diff --git a/README.md b/README.md
index 256fdeb..ae948d7 100644
--- a/README.md
+++ b/README.md
@@ -33,10 +33,25 @@ The `Observation` / action JSON format is defined once in `wizard_game` and shar
frontend, the server and the AI, so AI models see exactly the same data in training and in
production.
+## Limits and load control
+
+Wizard shares its host with other services, so its resource use is bounded in layers
+(details: [`docs/09-limits-and-performance.md`](docs/09-limits-and-performance.md)):
+
+- **Docker caps** per container (server 1 CPU / 512 MB, AI 1 CPU / 1 GB, website 0.25 CPU / 64 MB),
+ set in `.env`.
+- **Abuse limits**: connections per IP and in total, messages per second per connection,
+ lobbies per IP per minute.
+- **Overload handling**: the server watches event loop lag, CPU and cgroup throttling. While it
+ is overloaded, or `MAX_ACTIVE_GAMES` games are running, new lobbies and game starts are refused
+ ("server busy" in the UI). Running games always continue.
+- **AI cost bounds**: bounded queue and workers in the AI service, which falls back to the cheap
+ heuristic player when busy; circuit breaker and in-flight cap in the server.
+
## Deployment
```bash
-cp .env.example .env # set AI_SHARED_SECRET
+cp .env.example .env # set AI_SHARED_SECRET (limits optional)
docker network create wizard_website # if they don't exist yet
docker network create wizard_api
docker compose up -d --build
diff --git a/docs/01-architecture.md b/docs/01-architecture.md
index 7d12981..21483e3 100644
--- a/docs/01-architecture.md
+++ b/docs/01-architecture.md
@@ -5,7 +5,7 @@
| Component | Folder | Language / stack | Runs as | Responsibility |
|-----------|--------|------------------|---------|----------------|
| Website | `wizard_website/` | React 19, TypeScript, Vite, CSS modules | static files served by nginx (container port 8082) | UI: start page, lobby, game table |
-| Game server | `wizard_server/app/` | Python 3.13, FastAPI, uvicorn | one process (container port 8083) | sessions, lobbies, running games, asking the AI for moves |
+| Game server | `wizard_server/app/` | Python 3.13, FastAPI, uvicorn | one process (container port 8083) | sessions, lobbies, running games, asking the AI for moves, limits and load control |
| Game engine | `wizard_server/game_logic/` (package `wizard_game`) | pure Python, no dependencies | library, installed into server and AI images | the rules of Wizard |
| AI service | `wizard_ai/` | Python, `websockets` | one process, no listening port | chooses moves for AI seats; training tools |
@@ -89,8 +89,8 @@ Important properties of this flow:
```
.
-├── compose.yaml # all three containers + networks
-├── .env.example # template for .env (AI_SHARED_SECRET, …)
+├── compose.yaml # all three containers, networks, CPU/memory caps
+├── .env.example # template for .env (secret, resource limits, capacity)
├── README.md # short project readme
├── docs/ # this documentation
├── instructions.txt # original task description
@@ -107,8 +107,11 @@ Important properties of this flow:
│ │ ├── service.py # WizardService: dispatches messages, sessions, cleanup
│ │ ├── sessions.py # Session, Connection (ordered send queue), SessionRegistry
│ │ ├── lobby.py # Lobby, Seat, LobbyManager, AI turn loop
-│ │ └── ai_bridge.py # request/response with the AI service + fallback
-│ ├── tests/test_server.py # websocket-level tests of the server
+│ │ ├── ai_bridge.py # request/response with the AI service, fallback, circuit breaker
+│ │ ├── limits.py # TokenBucket, rate and connection limiters
+│ │ └── load.py # LoadMonitor: detects overload (lag, CPU, cgroup throttling)
+│ ├── tests/ # conftest.py/helpers.py (fixtures), test_server.py,
+│ │ # test_protection.py (limits/overload), test_limits.py (units)
│ └── game_logic/ # installable package "wizard-game"
│ ├── pyproject.toml
│ ├── wizard_game/
@@ -130,7 +133,7 @@ Important properties of this flow:
│ │ ├── agents/ # Agent interface, random, heuristic, model agent
│ │ ├── model/ # encoding.py (features/actions), policy.py (model interface)
│ │ ├── training/ # env.py, self_play.py, evaluate.py
-│ │ └── service/client.py # production websocket client
+│ │ └── service/client.py # production websocket client (workers, queue, degradation)
│ └── tests/test_ai.py
│
└── wizard_website/
@@ -158,3 +161,6 @@ Important properties of this flow:
| Session token in `sessionStorage` | Survives page reloads (reconnect to the same seat) but is per tab, so you can test several players in several tabs. |
| Per-connection send queue | Websocket messages are always sent in order and never concurrently (see `sessions.Connection`). |
| Relative asset paths + relative API URL in the frontend | The app works under any path prefix (`/wizard/website/` in production, `/` in development) without rebuilding. |
+| Refuse new games under load, never interrupt running ones | Players in a game are never punished for load; creating/starting games is what adds load, so that is what gets refused ("server busy"). Refusing sheds load by itself. See [chapter 9](09-limits-and-performance.md). |
+| Hard Docker caps plus software limits | The caps guarantee the host is protected even if a software limit fails; the software limits make overload visible and graceful instead of just slow. |
+| Health check stays "ok" under load | Docker must never restart an overloaded server — that would end every running game. |
diff --git a/docs/04-server.md b/docs/04-server.md
index d7f082f..7b09546 100644
--- a/docs/04-server.md
+++ b/docs/04-server.md
@@ -256,97 +256,35 @@ The AI service keeps a websocket open to `/internal/ai`. `AIBridge`:
server has already given up on;
- **in-flight cap**: if `AI_MAX_INFLIGHT` requests are already waiting on a
connection, the move is played by the fallback without asking;
-- **circuit breaker**: after `AI_BREAKER_FAILURES` failures in a row (timeouts,
- errors, illegal answers) the AI is not asked for `AI_BREAKER_COOLDOWN`
- seconds, so a struggling AI service is not buried under more requests.
