Add resource limits, abuse protection and overload handling
Running games always continue; new work is refused when there is no
capacity; abuse is rejected immediately.
- Docker: CPU/memory/pids caps per container (overridable in .env);
uvicorn message size, queue and concurrency limits
- Server abuse limits: connections total/per IP (close 1013), message
rate per connection (token bucket, close 1008 on floods), lobby
creation rate per IP
- Load monitor: event loop lag, CPU of the own cgroup quota and
throttling, with hysteresis (normal/busy/overloaded, severe lag
overloads immediately)
- Admission control: create_lobby and start_game refused while
overloaded or MAX_ACTIVE_GAMES are running; server_status message
broadcast on changes; /health reports load but stays ok
- AI bridge: timeout sent with requests, in-flight cap, circuit breaker
- AI service: bounded workers and queue ("overloaded"), drops expired
requests, degrades to the heuristic agent when busy or too slow
- Website: busy notices, Create/Start disabled when not accepting
games, slow retry when the server is full
- Tests for limiters, load levels, admission control and AI service
limits; docs updated
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
@@ -6,10 +6,12 @@ import type {
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GameView,
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Lobby,
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ServerMessage,
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ServerStatus,
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TrickResult,
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} from './types'
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export type ConnectionStatus = 'connecting' | 'open' | 'closed' | 'replaced'
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// 'busy': the server refused the connection because it is full.
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export type ConnectionStatus = 'connecting' | 'open' | 'closed' | 'replaced' | 'busy'
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export interface Toast {
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id: number
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@@ -23,6 +25,9 @@ const TOAST_MS = 4000
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const MAX_RETRY_DELAY_MS = 10000
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// Close code the server uses when the session was opened in another tab.
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const CLOSE_REPLACED = 4000
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// "Try Again Later": the server is full. Retry slowly so we don't add load.
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const CLOSE_TRY_AGAIN_LATER = 1013
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const BUSY_RETRY_DELAYS_MS = [15000, 30000, 60000]
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function websocketUrl(): string {
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const configured = import.meta.env.VITE_WS_URL as string | undefined
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@@ -59,6 +64,7 @@ export function useWizard() {
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// The most recently completed trick, shown for a moment before it is cleared.
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const [completedTrick, setCompletedTrick] = useState<TrickResult | null>(null)
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const [toasts, setToasts] = useState<Toast[]>([])
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const [serverStatus, setServerStatus] = useState<ServerStatus>({ load: 'normal', accepting_games: true })
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const socketRef = useRef<WebSocket | null>(null)
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const toastId = useRef(0)
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@@ -76,6 +82,7 @@ export function useWizard() {
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useEffect(() => {
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let disposed = false
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let attempt = 0
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let busyAttempt = 0
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let retryTimer: ReturnType<typeof setTimeout> | undefined
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let trickTimer: ReturnType<typeof setTimeout> | undefined
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@@ -97,6 +104,9 @@ export function useWizard() {
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if (!message.game) setCompletedTrick(null)
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break
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}
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case 'server_status':
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setServerStatus({ load: message.load, accepting_games: message.accepting_games })
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break
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case 'error':
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showError(message.message)
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break
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@@ -107,6 +117,9 @@ export function useWizard() {
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const socket = new WebSocket(websocketUrl())
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socketRef.current = socket
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// A "busy" error before the welcome means the server refused this connection.
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let welcomed = false
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let refused = false
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socket.onopen = () => {
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attempt = 0
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setStatus('open')
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@@ -114,7 +127,18 @@ export function useWizard() {
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}
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socket.onmessage = (event) => {
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try {
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handleMessage(JSON.parse(event.data as string) as ServerMessage)
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const message = JSON.parse(event.data as string) as ServerMessage
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if (message.type === 'welcome') {
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welcomed = true
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busyAttempt = 0
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}
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// The "server is full" error arrives right before the 1013 close; the
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// banner explains it, so no toast.
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if (message.type === 'error' && message.code === 'busy' && !welcomed) {
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refused = true
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return
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}
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handleMessage(message)
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} catch (error) {
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console.error('Invalid message from server', error)
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}
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@@ -126,9 +150,17 @@ export function useWizard() {
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setStatus('replaced')
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return
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}
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setStatus('closed')
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const delay = Math.min(1000 * 2 ** attempt, MAX_RETRY_DELAY_MS)
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attempt += 1
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let delay: number
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if (event.code === CLOSE_TRY_AGAIN_LATER || refused) {
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setStatus('busy')
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delay = BUSY_RETRY_DELAYS_MS[Math.min(busyAttempt, BUSY_RETRY_DELAYS_MS.length - 1)]
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busyAttempt += 1
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} else {
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setStatus('closed')
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busyAttempt = 0
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delay = Math.min(1000 * 2 ** attempt, MAX_RETRY_DELAY_MS)
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attempt += 1
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}
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retryTimer = setTimeout(() => {
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setStatus('connecting')
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connect()
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@@ -173,7 +205,7 @@ export function useWizard() {
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[send],
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)
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return { status, playerId, lobby, game, completedTrick, toasts, dismissToast, actions }
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return { status, playerId, lobby, game, completedTrick, serverStatus, toasts, dismissToast, actions }
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}
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export type WizardActions = ReturnType<typeof useWizard>['actions']
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