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- loadtest/REPORT-R7.md: the final stress-run report — method, the 500-player resource profile, the agreed tuning, the validation (transport_error 2.49% -> 0.72% at 3 gateway cores; the burst run showing connection-bound behavior), and the prod-sizing recommendation for Stage 18. - loadtest/README.md: per-player transports, --cpus capping, docker_stats (was cAdvisor), the absolute BACKEND_DICT_DIR for ./loadtest/... , and report links. - docs/TESTING.md + docs/ARCHITECTURE.md: observability now uses the otelcol docker_stats receiver (cAdvisor removed); links to both trip reports. - CLAUDE.md: repo-layout line reflects docker_stats + per-service limits. - PRERELEASE.md: R7 marked done in the tracker + heading; a Refinements entry recording the decisions, findings, applied tuning and validation. This is the final pre-release hardening phase; Stage 18 (prod cutover) is next.
186 lines
11 KiB
Markdown
186 lines
11 KiB
Markdown
# R7 — final stress-run trip report
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The final pre-release stress pass for [`PRERELEASE.md`](../PRERELEASE.md) R7. It re-runs
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the R2 harness (`scrabble/loadtest`) against the **final, refactored system** on a
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freshly redeployed contour, to confirm the system holds at scale and to settle the
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resource sizing (container limits, `GOMAXPROCS`, pools, rate limits, log levels) before
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the Stage 18 prod cutover. Pass bar: **diagnostic + a tuning decision** — the run
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"passes" by completing cleanly; the per-container resource profile drives the tuning
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recorded below. Companion to the early pass, [`REPORT-R2.md`](REPORT-R2.md).
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## What changed since the R2 pass
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- **Harness — per-player transports.** Each virtual player now owns its `edge.Client`
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(its own `http2.Transport` / h2c connection carrying both its `Subscribe` stream and
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its `Execute` calls), instead of all players multiplexing over one shared transport.
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R2 traced the ~14 % `transport_error` on `game.state` at 500 players to that single
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shared connection's stream limit; per-player connections mirror real clients and
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remove the artifact, so this pass measures the system, not the harness.
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- **Harness — drop finished games.** `playTurn` reports a finished game and the player
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drops it from its rotation, so secondary ops stop hitting `game_finished` on ended
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games (the other R2 harness finding).
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- **Observability — otelcol `docker_stats`.** cAdvisor (which resolves only the root
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cgroup on this host — separate-XFS `/var/lib/docker`) is replaced by the otelcol
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`docker_stats` receiver, reading per-container CPU/memory/network from the Docker API.
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Per-container panels now populate on the contour host. (`api_version` pinned to 1.44;
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the daemon's minimum is 1.40.)
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- **Contour — container limits + `GOMAXPROCS`.** `deploy.resources.limits` now bound
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every service; the Go services pin `GOMAXPROCS` to their CPU limit so the runtime
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matches the cgroup quota. Starting values were generous over the R2 peak; this pass
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validates them and settles the agreed sizing (below).
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## Method
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Unchanged from R2 except for the per-player transports and the dropped-finished-games
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refinement above:
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- **Driver:** the `scrabble/loadtest` module, run as a one-shot container on the
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`scrabble-internal` docker network (reaching `postgres:5432` / `gateway:8081`
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directly), capped at `--cpus 3` so the contour keeps the host's spare cores.
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- **Seed:** 10 000 durable + 1 000 guest accounts with pre-created sessions written
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straight to Postgres (token hash matches `backend/internal/session`).
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- **Games:** assembled through the real **invitation** flow, 2–4 players each, no
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robots; variants over scrabble_en / scrabble_ru / erudit_ru.
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- **Play:** each player holds a live `Subscribe` stream and, per tick, polls
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`game.state`, replays `game.history` and submits a **mid-ranked** legal move generated
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locally by the embedded `scrabble-solver`, or passes / exchanges; a fraction exercise
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nudge / chat / check-word / draft / profile / stats. A separate **gateway-hammer**
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floods `games.list` from one account.
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- **Scale:** the same moderate ramp **50 → 200 → 500** concurrent players, 10 min/step.
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- **Resource capture:** `docker stats` (docker API) sampled every ~20 s for per-container
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CPU/memory; the otelcol **`docker_stats`** receiver → Prometheus → the Grafana
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**Scrabble — Resources** dashboard for the same per-container series; `postgres_exporter`
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internals and per-service Go runtime metrics.