+- **circuit breaker**: after `AI_BREAKER_FAILURES` real failures in a row
+ (timeouts, lost connection, malformed/illegal answers, unexpected errors) the
+ AI is not asked for `AI_BREAKER_COOLDOWN` seconds, so games don't wait
+ `AI_DECISION_TIMEOUT` for every move of a hanging AI. Load shedding (the
+ in-flight cap, AI answers `overloaded` / `expired`) does not count.
## Limits and overload handling
-The server protects the host and its players in three layers. The guiding rule
-is: **running games always continue; new work is refused when there is no
-capacity; abuse is rejected immediately.**
+The complete description — all layers, thresholds, what players see, tuning,
+monitoring and measurements — is in
+[chapter 9: Limits, load control and performance](09-limits-and-performance.md).
+In short, for the server:
-```mermaid
-flowchart TD
- C[new websocket] --> L1{"connection limit
total / per IP"}
- L1 -- over --> R1["error busy + close 1013"]
- L1 -- ok --> M[message]
- M --> L2{"message rate
token bucket"}
- L2 -- over --> R2["dropped + error rate_limited
(close 1008 when flooding)"]
- L2 -- ok --> D{"create_lobby /
start_game?"}
- D -- no --> OK[handled normally]
- D -- yes --> L3{"accepting_games?
not overloaded and
running games < MAX_ACTIVE_GAMES"}
- L3 -- no --> R3["error busy"]
- L3 -- yes --> OK
-```
-
-### 1. Hard limits (Docker and uvicorn)
-
-- `compose.yaml` caps every container (`deploy.resources.limits` + `pids_limit`):
- server 1 CPU / 512 MB, AI 1 CPU / 1 GB, website 0.25 CPU / 64 MB by default,
- overridable in `.env` (`SERVER_CPUS`, `SERVER_MEMORY`, …).
-- uvicorn (`wizard_server/Dockerfile`): `--ws-max-size 65536` (bigger messages
- close the connection with 1009), `--ws-max-queue 16`,
- `--limit-concurrency 1000` (HTTP 503 beyond that — a last resort above the
- app's own connection limit).
-
-### 2. Abuse limits (`limits.py`, applied in `WizardService`)
-
-| Limit | Default | When exceeded |
-|-------|---------|---------------|
-| open connections total / per client IP | 500 / 10 | `error` (code `busy`), then close **1013** "Try Again Later" |
-| messages per connection (token bucket) | 10/s, burst 30 | message dropped, `error` (code `rate_limited`, not repeated for every message); after 50 drops the connection is closed with 1008 |
-| lobbies created per client IP | 10 per minute | `error` (code `rate_limited`) |
-
-The client IP is `websocket.client.host`. Behind Caddy, uvicorn's
-`--proxy-headers` sets it from `X-Forwarded-For` (Caddy does not pass on
-client-supplied values, so it cannot be spoofed).
-
-### 3. Load monitor and admission control (`load.py`)
-
-`LoadMonitor.run()` (started in the app lifespan) samples once per second:
-
-- **event loop lag** — how late the loop wakes up; the most direct "players
- notice slowness" signal;
-- **CPU** — process CPU time relative to the container's CPU quota (read from
- the process's own cgroup, `/proc/self/cgroup` → `…/cpu.max`), at most one
- core because game logic runs on one core;
-- **throttling** — share of CPU periods in which the container hit its limit
- (`cpu.stat`: `nr_throttled / nr_periods`).
-
-Each sample is classified (`classify`) and `next_level` derives the level with
-hysteresis:
-
-| Level | Entered when | Left when |
-|-------|--------------|-----------|
-| `busy` | one sample with lag ≥ 0.1 s or CPU ≥ 70 % | 10 normal samples in a row |
-| `overloaded` | 3 samples in a row with lag ≥ 0.25 s, CPU ≥ 90 % or throttled ≥ 50 % — or **one** sample with lag ≥ 1 s | 10 samples in a row that are not overloaded |
-
-`busy` is only informational. While **overloaded**, or while
-`MAX_ACTIVE_GAMES` (default 50) games are running, `accepting_games` is false:
-
-| Action | Refused when not accepting games |
-|--------|----------------------------------|
-| `create_lobby` | yes (`error` code `busy`) |
-| `start_game` | yes (`error` code `busy`) |
-| `join_lobby`, moves, `return_to_lobby`, reconnects | never — they are cheap and keep running games alive |
-
-Refusing new games sheds load by itself: finished games are not replaced, so
-the load drops and the server recovers.
-
-Every connected client receives a `server_status` message after `welcome` and
-whenever the level or `accepting_games` changes (the website then disables
-"Create lobby" / "Start game" and shows a notice). `/health` reports `load`,
-`loop_lag`, `cpu`, `throttled`, `accepting_games`, `active_games`,
-`connections` and AI bridge stats, but its `status` **stays "ok"** under load:
-an overloaded server must never be restarted by Docker, which would end all
-running games.
-
-Measured on a server capped at 15 % of a CPU with 30 games played at full
-speed: overloaded after ~3 s, new lobbies refused, running games kept going,
-back to normal ~10 s after the load dropped.
-
-For manual testing, `LOAD_FORCE_LEVEL=overloaded` pins the level.
+- **Rule**: running games always continue; new lobbies/games are refused when
+ there is no capacity; abuse is rejected immediately.
