With many simultaneous games, AI turns start in bursts and exceed the in-flight cap. That was counted as an AI failure, so after 5 bursts the breaker paused the AI for 30 s and every AI seat played random moves. - Only real failures (timeouts, lost connection, malformed/illegal answers, unexpected errors) count towards the breaker; the in-flight cap and "overloaded"/"expired" answers from the AI service do not - AI_MAX_INFLIGHT default 32 -> 64 (>= MAX_ACTIVE_GAMES, matches the AI service's AI_MAX_QUEUE) - Test that load shedding keeps the breaker closed Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
wizard_server
FastAPI game server. It manages sessions, lobbies and games, and talks to the AI service.
game_logic/— the standalone rules engine (pip install ./game_logic, see its README).app/main.py— routes:GET /health,WS /ws(browsers),WS /internal/ai(AI service, refused when the request came through the reverse proxy)app/protocol.py— client message schemaapp/service.py— dispatches client messages, reconnects sessions, cleanupapp/lobby.py— lobbies, seats, host actions, running games and AI turnsapp/ai_bridge.py— request/response protocol with the AI service, random-move fallbackapp/sessions.py— sessions (token based, survive reloads) and ordered websocket sending
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.
pip install -r requirements-dev.txt
uvicorn app.main:app --reload
pytest