Files
marvinandClaude Opus 5.5 9ffee8b952 Document limits, load control and performance
- New docs/09-limits-and-performance.md: principles, all protection
  layers, what players see, configuration reference, measurements,
  tuning guide, monitoring and how to test
- Server chapter summarises the limits and links to chapter 9; circuit
  breaker description and AI_MAX_INFLIGHT default corrected
- Architecture: new files in the layout, design decisions for load
  handling; docs index lists chapter 9
- Protocol, AI and operations chapters link to chapter 9; test counts
- Root and component READMEs describe the limits and settings

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 13:04:21 +02:00

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Wizard online

An online version of the card game Wizard (rules: wizard_instructions/).

Detailed documentation of the whole codebase: docs/.

Component Path Tech
Frontend wizard_website/ React + TypeScript + Vite, CSS modules, served by nginx
Game server wizard_server/ Python, FastAPI, websockets
Game logic wizard_server/game_logic/ Pure Python package wizard_game (no dependencies)
AI player wizard_ai/ Python; RL training skeleton + websocket service
browser ──wss /wizard/api/ws──────▶ Caddy ──/ws──▶ wizard_server:8083 ◀──ws /internal/ai── wizard_ai
        ──https /wizard/website/──▶ Caddy ──/────▶ wizard_website:8082       (network wizard_internal)

How it works

  1. A player opens the website, enters a name and creates a lobby (and joins it).
  2. The lobby shows a code (and an invite link, ?lobby=CODE) others use to join.
  3. The host can add AI players, toggle the hidden bids option, and start the game (3–6 players). The sum of all bids may never equal the number of cards in hand (always on).
  4. The server runs the game with wizard_game and sends every player a personal view (Observation) after each move. Reloading the page reconnects to the same seat. A player who leaves a running game is replaced by an AI player.
  5. When an AI seat has to act, the server sends its Observation to the AI service over the internal websocket and applies the answered action. If the AI service is unavailable or too slow, a random legal move is played so games never get stuck.

The Observation / action JSON format is defined once in wizard_game and shared by the 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):

  • 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

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
  • wizard_website joins the external network wizard_website (port 8082).
  • wizard_server joins the external network wizard_api (port 8083) and wizard_internal.
  • wizard_ai joins only wizard_internal, created by compose as an internal network.

In the Caddy reverse proxy, /wizard/website/* goes to wizard_website:8082 and /wizard/api/* to wizard_server:8083, both with the prefix stripped. The website uses relative asset paths and derives the API address from its own URL (../api/ws), so it works under any prefix as long as the website and API are siblings. /internal/ai refuses requests that come through the proxy (forwarding headers present), in addition to requiring AI_SHARED_SECRET.

Trained AI checkpoints go into wizard_ai/models/latest/ (mounted read-only). Until one exists the AI service uses the built-in heuristic player.

Development

python -m venv .venv && . .venv/bin/activate
pip install -r wizard_server/requirements-dev.txt -r wizard_ai/requirements-dev.txt

(cd wizard_server && uvicorn app.main:app --reload)          # :8000
(cd wizard_ai && python -m wizard_ai serve)                   # connects to :8000
(cd wizard_website && npm install && npm run dev)             # :5173

(cd wizard_server && pytest)   # game logic + server tests
(cd wizard_ai && pytest)