dcd8de8b00
- 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.
137 lines
3.3 KiB
Go
137 lines
3.3 KiB
Go
package game
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import (
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"sync"
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"time"
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"github.com/google/uuid"
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"scrabble/backend/internal/engine"
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)
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// keyedMutex hands out one mutex per game id, serialising every operation on a
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// single game (engine.Game is not safe for concurrent use) while letting
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// different games proceed in parallel. Locks are reference-counted and removed
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// once no caller holds or awaits them.
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type keyedMutex struct {
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mu sync.Mutex
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locks map[uuid.UUID]*lockRef
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}
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type lockRef struct {
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mu sync.Mutex
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refs int
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}
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func newKeyedMutex() *keyedMutex {
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return &keyedMutex{locks: make(map[uuid.UUID]*lockRef)}
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}
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// lock acquires the mutex for id and returns its release function.
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func (k *keyedMutex) lock(id uuid.UUID) func() {
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k.mu.Lock()
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ref := k.locks[id]
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if ref == nil {
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ref = &lockRef{}
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k.locks[id] = ref
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}
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ref.refs++
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k.mu.Unlock()
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ref.mu.Lock()
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return func() {
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ref.mu.Unlock()
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k.mu.Lock()
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ref.refs--
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if ref.refs == 0 {
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delete(k.locks, id)
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}
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k.mu.Unlock()
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}
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}
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// gameCache holds live engine.Game values keyed by game id and evicts an entry
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// once it has been idle for ttl. An evicted game is transparently rebuilt from
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// the journal on next access, so eviction never affects correctness. It is safe
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// for concurrent use.
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type gameCache struct {
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mu sync.Mutex
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entries map[uuid.UUID]*cachedGame
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ttl time.Duration
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now func() time.Time
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}
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type cachedGame struct {
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game *engine.Game
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variant string
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lastAccess time.Time
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}
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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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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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}
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e.lastAccess = c.now()
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return e.game, 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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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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}
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// remove drops id from the cache (used on a finished game and after a failed
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// persist, so the next access rebuilds from the journal).
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func (c *gameCache) remove(id uuid.UUID) {
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c.mu.Lock()
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defer c.mu.Unlock()
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delete(c.entries, id)
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}
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// sweep evicts every entry idle longer than ttl and returns how many were
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// dropped.
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func (c *gameCache) sweep() int {
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c.mu.Lock()
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defer c.mu.Unlock()
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cutoff := c.now().Add(-c.ttl)
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var n int
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for id, e := range c.entries {
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if e.lastAccess.Before(cutoff) {
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delete(c.entries, id)
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n++
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}
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}
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return n
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}
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// size reports the number of resident games (for diagnostics and tests).
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func (c *gameCache) size() int {
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c.mu.Lock()
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defer c.mu.Unlock()
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return len(c.entries)
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}
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// countByVariant tallies the resident games by their variant label. It backs the
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// game_cache_active observable gauge; the resident set is the bounded number of
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// live (active) games, so the scan under the lock is cheap.
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func (c *gameCache) countByVariant() map[string]int {
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c.mu.Lock()
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defer c.mu.Unlock()
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out := make(map[string]int, len(c.entries))
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for _, e := range c.entries {
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out[e.variant]++
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}
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return out
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}
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