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perf(gateway): pool backend conns; loadtest evaluate hot path
The loadtest harness never modelled game.evaluate — the debounced per-tile
play preview a real client fires several times per turn, the hottest gameplay
call. Model it (one evaluate per placed tile + reconsideration re-previews +
draft.save, human-paced; --eval / --eval-recon toggle it).

That realistic load surfaced the real bottleneck: the gateway's backend HTTP
client used the default transport (MaxIdleConnsPerHost=2), so every sync call
to the single backend host churned a fresh TCP connection — ~26500 TIME_WAIT
sockets at 500 players (near the ephemeral-port ceiling), burning ~1.75 gateway
cores while the backend sat near-idle. It was the unfixed root of the residual
transport_error the earlier passes chased on the client side.

Widen the keep-alive pool (backendMaxIdleConns=512, ~2x the observed 225-conn
peak). At 500 players the churn collapses to ~0 and peak gateway CPU drops ~7x
(~1.75 -> ~0.26 cores); postgres (~1.65 cores) becomes the busiest service.
This overturns the earlier "gateway is the binding constraint, scale it
horizontally" sizing — that was sizing around this bug, not a real floor.

Consolidate the loadtest trip reports into one loadtest/REPORT.md (drop the
R2/R7 split) and bake the finding into README / PRERELEASE / ARCHITECTURE /
TESTING.
2026-06-21 19:55:57 +02:00

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# loadtest — stress harness
Reusable load harness for the pre-release stress pass. It
seeds a large account population with pre-created sessions, drives virtual players
through the **gateway edge protocol** in realistic games, hammers the rate limiter,
and prints a trip-report summary. It stays in the repo for repeats.
## What it does
1. **Seed** (direct Postgres, schema `backend`): inserts `--durable` durable accounts
(each with a confirmed email identity) + `--guest` guest accounts and an active
`sessions` row per account, then hands the plaintext bearer tokens to the driver.
Token hashes match `backend/internal/session` (`hex(sha256(token))`), so the seeded
sessions resolve. Every row carries a distinctive display-name marker for cleanup.
2. **Drive** (edge protocol over h2c): assembles real 24 player games via the
invitation flow (`invitation.create``invitation.accept`, no robots), then runs
each player's turn loop — poll `game.state`, replay `game.history`, generate a legal
**mid-ranked** move with the embedded `scrabble-solver`, **compose it tile by tile with
the debounced `game.evaluate` preview a real client fires** (the hottest gameplay call),
persist a `draft.save`, and `game.submit_play` (or pass/exchange). A fraction of turns
exercise nudge / chat / check-word / draft / profile-update / stats. Each player also
holds a live `Subscribe` stream. The moderate ramp is **50 → 200 → 500** concurrent
players, ~12 min per step. `--eval=false` drops the evaluate model for an A/B baseline.
3. **Hammer**: drives `games.list` from one account far above the per-user rate limit
to verify the limiter holds (`rate_limited` results) and measure its cost.
4. **Report**: per-operation latency percentiles, throughput, result-code breakdown,
live-event tally and the aggregate error rate.
The driver runs the solver **locally** because the edge protocol carries no board: the
client reconstructs it from decoded history (the same invariant as the UI).
## Connection model
The harness reaches Postgres and the gateway directly, so run it as a one-shot
container on the contour's docker network (this bypasses the host→gateway hairpin):
```sh
# from the repo root
docker build -f loadtest/Dockerfile -t scrabble-loadtest .
docker run --rm --cpus=3 --name scrabble-loadtest --network scrabble-internal \
-e POSTGRES_PASSWORD="$TEST_POSTGRES_PASSWORD" \
scrabble-loadtest run
```
Each virtual player gets its own `edge.Client` (its own h2c connection), mirroring real
clients rather than multiplexing every player over one transport. Defaults assume the
contour service names: `postgres:5432` and `gateway:8081`. The DAWGs are baked into the
image (`/opt/dawg`, pinned to the dictionary release). On a host shared with the contour,
cap the harness (`--cpus=3`) so the contour keeps the spare cores. Run with
`--name scrabble-loadtest` so the harness's own CPU/memory show up as a `scrabble-*`
series in the metrics (keeping it separable from the system under test). Capture the
resource baseline from the Grafana **Scrabble — Resources** dashboard (the otelcol
`docker_stats` receiver + postgres_exporter), or from `docker stats` directly, while the
run is in progress.
## Commands & flags
```
loadtest run [flags] seed, drive the ramp + hammer, print the report
loadtest cleanup [flags] delete everything the harness seeded (matched by the display-name marker)
```
Key `run` flags (env in parentheses):
| flag | default | meaning |
|------|---------|---------|
| `--gateway` (`LOADTEST_GATEWAY_URL`) | `http://gateway:8081` | gateway base URL |
| `--dsn` (`LOADTEST_DSN`) | from `POSTGRES_*` | backend Postgres DSN (schema `backend`) |
| `--dawg` (`LOADTEST_DAWG_DIR`) | `/dawg` (image: `/opt/dawg`) | committed `*.dawg` directory |
| `--durable` / `--guest` | `10000` / `1000` | accounts to seed |
| `--steps` | `50,200,500` | concurrent-player ramp steps |
| `--step-dur` | `12m` | hold time per step |
| `--games-per-player` | `0` (random 35) | target concurrent games per player |
| `--tick` | `800ms` | per-player op cadence (keeps a player under the per-user limit) |
| `--secondary-prob` | `0.08` | chance per tick of a non-move op |
| `--eval` | `true` | model the per-tile `game.evaluate` preview (the gameplay hot path); `false` reproduces the pre-evaluate harness |
| `--eval-recon` | `1` | extra full-composition evaluate re-previews per play (reconsideration), beyond one per placed tile |
| `--hammer-workers` / `--hammer-dur` | `20` / `15s` | gateway-hammer (0 workers disables) |
| `--reset` / `--cleanup` | `false` | delete harness rows before / after the run |
`run` re-seeds every time (plaintext tokens are never stored), so pass `--reset` to
clear a prior run's rows first. The authoritative hard reset of the contour remains the
DB wipe (`DROP SCHEMA backend CASCADE` + backend restart).
## Build & test
```sh
go build ./loadtest/...
go vet ./loadtest/...
BACKEND_DICT_DIR="$PWD/../scrabble-solver/dawg" go test -count=1 ./loadtest/...
```
The DAWG-backed `moves` test runs only when `BACKEND_DICT_DIR` is set (as the engine
tests use); the pure logic (hashing, board replay, rack build, move selection, report)
runs unconditionally. Use an **absolute** path (here via `$PWD`): `go test ./loadtest/...`
runs each package from its own directory, so a relative `BACKEND_DICT_DIR` would not
resolve.
## Trip report
The stress findings — the final run, the `game.evaluate` hot-path model, the
gateway→backend connection-pool fix, and the revised sizing — are written up in
[`REPORT.md`](REPORT.md).
## Caveat
The harness shares the host CPU with the contour, so its own `scrabble-loadtest`
container series is read alongside the system under test; capping it with `--cpus`
keeps the contour's quota. Per-player transports (R7) removed the shared-transport
artifact that inflated R2's `transport_error`, so the figures reflect the system. A
fully isolated ceiling on separate hardware remains future work.