+- **Abuse limits** (`limits.py`, applied in `WizardService.handle_client`):
+ connections in total and per IP (refused with `error` code `busy` + close
+ 1013), a token bucket per connection for messages (`rate_limited`, close
+ 1008 on floods), lobby creation per IP.
+- **Load monitor** (`load.py`, `LoadMonitor.run()` in the app lifespan):
+ samples event loop lag, CPU against the container quota, and cgroup
+ throttling every second; levels `normal` / `busy` / `overloaded` with
+ hysteresis.
+- **Admission control** (`WizardService.accepting_games`): `create_lobby` and
+ `start_game` are refused while overloaded or while `MAX_ACTIVE_GAMES` games
+ run; everything else keeps working. Changes are broadcast to all clients as
+ `server_status`.
+- `/health` reports the load but its `status` stays "ok", so Docker never
+ restarts an overloaded server (which would end all games).
## Configuration (`config.py`)
@@ -373,7 +311,7 @@ All values are read from environment variables when the module is imported.
| `LOAD_THROTTLE_OVERLOAD` | 0.5 | throttled share of CPU periods |
| `LOAD_OVERLOAD_SAMPLES` / `LOAD_RECOVER_SAMPLES` | 3 / 10 | hysteresis |
| `LOAD_FORCE_LEVEL` | empty | pin the level (testing) |
-| `AI_MAX_INFLIGHT` | 32 | waiting AI requests per AI connection |
+| `AI_MAX_INFLIGHT` | 64 | waiting AI requests per AI connection (keep ≥ `MAX_ACTIVE_GAMES`) |
| `AI_BREAKER_FAILURES` / `AI_BREAKER_COOLDOWN` | 5 / 30 s | AI circuit breaker |
## Housekeeping
diff --git a/docs/05-protocol.md b/docs/05-protocol.md
index 3618d33..f3ec9a3 100644
--- a/docs/05-protocol.md
+++ b/docs/05-protocol.md
@@ -192,8 +192,9 @@ Rules:
- No answer within `AI_DECISION_TIMEOUT` (5 s) → random move. The AI service
drops requests whose `timeout` passed before it could start them (`expired`).
- The server stops asking an AI connection that already has `AI_MAX_INFLIGHT`
- unanswered requests, and pauses the AI after repeated failures (circuit
- breaker); see "Limits and overload handling" in
- [the server chapter](04-server.md).
+ unanswered requests, and pauses the AI after repeated real failures (circuit
+ breaker). `overloaded` / `expired` answers are load shedding, not failures,
+ and do not trip the breaker. See
+ "Layer 4" in [chapter 9](09-limits-and-performance.md).
- Several AI service instances may connect; the server distributes requests
round robin.
diff --git a/docs/07-ai.md b/docs/07-ai.md
index ad56cf3..d409016 100644
--- a/docs/07-ai.md
+++ b/docs/07-ai.md
@@ -268,7 +268,9 @@ count as a win for everyone tied). Seeded for fair comparisons.
primary agent already is the heuristic. The reply's `agent` field says which
one decided;
- `OMP_NUM_THREADS` / `MKL_NUM_THREADS` are set to `AI_WORKERS` in
- `compose.yaml`, so numeric libraries don't start a thread per host core;
+ `compose.yaml`, so numeric libraries don't start a thread per host core
+ (the whole picture, including the server side, is in
+ [chapter 9](09-limits-and-performance.md));
- errors while deciding are reported back as `error` (the server then plays a
random move) instead of crashing;
- reconnects forever with exponential backoff (1 s … 30 s); logs a hint if the
diff --git a/docs/08-operations.md b/docs/08-operations.md
index eb81a43..47e20c1 100644
--- a/docs/08-operations.md
+++ b/docs/08-operations.md
@@ -51,8 +51,8 @@ not read by anything.
| `MAX_CONNECTIONS` / `MAX_CONNECTIONS_PER_IP` | server | no (500 / 10) | open websocket connections |
| `AI_WORKERS` / `AI_MAX_QUEUE` / `AI_DEGRADE_QUEUE` | AI | no (1 / 64 / 8) | parallel decisions, waiting requests before refusing, queue depth from which the heuristic is used |
-How the limits work together is described in "Limits and overload handling"
-in [the server chapter](04-server.md). Further server settings
+How the limits work together, the full list of settings, measurements and a
+tuning guide are in [chapter 9](09-limits-and-performance.md). Further server settings
(`AI_MOVE_DELAY`, `TRICK_PAUSE`, load thresholds, …, see
"Configuration" in [the server chapter](04-server.md)) can be added to
the `environment:` section of `wizard_server` in `compose.yaml`.
@@ -155,7 +155,7 @@ cd wizard_website && npm run lint && npm run build
| Suite | Count | Covers |
|-------|-------|--------|
| game engine | 52 | rules, full random games for 3–6 players, invariants, JSON |
-| server | 32 | websocket flows incl. a complete game, reconnect, AI endpoint security, abuse limits, overload handling, load levels |
+| server | 33 | websocket flows incl. a complete game, reconnect, AI endpoint security, abuse limits, overload handling, load levels |
| AI | 17 | encoding, agents, env, trainer, checkpoints, service limits |
## Troubleshooting
diff --git a/docs/09-limits-and-performance.md b/docs/09-limits-and-performance.md
new file mode 100644
index 0000000..8d85db1
--- /dev/null
+++ b/docs/09-limits-and-performance.md
@@ -0,0 +1,373 @@
+# 9. Limits, load control and performance
+
+This chapter explains how Wizard keeps its resource use bounded, how it
+protects itself against abuse, and what happens when it runs out of compute.
