635f2fd9fc
- #3 nudge-on-own-turn: distinct result code nudge_own_turn + i18n (was reused 'not_your_turn') - #2 sanitize connector registration name to the editable format; Player/Игрок-XXXXX fallback - #5 variant-aware robot name pools (composed full/colloquial first + surname forms; ru gets <=20% latin) - #4 move-number-aware robot move timing (early 1-5min -> late 10-90min, skew k=4) - #7 emit move event to the actor too (multi-device sync); opponent_moved stays in-app only - #1 live game_move_duration{variant,phase} histogram + admin console per-user min/avg/max columns and an inline-SVG move-time-by-move-number chart (offline from the journal) - ProvisionRobot bypasses editor name validation (system names like 'Peter J.')
136 lines
5.2 KiB
Go
136 lines
5.2 KiB
Go
package game
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import (
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"context"
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"time"
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"go.opentelemetry.io/otel/attribute"
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"go.opentelemetry.io/otel/metric"
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"go.opentelemetry.io/otel/metric/noop"
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"go.uber.org/zap"
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"scrabble/backend/internal/engine"
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)
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// meterName scopes the game domain's OpenTelemetry instruments.
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const meterName = "scrabble/backend/game"
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// gameMetrics holds the game domain's operational instruments. Every game-scoped
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// measurement carries a "variant" attribute (english/russian/erudit). The
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// instruments default to no-ops (see defaultGameMetrics), so recording is always
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// safe; SetMetrics installs the real meter during startup wiring.
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type gameMetrics struct {
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replay metric.Float64Histogram
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validate metric.Float64Histogram
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moveDur metric.Float64Histogram
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started metric.Int64Counter
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abandoned metric.Int64Counter
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}
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// defaultGameMetrics returns instruments backed by a no-op meter, recording
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// nothing until SetMetrics installs a real one.
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func defaultGameMetrics() *gameMetrics {
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return newGameMetrics(noop.NewMeterProvider().Meter(meterName))
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}
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// newGameMetrics builds the instruments on meter, falling back to no-op
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// instruments on the (rare) construction error so the game domain never fails to
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// start over telemetry.
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func newGameMetrics(meter metric.Meter) *gameMetrics {
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return &gameMetrics{
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replay: histogram(meter, "game_replay_duration", "Seconds to rebuild a live game from its journal on a cache miss."),
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validate: histogram(meter, "game_move_validate_duration", "Seconds to validate and score a tentative play (EvaluatePlay)."),
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moveDur: histogram(meter, "game_move_duration", "Seconds a seat spent on a committed move (play/pass/exchange), by variant and phase. Aggregates all seats including robots; per-human analysis lives in the admin console."),
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started: counter(meter, "games_started_total", "Games created and started."),
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abandoned: counter(meter, "games_abandoned_total", "Player seats dropped by the turn-timeout sweeper."),
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}
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}
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// SetMetrics installs the meter the game domain records to and registers the
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// observable gauge reporting the live games resident in the cache by variant. It
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// must be called during startup wiring; the default is a no-op meter.
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func (svc *Service) SetMetrics(meter metric.Meter) {
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if meter == nil {
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return
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}
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svc.metrics = newGameMetrics(meter)
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if _, err := meter.Int64ObservableGauge("game_cache_active",
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metric.WithDescription("Live games currently resident in the in-memory cache, by variant."),
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metric.WithInt64Callback(func(_ context.Context, o metric.Int64Observer) error {
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for variant, n := range svc.cache.countByVariant() {
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o.Observe(int64(n), metric.WithAttributes(attribute.String("variant", variant)))
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}
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return nil
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}),
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); err != nil {
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svc.log.Warn("game: register cache gauge", zap.Error(err))
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}
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}
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// recordReplay records the duration of a cache-miss journal replay for variant.
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func (m *gameMetrics) recordReplay(ctx context.Context, v engine.Variant, start time.Time) {
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m.replay.Record(ctx, time.Since(start).Seconds(), variantAttr(v))
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}
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// recordValidate records the duration of one play validation for variant.
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func (m *gameMetrics) recordValidate(ctx context.Context, v engine.Variant, start time.Time) {
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m.validate.Record(ctx, time.Since(start).Seconds(), variantAttr(v))
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}
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// recordMoveDuration records how long a seat spent on a committed move, attributed by
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// variant and the game phase derived from moveCount. A non-positive duration (a clock
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// skew or a move with no recorded turn start) is dropped.
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func (m *gameMetrics) recordMoveDuration(ctx context.Context, v engine.Variant, moveCount int, d time.Duration) {
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if d <= 0 {
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return
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}
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m.moveDur.Record(ctx, d.Seconds(),
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metric.WithAttributes(attribute.String("variant", v.String()), attribute.String("phase", phaseOf(moveCount))))
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}
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// phaseOf buckets a move ordinal into the game phase used as a metric attribute. The
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// thresholds reflect a typical ~28-move game (docs/ARCHITECTURE.md §7).
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func phaseOf(moveCount int) string {
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switch {
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case moveCount <= 8:
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return "opening"
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case moveCount <= 20:
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return "middle"
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default:
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return "endgame"
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}
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}
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// recordStarted counts one started game of variant.
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func (m *gameMetrics) recordStarted(ctx context.Context, v engine.Variant) {
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m.started.Add(ctx, 1, variantAttr(v))
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}
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// recordAbandoned counts one seat dropped by the turn-timeout sweeper in a game of
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// variant.
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func (m *gameMetrics) recordAbandoned(ctx context.Context, v engine.Variant) {
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m.abandoned.Add(ctx, 1, variantAttr(v))
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}
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// variantAttr is the shared "variant" attribute option, usable for both Record and
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// Add measurements.
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func variantAttr(v engine.Variant) metric.MeasurementOption {
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return metric.WithAttributes(attribute.String("variant", v.String()))
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}
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func histogram(m metric.Meter, name, desc string) metric.Float64Histogram {
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h, err := m.Float64Histogram(name, metric.WithUnit("s"), metric.WithDescription(desc))
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if err != nil {
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h, _ = noop.NewMeterProvider().Meter(meterName).Float64Histogram(name)
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}
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return h
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}
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func counter(m metric.Meter, name, desc string) metric.Int64Counter {
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c, err := m.Int64Counter(name, metric.WithDescription(desc))
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if err != nil {
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c, _ = noop.NewMeterProvider().Meter(meterName).Int64Counter(name)
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}
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return c
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}
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