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>
34 lines
882 B
Python
34 lines
882 B
Python
"""Helpers shared by the server tests."""
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SECRET = "test-secret"
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# Tests play much faster than humans, so the message rate limit is raised.
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TEST_SETTINGS = dict(
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ai_shared_secret=SECRET,
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ai_move_delay=0,
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trick_pause=0,
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ai_decision_timeout=2,
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message_rate=10_000,
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message_burst=10_000,
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)
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def receive_until(ws, predicate, limit=5000):
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for _ in range(limit):
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message = ws.receive_json()
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if predicate(message):
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return message
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raise AssertionError("expected message not received")
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def is_state(message):
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return message["type"] == "state"
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def connect(client, token=None):
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ws = client.sockets.enter_context(client.websocket_connect("/ws"))
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ws.send_json({"type": "hello", "token": token})
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welcome = receive_until(ws, lambda m: m["type"] == "welcome")
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receive_until(ws, is_state)
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return ws, welcome
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