+It covers all components, because the protection works in layers from Docker
+down to the browser.
+
+## Principles
+
+1. **Running games always continue.** A game in progress is never stopped,
+ slowed down on purpose or refused a move because of load.
+2. **New work is refused when there is no capacity.** Creating lobbies and
+ starting games is what adds load, so that is what gets refused — with a
+ clear "server busy" message, not a timeout. (A waiting queue was considered
+ and rejected as not worth the complexity.)
+3. **Abuse is rejected immediately.** Floods and connection storms are cut off
+ at the door, never queued.
+4. **The host is protected no matter what.** Hard Docker caps guarantee that
+ Wizard can never take CPU or memory from the other services on the machine,
+ even if every software limit fails.
+5. **Degrade, don't fail.** An overloaded or broken AI makes weaker moves (the
+ heuristic, or a random move) instead of stopping games.
+
+## Overview
+
+```mermaid
+flowchart TB
+ subgraph docker["Layer 1: Docker caps (compose.yaml)"]
+ direction TB
+ subgraph server["wizard_server — 1 CPU / 512 MB"]
+ U["uvicorn: max message 64 KB,
max 1000 connections"]
+ A["Layer 2: abuse limits
connections, message rate,
lobby creation (limits.py)"]
+ L["Layer 3: load monitor +
admission control (load.py)"]
+ B["AI bridge: in-flight cap,
circuit breaker (ai_bridge.py)"]
+ end
+ subgraph ai["wizard_ai — 1 CPU / 1 GB"]
+ Q["Layer 4: workers, queue,
deadlines, degradation
(service/client.py)"]
+ end
+ W["wizard_website — 0.25 CPU / 64 MB"]
+ end
+ Browser -->|websocket| U --> A --> L
+ L -->|AI turns| B -->|decide| Q
+ L -. "server_status" .-> Browser
+```
+
+## Layer 1 — Docker caps
+
+Set in `compose.yaml` from `.env` (defaults shown):
+
+| Container | CPU | Memory | Processes |
+|-----------|-----|--------|-----------|
+| `wizard_server` | `SERVER_CPUS=1.0` | `SERVER_MEMORY=512M` | 256 |
+| `wizard_ai` | `AI_CPUS=1.0` | `AI_MEMORY=1G` | 256 |
+| `wizard_website` | `WEBSITE_CPUS=0.25` | `WEBSITE_MEMORY=64M` | 64 |
+
+- **CPU** is a hard quota: when the container uses it up, the kernel
+ throttles it. The server notices this (see layer 3) and refuses new games.
+- **Memory** is a hard limit: a container exceeding it is killed by the kernel
+ and restarted by Docker (`restart: unless-stopped`). For the server this
+ would end all games (state is in memory), so the limit has lots of headroom:
+ the server uses ~80 MB idle and ~100 MB with 100 games (see
+ [measurements](#measurements)).
+- **Processes** (`pids_limit`) stop fork bombs / thread explosions.
+- The AI container sets `OMP_NUM_THREADS` / `MKL_NUM_THREADS` to `AI_WORKERS`,
+ so numeric libraries (numpy, torch) don't start one thread per *host* core
+ inside a 1-CPU container.
+
+uvicorn (`wizard_server/Dockerfile`) adds transport limits:
+`--ws-max-size 65536` (larger messages close the connection with code 1009;
+real messages are < 1 KB), `--ws-max-queue 16`, `--limit-concurrency 1000`
+(HTTP 503 beyond that — a last resort above the app's own connection limit).
+
+## Layer 2 — abuse limits (server)
+
+`wizard_server/app/limits.py`, applied in `WizardService.handle_client`
+(`service.py`):
+
+| Limit | Setting (default) | When exceeded |
+|-------|-------------------|---------------|
+| Open connections in total | `MAX_CONNECTIONS` (500) | `error` code `busy`, close **1013** "Try Again Later" |
+| Open connections per client IP | `MAX_CONNECTIONS_PER_IP` (10) | same |
+| Messages per connection | `MESSAGE_RATE` (10/s), `MESSAGE_BURST` (30) | message dropped; `error` code `rate_limited` (only on the 1st and every 10th drop) |
+| Flooding | `MAX_RATE_VIOLATIONS` (50 drops) | connection closed with **1008** |
+| Lobbies created per client IP | `LOBBY_CREATE_RATE` (10 per minute) | `error` code `rate_limited` |
+
+Building blocks:
+
+- `TokenBucket(rate, burst)` — the classic algorithm: a bucket holds up to
+ `burst` tokens, refills at `rate` per second, each action takes one token.
+ Allows short bursts (a player clicking quickly) but bounds the average.
+- `KeyedRateLimiter` — one bucket per key (client IP); buckets that refilled
+ completely are forgotten by the cleanup task every 30 s.
+- `ConnectionLimiter` — counts open connections in total and per IP; released
+ in the `finally` block of `handle_client`, so crashes cannot leak slots.
+
+**Client IP**: `websocket.client.host`. Behind Caddy, uvicorn's
+`--proxy-headers` sets it from `X-Forwarded-For`; Caddy ignores
+client-supplied `X-Forwarded-For` values, so the IP cannot be spoofed. In
+local development everything comes from `127.0.0.1`.
+
+Normal play needs about one message per second, so these limits are never
+noticeable for humans. Several players behind one NAT (e.g. a household)
+share the per-IP connection limit — raise `MAX_CONNECTIONS_PER_IP` if that is
+a realistic use case.