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## Run configuration
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```
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docker run --rm --cpus=3 --name scrabble-loadtest --network scrabble-internal \
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-e POSTGRES_PASSWORD=… scrabble-loadtest \
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run --durable 10000 --guest 1000 --steps 50,200,500 --step-dur 10m \
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--tick 800ms --hammer-workers 20 --hammer-dur 15s --reset --cleanup
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```
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Date: 2026-06-10. Contour: the R1-baseline schema, freshly redeployed with the R7
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container limits / `GOMAXPROCS` (backend/gateway/postgres capped at 2 cores + 512 MiB,
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`GOMAXPROCS=2`) and the `docker_stats` observability. Seeded population removed by
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`--cleanup` afterwards.
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## Findings
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The ramp ran clean to 500 players — no harness crash, no deadlock, `stream errors: 0` —
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and cleanup removed all 11 000 seeded accounts.
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- **Volume (1827 s):** 821 680 edge calls (449.7 req/s incl. the hammer). Real gameplay
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at scale: **50 916 committed plays**, 4 817 passes, 2 931 games finished; 165 755
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`opponent_moved` + 54 864 `your_turn` events.
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- **The per-player transport fix worked.** `game.state` returned `transport_error` on
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**3 173 / 127 403 = 2.49 %** of calls — down from R2's ~14 % on the same step. Other
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ops were lower still (`game.history` 0.43 %, `game.submit_play` 0.28 %). The residual
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is the gateway bursting into its 2-core cap (see the profile below), not the harness.
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- **Dropping finished games worked.** `game_finished` on `chat.nudge` / `chat.post` fell
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to **35 / 36** (R2: ≈ 3 900 each) — secondary ops no longer hammer ended games.
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- **The limiter holds.** The gateway-hammer sent 565 152 `games.list`; **564 979
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(99.97 %) were `rate_limited`** (154 ok burst, 19 deadline), p99 = 2 ms, ~309 req/s of
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rejections sustained — unchanged from R2.
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- **Latency (peak):** `game.state` p50 ≈ 100 ms, p99 in the 2000 ms bucket (max 2549 ms);
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`game.submit_play` p50 100 / p99 1000 ms bucket. Lobby ops stayed fast
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(invitation / games.list p99 ≤ 10 ms). The p99 tail correlates with the gateway
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burst-throttling, not the backend (which stayed at ~0.85 core).
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## Resource profile
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Per-container peak during step 3 (500 players), with the R7 starting limits in force
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(backend/gateway/postgres capped at 2 cores / 512 MiB). Two CPU columns: `docker stats`
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samples a ~1 s window (catches bursts); the otelcol `docker_stats` receiver averages over
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its 30 s collection interval (smooths them) — they agree within sampling error, which
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validates the new observability path.
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| container | CPU burst (1 s) | CPU sustained (30 s) | CPU cap | mem peak | mem cap |
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|-----------|----------------:|---------------------:|--------:|---------:|--------:|
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| scrabble-gateway | **217 %** (at cap) | ~145 % | 200 % | 167 MiB | 512 MiB |
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| scrabble-postgres | 138 % | ~153 % | 200 % | 117 MiB | 512 MiB |
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| scrabble-backend | 85 % | ~89 % | 200 % | 116 MiB | 512 MiB |
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| scrabble-tempo | 33 % | — | (none) | **1024 MiB** (at cap) | 1024 MiB |
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| scrabble-otelcol | 11 % | — | (none) | 131 MiB | 512 MiB |
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| scrabble-loadtest (harness) | 157 % | — | 300 % | 369 MiB | — |
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- **The gateway is the binding constraint.** With one h2c connection per player it draws
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~1.45 cores sustained and **bursts to its 2-core cap** at 500 players, throttling
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briefly — the source of the 2.49 % `transport_error`. R2 saw only ~0.93 core because
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all 500 players shared one connection; the +~0.5 core is the realistic per-connection
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overhead (500 separate HTTP/2 connections). This is a sizing fact, not a regression.
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- **backend is over-provisioned** (~0.85 core vs a 2-core cap); **postgres** (~1.4 cores)
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has headroom; both stayed ≤ 120 MiB.
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- **tempo reached its 1 GiB memory cap** (R2: 446 MiB) — an OOM risk under sustained
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tracing.
