
scrabble-game/backend/internal/game/cache.go
T
Ilia Denisov ecb21bd218
CI / changes (pull_request) Successful in 3s
CI / unit (pull_request) Successful in 11s
CI / integration (pull_request) Successful in 17s
CI / ui (pull_request) Has been skipped
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 2m18s
perf(backend): cut evaluate's DB round-trips; load the game in one query
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

141 lines
3.7 KiB
Go

package game
import (
"sync"
"time"
"github.com/google/uuid"
"scrabble/backend/internal/engine"
)
// keyedMutex hands out one mutex per game id, serialising every operation on a
// single game (engine.Game is not safe for concurrent use) while letting
// different games proceed in parallel. Locks are reference-counted and removed
// once no caller holds or awaits them.
type keyedMutex struct {
mu sync.Mutex
locks map[uuid.UUID]*lockRef
}
type lockRef struct {
mu sync.Mutex
refs int
}
func newKeyedMutex() *keyedMutex {
return &keyedMutex{locks: make(map[uuid.UUID]*lockRef)}
}
// lock acquires the mutex for id and returns its release function.
func (k *keyedMutex) lock(id uuid.UUID) func() {
k.mu.Lock()
ref := k.locks[id]
if ref == nil {
ref = &lockRef{}
k.locks[id] = ref
}
ref.refs++
k.mu.Unlock()
ref.mu.Lock()
return func() {
ref.mu.Unlock()
k.mu.Lock()
ref.refs--
if ref.refs == 0 {
delete(k.locks, id)
}
k.mu.Unlock()
}
}
// gameCache holds live engine.Game values keyed by game id and evicts an entry
// once it has been idle for ttl. An evicted game is transparently rebuilt from
// the journal on next access, so eviction never affects correctness. It is safe
// for concurrent use.
type gameCache struct {
mu sync.Mutex
entries map[uuid.UUID]*cachedGame
ttl time.Duration
now func() time.Time
}
type cachedGame struct {
game *engine.Game
seats []Seat
variant string
lastAccess time.Time
}
func newGameCache(ttl time.Duration, now func() time.Time) *gameCache {
return &gameCache{entries: make(map[uuid.UUID]*cachedGame), ttl: ttl, now: now}
}
// get returns the live game and its immutable seat list for id and refreshes its idle
// timer, or (nil, nil, false). The seats let a read check membership (and label seats)
// without re-loading the game from the store, since seats never change after a game starts.
func (c *gameCache) get(id uuid.UUID) (*engine.Game, []Seat, bool) {
c.mu.Lock()
defer c.mu.Unlock()
e, ok := c.entries[id]
if !ok {
return nil, nil, false
}
e.lastAccess = c.now()
return e.game, e.seats, true
}
// put stores g as the live game for id together with its seat list. variant labels the
// entry so the active-games gauge can report counts by variant without inspecting engine
// internals; seats are the game's immutable seat standings for the membership fast path.
func (c *gameCache) put(id uuid.UUID, g *engine.Game, variant string, seats []Seat) {
c.mu.Lock()
defer c.mu.Unlock()
c.entries[id] = &cachedGame{game: g, seats: seats, variant: variant, lastAccess: c.now()}
}
// remove drops id from the cache (used on a finished game and after a failed
// persist, so the next access rebuilds from the journal).
func (c *gameCache) remove(id uuid.UUID) {
c.mu.Lock()
defer c.mu.Unlock()
delete(c.entries, id)
}
// sweep evicts every entry idle longer than ttl and returns how many were
// dropped.
func (c *gameCache) sweep() int {
c.mu.Lock()
defer c.mu.Unlock()
cutoff := c.now().Add(-c.ttl)
var n int
for id, e := range c.entries {
if e.lastAccess.Before(cutoff) {
delete(c.entries, id)
n++
}
}
return n
}
// size reports the number of resident games (for diagnostics and tests).
func (c *gameCache) size() int {
c.mu.Lock()
defer c.mu.Unlock()
return len(c.entries)
}
// countByVariant tallies the resident games by their variant label. It backs the
// game_cache_active observable gauge; the resident set is the bounded number of
// live (active) games, so the scan under the lock is cheap.
func (c *gameCache) countByVariant() map[string]int {
c.mu.Lock()
defer c.mu.Unlock()
out := make(map[string]int, len(c.entries))
for _, e := range c.entries {
out[e.variant]++
}
return out
}