+
+## Layer 3 — load monitor and admission control (server)
+
+### Detecting overload (`load.py`)
+
+`LoadMonitor.run()` is started in the app lifespan and takes a sample every
+`LOAD_SAMPLE_INTERVAL` (1 s):
+
+| Signal | How it is measured | Why |
+|--------|--------------------|-----|
+| **Event loop lag** | the monitor sleeps 1 s and measures how much later it woke up | the most direct measure of "the server reacts slowly"; works everywhere |
+| **CPU** | process CPU time per second, relative to the container's CPU quota (at most 1 core, because game logic runs on one core) | detects saturation before players notice lag |
+| **Throttling** | `nr_throttled / nr_periods` from `cpu.stat` | share of scheduling periods in which the container hit its Docker CPU cap |
+
+CPU quota and throttling come from the process's **own cgroup** (cgroup v2):
+`/proc/self/cgroup` gives its path, e.g. `0::/` inside a container (→
+`/sys/fs/cgroup`) or `0::/user.slice/…scope` on a host. Without cgroup files
+(e.g. macOS) the monitor still works with lag and CPU against one core.
+
+Each sample is classified (`classify`), and `next_level` turns the recent
+classifications into the current level with hysteresis:
+
+| Level | Entered | Left |
+|-------|---------|------|
+| `normal` | — | — |
+| `busy` | one sample with lag ≥ `LOAD_LAG_BUSY` (0.1 s) or CPU ≥ `LOAD_CPU_BUSY` (70 %) | after `LOAD_RECOVER_SAMPLES` (10) normal samples in a row |
+| `overloaded` | `LOAD_OVERLOAD_SAMPLES` (3) samples in a row with lag ≥ `LOAD_LAG_OVERLOAD` (0.25 s), CPU ≥ `LOAD_CPU_OVERLOAD` (90 %) or throttled ≥ `LOAD_THROTTLE_OVERLOAD` (50 %) — **or one** sample with lag ≥ `LOAD_LAG_SEVERE` (1 s) | after 10 samples in a row that are not overloaded |
+
+Why hysteresis: without it a server at the edge would flip between states
+every second, and every flip is broadcast to all players. Why the "severe"
+rule: when the event loop is extremely late, samples themselves arrive late
+(one per several seconds), so waiting for three would delay detection a lot.
+
+`busy` is informational only. `LOAD_FORCE_LEVEL` pins the level for testing.
+
+### Admission control (`service.py`)
+
+`WizardService.accepting_games` is true unless the level is `overloaded` or
+`MAX_ACTIVE_GAMES` (50) games are running (`LobbyManager.active_games()`).
+
+| Action | While not accepting games |
+|--------|---------------------------|
+| `create_lobby` | refused — `error` code `busy` |
+| `start_game` | refused — `error` code `busy` |
+| `join_lobby` | allowed (cheap) |
+| moves in running games, `return_to_lobby`, leaving | allowed (protects running games) |
+| reconnects (`hello` with token) | allowed |
+
+Refusing new games sheds load by itself: finished games are not replaced, so
+the load falls and the server recovers without intervention.
+
+### Telling the players
+
+Every connected client gets a `server_status` message right after `welcome`
+and whenever the level or `accepting_games` changes:
+
+```json
+{"type": "server_status", "load": "overloaded", "accepting_games": false}
+```
+
+Changes come from the load monitor (`on_change`) and from lobbies
+(`on_status_change` when a game starts, finishes or is abandoned), and are
+de-duplicated so an unchanged status is not re-sent.
+
+### Health endpoint
+
+`GET /health` (public: `https://game.marvinkrausser.com/wizard/api/health`):
+
+```json
+{
+ "status": "ok",
+ "load": "normal", "loop_lag": 0.0003, "cpu": 0.012, "throttled": 0.0,
+ "accepting_games": true,
+ "lobbies": 4, "active_games": 3, "sessions": 9, "connections": 7,
+ "ai_available": true,
+ "ai": {"connections": 1, "pending": 0, "paused": false}
+}
+```
+
+`status` **stays "ok" under load** on purpose: the Docker health check must
+never mark an overloaded server unhealthy, because a restart would end every
+running game.
+
+## Layer 4 — AI cost bounds
+
+### In the server (`ai_bridge.py`)
+
+| Mechanism | Setting (default) | Behaviour |
+|-----------|-------------------|-----------|
+| Deadline | `AI_DECISION_TIMEOUT` (5 s) | sent as `timeout` in every request; no answer in time → random move |
+| In-flight cap | `AI_MAX_INFLIGHT` (64) | if that many requests already wait on an AI connection, the move is played randomly without asking. Keep it ≥ `MAX_ACTIVE_GAMES`: every game has at most one AI deciding at a time |
+| Circuit breaker | `AI_BREAKER_FAILURES` (5), `AI_BREAKER_COOLDOWN` (30 s) | after 5 **real failures** in a row (timeouts, lost connection, malformed/illegal answers, unexpected errors) the AI is not asked for 30 s; games play random AI moves instead of waiting 5 s per move |
+
+What counts as a failure matters: the breaker is for a *broken or hanging* AI
+service. Deliberate load shedding — the in-flight cap, or the AI answering
+`overloaded` / `expired` — is **not** a failure: the service is healthy and
+answered immediately, and pausing it would only make play worse.