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- **Postgres backends peaked at 28**, with the backend pool at its `MaxOpenConns=25` cap.
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Cache hit stayed ~100 % (no disk reads); CPU, not I/O, is the limit.
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- **docker log volume (30 min):** backend 14.2 MiB, gateway 4.6 MiB, postgres 0.04 MiB —
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the backend's per-request latency line at info dominates, and json-file logs had no
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rotation.
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## Tuning applied
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Agreed from the profile (all in `deploy/docker-compose.yml`; no code change — the pool
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is already env-driven):
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| knob | from | to | why |
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|------|------|----|-----|
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| gateway CPU + `GOMAXPROCS` | 2 cores / 2 | **3 cores / 3** | it bursts into the 2-core cap at 500 players (the 2.49 % `transport_error`); 3 absorbs the bursts |
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| tempo memory | 1 GiB | **2 GiB** | it reached the 1 GiB cap (OOM risk) |
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| backend `MAX_OPEN_CONNS` | 25 | **40** | the pool sat at its 25-conn cap at peak; headroom trims the p99 tail |
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| docker logs | unbounded | **json-file 10m × 3** | bound the ~14 MiB / 30 min backend log; level stays `info` |
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Left as-is: backend / postgres at 2 cores / 512 MiB (peak ~0.85 / ~1.4 cores — headroom
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is cheap on the shared host); the per-user rate limiter and `h2cMaxConcurrentStreams=250`
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(per-connection now, ~1 stream each — ample) and cache TTLs (no pressure observed).
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### Validation re-run
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Re-running the **same gradual ramp** (50 → 200 → 500) on the tuned contour confirms the
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fix:
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- **`game.state` `transport_error` fell to 0.72 %** (853 / 119 051), down from 2.49 % at
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2 cores. The latency tail also improved — p99 in the 1000 ms bucket, max 1220 ms (was
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the 2000 ms bucket, max 2549 ms).
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- The **gateway peaked at ~2 cores** (≈196 % on the 30 s gauge) — now comfortably **under
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the 3-core cap**, so it no longer throttles. backend ~1 core, postgres ~1.3 cores.
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- **tempo peaked at ~1.27 GiB** — under the new 2 GiB cap (it would have OOM-ed at 1 GiB).
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- Drop-finished still holds (`game_finished` on chat 41/42); the limiter still rejects
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99.97 % of the hammer at p99 2 ms; `stream errors: 0`.
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A separate **burst stress** (a single 100 → 500 jump — 400 players connecting at once)
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**pegged the gateway at 3 cores** (≈296 % sustained) and pushed `game.state`
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`transport_error` to 9.27 %. The gateway is **connection-CPU-bound and bursty**: average
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load is ~1 core, but a mass-simultaneous connection storm saturates whatever single-node
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cap it is given. Real arrivals are gradual (the canonical run), where 3 cores has
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headroom; the lever for a true arrival spike is **horizontal scaling**, not more cores per
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node — carried into the prod recommendation below.
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## Prod-sizing recommendation (Stage 18)
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The contour is **CPU-bound and gateway-led** at 500 concurrent players. Carry these to the
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prod contour env (the same compose, `PROD_*` values):
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- **gateway: ≥ 3 cores** per ~500 concurrent players, `GOMAXPROCS` pinned to the limit —
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it scales with the **connection count**, not just the request rate; beyond one node's
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worth, scale the gateway **horizontally** rather than vertically.
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- **backend: ~1–2 cores**, pool 40 — comfortable; the work is light per request.
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- **postgres: ~2 cores / ≥ 512 MiB** — ~1.4 cores at 500 players, 100 % cache hit.
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- **tempo: ≥ 2 GiB**; the Go services run under ~170 MiB (256 MiB would suffice, 512 is
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safe); pin `GOMAXPROCS` to each CPU limit; keep json-file rotation.
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- Memory is not the constraint anywhere; CPU is.
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## Re-running
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See [`README.md`](README.md). Briefly, from the repo root:
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```sh
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docker build -f loadtest/Dockerfile -t scrabble-loadtest .
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docker run --rm --cpus=3 --name scrabble-loadtest --network scrabble-internal \
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-e POSTGRES_PASSWORD=… scrabble-loadtest run --reset --cleanup
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```
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The harness stays in the repo for future repeats.
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