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>
The round summary used to disappear after a fixed 5 seconds. It is now
derived from the game state: the previous round's result is shown while
the new round is in bidding and hides once card play starts. This also
survives a page reload.
- Drop the client-side round timer from useWizard
- On narrow screens show the summary in the page flow so it does not
cover the bid buttons
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>