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>
99 lines
3.0 KiB
Python
99 lines
3.0 KiB
Python
"""Player sessions and their websocket connections.
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A ``Session`` identifies a human player across reconnects (e.g. a page
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reload) via a secret token. A ``Connection`` wraps one websocket and owns an
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outgoing message queue so that messages are sent in order and never
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concurrently.
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"""
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from __future__ import annotations
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import asyncio
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import contextlib
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import logging
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import secrets
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import time
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import uuid
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from typing import Any
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from starlette.websockets import WebSocket
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logger = logging.getLogger(__name__)
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class Connection:
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def __init__(self, websocket: WebSocket) -> None:
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self.websocket = websocket
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# Client IP; behind the reverse proxy uvicorn takes it from X-Forwarded-For.
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self.ip = websocket.client.host if websocket.client else "unknown"
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self._queue: asyncio.Queue[dict[str, Any] | None] = asyncio.Queue()
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self._writer: asyncio.Task | None = None
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def start(self) -> None:
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self._writer = asyncio.create_task(self._write_loop())
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def send(self, message: dict[str, Any]) -> None:
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self._queue.put_nowait(message)
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async def close(self, code: int = 1000) -> None:
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self._queue.put_nowait(None)
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if self._writer:
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with contextlib.suppress(Exception):
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await self._writer
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with contextlib.suppress(Exception):
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await self.websocket.close(code)
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async def _write_loop(self) -> None:
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while (message := await self._queue.get()) is not None:
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try:
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await self.websocket.send_json(message)
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except Exception: # connection is gone; the reader loop cleans up
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logger.debug("Failed to send message", exc_info=True)
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return
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class Session:
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def __init__(self) -> None:
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self.player_id = uuid.uuid4().hex[:12]
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self.token = secrets.token_urlsafe(24)
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self.name: str | None = None
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self.lobby_code: str | None = None
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self.connection: Connection | None = None
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self.last_seen = time.monotonic()
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@property
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def connected(self) -> bool:
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return self.connection is not None
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def send(self, message: dict[str, Any]) -> None:
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if self.connection:
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self.connection.send(message)
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class SessionRegistry:
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def __init__(self) -> None:
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self._by_token: dict[str, Session] = {}
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def create(self) -> Session:
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session = Session()
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self._by_token[session.token] = session
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return session
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def get(self, token: str | None) -> Session | None:
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if not token:
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return None
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return self._by_token.get(token)
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def remove(self, session: Session) -> None:
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self._by_token.pop(session.token, None)
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def connected(self) -> list[Session]:
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return [s for s in self._by_token.values() if s.connected]
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def expired(self, ttl: float) -> list[Session]:
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now = time.monotonic()
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return [s for s in self._by_token.values() if not s.connected and now - s.last_seen > ttl]
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def __len__(self) -> int:
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return len(self._by_token)
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