Files
scrabble-game/backend/internal/game/cache.go
T
Ilia Denisov dcd8de8b00
Tests · Go / test (push) Successful in 11s
Tests · Integration / integration (push) Successful in 12s
Tests · Go / test (pull_request) Successful in 10s
Tests · Integration / integration (pull_request) Successful in 11s
Stage 12: observability & performance (OTel/OTLP, domain metrics, guest GC)
- 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

137 lines
3.3 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
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 for id and refreshes its idle timer, or (nil, false).
func (c *gameCache) get(id uuid.UUID) (*engine.Game, bool) {
c.mu.Lock()
defer c.mu.Unlock()
e, ok := c.entries[id]
if !ok {
return nil, false
}
e.lastAccess = c.now()
return e.game, true
}
// put stores g as the live game for id. variant labels the entry so the active-
// games gauge can report counts by variant without inspecting engine internals.
func (c *gameCache) put(id uuid.UUID, g *engine.Game, variant string) {
c.mu.Lock()
defer c.mu.Unlock()
c.entries[id] = &cachedGame{game: g, 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
}