+
+### In the AI service (`wizard_ai/wizard_ai/service/client.py`)
+
+```mermaid
+flowchart TD
+ R[decide request] --> Q{"in progress ≥
AI_MAX_QUEUE?"}
+ Q -- yes --> E1["error: overloaded"]
+ Q -- no --> W[wait for a free worker
AI_WORKERS]
+ W --> X{"server timeout
already passed?"}
+ X -- yes --> E2["error: expired"]
+ X -- no --> D{"≥ AI_DEGRADE_QUEUE others waiting,
or primary agent slower than
half the remaining time?"}
+ D -- yes --> H[heuristic agent]
+ D -- no --> M[primary agent / model]
+ H --> OK["action + agent name"]
+ M --> OK
+```
+
+| Setting (default) | Meaning |
+|-------------------|---------|
+| `AI_WORKERS` (1) | decisions computed at the same time; agents must be thread safe if > 1 |
+| `AI_MAX_QUEUE` (64) | requests in progress (waiting + computing) before refusing with `overloaded` |
+| `AI_DEGRADE_QUEUE` (8) | from this many other waiting requests, the heuristic decides instead of the model |
+
+The service also keeps a smoothed average of the primary agent's decision
+time; if it exceeds half of the time left before the server's deadline, the
+heuristic answers instead. The reply's `agent` field says who decided (the
+server logs it at debug level). With the heuristic as primary agent (today's
+default without a trained model) there is nothing cheaper to fall back to, so
+degradation only matters once a real model is deployed.
+
+## What players see
+
+| Situation | Start page | Lobby | Running game |
+|-----------|-----------|-------|--------------|
+| Normal | — | — | — |
+| Not accepting games (overloaded or game limit) | notice "The server is busy…", *Create lobby* disabled, *Join* works | notice, *Start game* shows "Server busy" (disabled) | unchanged |
+| Connection limit reached | red banner "The server is full right now. Retrying in a moment…", retries after 15 s, 30 s, 60 s … | — | — |
+| Message rate exceeded | toast "Too many messages, slow down." | same | same |
+| AI overloaded / broken | — | — | AI players make weaker (heuristic or random) moves |
+
+Implemented in `useWizard.ts` (`serverStatus`, connection status `busy`),
+`App.tsx`, `HomeScreen.tsx` and `LobbyScreen.tsx`.
+
+## Configuration reference
+
+All settings with their defaults. Server settings are read in
+`wizard_server/app/config.py`, AI settings in `wizard_ai/wizard_ai/config.py`.
+Settings marked *compose* are already wired through `compose.yaml` / `.env`;
+the others can be added to the `environment:` section of the service.
+
+| Variable | Component | Default | Wired in compose |
+|----------|-----------|---------|------------------|
+| `SERVER_CPUS` / `SERVER_MEMORY` | Docker | 1.0 / 512M | yes |
+| `AI_CPUS` / `AI_MEMORY` | Docker | 1.0 / 1G | yes |
+| `WEBSITE_CPUS` / `WEBSITE_MEMORY` | Docker | 0.25 / 64M | yes |
+| `MAX_CONNECTIONS` / `MAX_CONNECTIONS_PER_IP` | server | 500 / 10 | yes |
+| `MESSAGE_RATE` / `MESSAGE_BURST` | server | 10 / 30 | no |
+| `MAX_RATE_VIOLATIONS` | server | 50 | no |
+| `LOBBY_CREATE_RATE` | server | 10 per minute | no |
+| `MAX_LOBBIES` | server | 1000 | no |
+| `MAX_ACTIVE_GAMES` | server | 50 | yes |
+| `LOAD_SAMPLE_INTERVAL` | server | 1.0 s | no |
+| `LOAD_LAG_BUSY` / `LOAD_LAG_OVERLOAD` / `LOAD_LAG_SEVERE` | server | 0.1 / 0.25 / 1.0 s | no |
+| `LOAD_CPU_BUSY` / `LOAD_CPU_OVERLOAD` | server | 0.7 / 0.9 | no |
+| `LOAD_THROTTLE_OVERLOAD` | server | 0.5 | no |
+| `LOAD_OVERLOAD_SAMPLES` / `LOAD_RECOVER_SAMPLES` | server | 3 / 10 | no |
+| `LOAD_FORCE_LEVEL` | server | empty | no |
+| `AI_DECISION_TIMEOUT` | server | 5 s | no |
+| `AI_MAX_INFLIGHT` | server | 64 | no |
+| `AI_BREAKER_FAILURES` / `AI_BREAKER_COOLDOWN` | server | 5 / 30 s | no |
+| `AI_WORKERS` / `AI_MAX_QUEUE` / `AI_DEGRADE_QUEUE` | AI | 1 / 64 / 8 | yes |
+
+## Measurements
+
+Measured on a development machine (uvicorn, heuristic AI, normal pacing:
+`AI_MOVE_DELAY` 0.8 s, one scripted human per game taking 1.5 s per move,
+4 players per game):
+
+| Running games | Server CPU | Server memory | AI service CPU | AI memory |
+|---------------|-----------|---------------|----------------|-----------|
+| 0 | ~0 % | ~55–80 MB | ~0 % | ~30 MB |
+| 50 | 0.8 % of a core | ~88 MB | 0.5 % | ~30 MB |
+| 100 | 1.5 % of a core | ~99 MB | 0.9 % | ~30 MB |
+
+Overload test: server limited to **15 % of one CPU**
+(`systemd-run --user --scope -p CPUQuota=15%`), 30 games playing at full speed
+(no delays, instant human moves):
+
+| Time | Event |
+|------|-------|
+| 0 s | load starts |
+| ~1 s | `busy` |
+| ~3 s | `overloaded` (CPU at 100 % of quota, throttled 100 %) → `create_lobby` refused with `busy` |
+| … | running games keep playing (534 moves made while overloaded) |
+| ~14 s | games that finished could not restart → load gone → back to `normal` |
+
+What this means:
+
+- With realistic pacing a game costs almost nothing; **1 CPU is far more than
+ 50 games need**. `MAX_ACTIVE_GAMES=50` is a conservative safety cap, not a
+ CPU requirement — raising it to a few hundred is fine with the heuristic AI.
+- Overload only happens with abnormal traffic (scripts, floods) or a heavy AI
+ model. That is exactly what the limits are for.
+- A neural-network model will be the most expensive part. Measure its
+ decision time and CPU with `python -m wizard_ai evaluate` and `docker stats`
+ before raising the caps.
+
+## Tuning guide
+
+| Symptom | Adjust |
+|---------|--------|
+| "Server busy" although `/health` shows low `cpu` and `load: normal` | the game limit is reached: raise `MAX_ACTIVE_GAMES` (and `AI_MAX_INFLIGHT` to at least the same value) |
+| "Server busy" with high `cpu` / `throttled` | give the server more CPU (`SERVER_CPUS`) — or accept it: the server is protecting itself |
+| Friends behind one router get "server full" | raise `MAX_CONNECTIONS_PER_IP` |
+| Busy/overloaded flips too eagerly on a slow machine | raise `LOAD_LAG_*` thresholds or `LOAD_OVERLOAD_SAMPLES` |
+| AI plays weaker under load (logs: "Busy … using heuristic agent") | raise `AI_CPUS` and `AI_WORKERS` (thread-safe agent!) or use a smaller model; `AI_DEGRADE_QUEUE` sets how early it degrades |
+| Server logs "AI failed 5 times in a row, pausing AI requests" | the AI service hangs or crashes: check `docker compose logs wizard_ai` |
+| Server logs "… AI requests already waiting" | more simultaneous AI turns than `AI_MAX_INFLIGHT`: raise it to ≥ `MAX_ACTIVE_GAMES` |
+| Container restarts, `docker inspect` shows `OOMKilled: true` | raise `SERVER_MEMORY` / `AI_MEMORY` |
+
+## Monitoring
+
+- `curl -s https://game.marvinkrausser.com/wizard/api/health` — load, CPU,
+ games, connections, AI state (see above).
+- `docker stats` — live CPU and memory per container against the caps.
+- Log lines to watch (`docker compose logs -f wizard_server wizard_ai`):
+
+ | Log line | Meaning |
+ |----------|---------|
+ | `Load level normal -> busy` / `busy -> overloaded` / `-> normal` | load level changes (with lag, CPU, throttling) |
+ | `Refusing connection from : connection limit reached` | connection limits hit |
+ | `Closing connection from : message flood` | a client was cut off |
+ | `AI failed N times in a row, pausing AI requests for 30s` | circuit breaker opened |
+ | `Playing random move for player N: …` | an AI move fell back to random (reason included) |
+ | AI: `Overloaded: N requests in progress` / `Dropping expired request` / `Busy (N waiting): using heuristic agent` | the AI service shedding load |
+
+## Testing it yourself
+
+Automated tests:
+
+- `wizard_server/tests/test_limits.py` — token bucket, limiters, load levels
+ and hysteresis, cgroup parsing, AI circuit breaker and in-flight cap.
+- `wizard_server/tests/test_protection.py` — floods, connection limits, lobby
+ creation rate, forced overload, `MAX_ACTIVE_GAMES`, a game continuing while
+ overloaded, `server_status` messages.
+- `wizard_ai/tests/test_ai.py` — queue full, expired requests, degradation.
+
+Manual checks:
+
+```bash
+# Refusal UI without real load
+cd wizard_server && LOAD_FORCE_LEVEL=overloaded AI_SHARED_SECRET=dev uvicorn app.main:app
+
+# Game limit: start one game, then a second lobby's "Start game" is refused
+cd wizard_server && MAX_ACTIVE_GAMES=1 AI_SHARED_SECRET=dev uvicorn app.main:app
+
+# Real CPU exhaustion on Linux: cap the server at 15 % of a CPU,
+# then run many games without delays (e.g. a small websocket script)
+cd wizard_server && AI_MOVE_DELAY=0 TRICK_PAUSE=0 MAX_CONNECTIONS_PER_IP=200 \
+ MESSAGE_RATE=1000 MESSAGE_BURST=1000 AI_SHARED_SECRET=dev \
+ systemd-run --user --scope -p CPUQuota=15% uvicorn app.main:app
+```
+
+## Known limitations
+
+- A running game whose humans all disconnected keeps its `MAX_ACTIVE_GAMES`
+ slot until their sessions expire (`SESSION_TTL`, 30 min), because they may
+ reconnect. It costs no CPU meanwhile.
+- The limits are per server process. That is fine because the server must run
+ as a single process anyway (all state is in memory).
+- Players behind one IP share `MAX_CONNECTIONS_PER_IP` and `LOBBY_CREATE_RATE`.
+- There is no waiting queue: players have to retry when the server is busy.
diff --git a/docs/README.md b/docs/README.md
index ccf475b..5165400 100644
--- a/docs/README.md
+++ b/docs/README.md
@@ -11,11 +11,12 @@ to be read top to bottom the first time and used as a reference afterwards.
| 1 | [Architecture overview](01-architecture.md) | The four components, how a move travels through the system, repository layout, key design decisions |
| 2 | [Game rules as implemented](02-game-rules.md) | Every rule of Wizard as the code implements it, with the exact function that enforces it |
| 3 | [Game engine (`wizard_game`)](03-game-engine.md) | The rules package: cards, the `WizardGame` state machine, observations, actions, events |
-| 4 | [Game server (`wizard_server/app`)](04-server.md) | Sessions, reconnects, lobbies, running games, AI turns, broadcasting, configuration |
+| 4 | [Game server (`wizard_server/app`)](04-server.md) | Sessions, reconnects, lobbies, running games, AI turns, broadcasting, limits (summary), configuration |
| 5 | [Protocol reference](05-protocol.md) | Every websocket message between browser ↔ server and server ↔ AI, with examples |
| 6 | [Frontend (`wizard_website`)](06-frontend.md) | The React app: connection hook, screens, components, styling, build |
| 7 | [AI player (`wizard_ai`)](07-ai.md) | Agents, feature encoding, policy interface, training, evaluation, production service — and how to plug in a real model |
| 8 | [Deployment, development & operations](08-operations.md) | Docker, networks, Caddy, environment variables, local setup, tests, troubleshooting, how-to recipes |
+| 9 | [Limits, load control and performance](09-limits-and-performance.md) | Resource caps, abuse limits, overload detection, what happens when compute runs out, AI cost bounds, measurements, tuning and monitoring |
## The system in one paragraph
diff --git a/wizard_ai/README.md b/wizard_ai/README.md
index c31d619..b3306ba 100644
--- a/wizard_ai/README.md
+++ b/wizard_ai/README.md
@@ -16,12 +16,16 @@ provides everything around it.
`Policy.update`, with checkpointing
- `training/evaluate.py` — play agents against each other (mean score, win rate)
- `service/client.py` — production: connects to `ws://wizard_server:8083/internal/ai`,
- answers `decide` requests, reconnects automatically
+ answers `decide` requests, reconnects automatically. Work is bounded: `AI_WORKERS` (1)
+ parallel decisions, at most `AI_MAX_QUEUE` (64) requests in progress (more are answered
+ "overloaded"), expired requests are dropped, and from `AI_DEGRADE_QUEUE` (8) waiting requests —
+ or when the model is too slow — the heuristic decides instead of the model
+ (see `../docs/09-limits-and-performance.md`)
```bash
pip install -r requirements-dev.txt
python -m wizard_ai train --episodes 5000 --out models/latest
python -m wizard_ai evaluate --agents model,heuristic,random,random --games 200
-python -m wizard_ai serve # env: SERVER_URL, AI_SHARED_SECRET, AGENT, MODEL_PATH
+python -m wizard_ai serve # env: SERVER_URL, AI_SHARED_SECRET, AGENT, MODEL_PATH, AI_WORKERS, AI_MAX_QUEUE, AI_DEGRADE_QUEUE
pytest
```
diff --git a/wizard_server/README.md b/wizard_server/README.md
index 3225567..9b5ad23 100644
--- a/wizard_server/README.md
+++ b/wizard_server/README.md
@@ -8,11 +8,19 @@ FastAPI game server. It manages sessions, lobbies and games, and talks to the AI
- `app/protocol.py` — client message schema
- `app/service.py` — dispatches client messages, reconnects sessions, cleanup
- `app/lobby.py` — lobbies, seats, host actions, running games and AI turns
-- `app/ai_bridge.py` — request/response protocol with the AI service, random-move fallback
+- `app/ai_bridge.py` — request/response protocol with the AI service, random-move fallback,
+ in-flight cap and circuit breaker
- `app/sessions.py` — sessions (token based, survive reloads) and ordered websocket sending
+- `app/limits.py` — token bucket, per-IP rate limiter, connection limiter (abuse protection)
+- `app/load.py` — load monitor (event loop lag, CPU, cgroup throttling) with hysteresis; the
+ service refuses new lobbies/games while overloaded or at `MAX_ACTIVE_GAMES`
-Configuration (environment): `AI_SHARED_SECRET`, `AI_DECISION_TIMEOUT` (5s), `AI_MOVE_DELAY` (0.8s),
-`TRICK_PAUSE` (1.8s), `SESSION_TTL` (1800s), `MAX_LOBBIES` (1000), `ALLOWED_ORIGINS`, `LOG_LEVEL`.
+Configuration (environment, all in `app/config.py`): `AI_SHARED_SECRET`, `AI_DECISION_TIMEOUT` (5s),
+`AI_MOVE_DELAY` (0.8s), `TRICK_PAUSE` (1.8s), `SESSION_TTL` (1800s), `MAX_LOBBIES` (1000),
+`ALLOWED_ORIGINS`, `LOG_LEVEL`, and the limits: `MAX_CONNECTIONS` (500), `MAX_CONNECTIONS_PER_IP` (10),
+`MESSAGE_RATE`/`MESSAGE_BURST` (10/30), `LOBBY_CREATE_RATE` (10/min), `MAX_ACTIVE_GAMES` (50),
+`LOAD_*` thresholds, `AI_MAX_INFLIGHT` (64), `AI_BREAKER_FAILURES`/`AI_BREAKER_COOLDOWN` (5/30s).
+See `../docs/04-server.md` and `../docs/09-limits-and-performance.md`.
```bash
pip install -r requirements-dev.txt
diff --git a/wizard_website/README.md b/wizard_website/README.md
index 3028fca..ecd91b1 100644
--- a/wizard_website/README.md
+++ b/wizard_website/README.md
@@ -18,9 +18,12 @@ development, or `VITE_WS_URL` at build time to use an absolute websocket URL ins
## Structure
- `src/api/` — protocol types and the `useWizard` hook (websocket connection,
- reconnect with a per-tab session token, game state)
+ reconnect with a per-tab session token, game state, server load status; slow
+ retries when the server is full)
- `src/components/` — reusable UI (button, playing card, modal, toasts)
-- `src/screens/HomeScreen` — enter a name, create or join a lobby
-- `src/screens/LobbyScreen` — lobby code, players, AI players, rule options, start
+- `src/screens/HomeScreen` — enter a name, create or join a lobby (Create is disabled with a
+ notice while the server is busy)
+- `src/screens/LobbyScreen` — lobby code, players, AI players, rule options, start (disabled
+ with a notice while the server is busy)
- `src/screens/GameScreen` — the table: seats, trick, hand, bidding, trump choice,
scoreboard, round summary, game over