- 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>
351 lines
16 KiB
Markdown
351 lines
16 KiB
Markdown
# 4. Game server (`wizard_server/app`)
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A FastAPI application running in a single uvicorn process. It keeps
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**everything in memory**: sessions, lobbies and running games.
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## Module overview
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```mermaid
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flowchart TB
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main["main.py<br/>routes, auth"] --> service["service.py<br/>WizardService"]
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service --> sessions["sessions.py<br/>Session, Connection, SessionRegistry"]
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service --> lobby["lobby.py<br/>LobbyManager, Lobby, Seat"]
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service --> protocol["protocol.py<br/>message schema"]
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service --> bridge["ai_bridge.py<br/>AIBridge"]
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lobby --> bridge
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lobby --> engine[("wizard_game")]
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bridge --> engine
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main --> config["config.py<br/>Settings"]
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```
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| Module | Main types | Role |
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|--------|-----------|------|
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| `main.py` | `create_app()` | builds the FastAPI app, defines the three routes, starts the cleanup task |
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| `config.py` | `Settings`, `settings` | configuration from environment variables |
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| `protocol.py` | pydantic models, `client_message_adapter` | validates messages from browsers |
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| `service.py` | `WizardService` | the "controller": handles a browser connection, dispatches messages, manages sessions and cleanup |
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| `sessions.py` | `Session`, `Connection`, `SessionRegistry` | player identity across reconnects; ordered sending |
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| `lobby.py` | `LobbyManager`, `Lobby`, `Seat`, `LobbyError` | lobby membership, host actions, running the game, AI turns, broadcasting |
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| `ai_bridge.py` | `AIBridge`, `AIConnection` | talks to the AI service; random fallback, in-flight cap, circuit breaker |
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| `limits.py` | `TokenBucket`, `KeyedRateLimiter`, `ConnectionLimiter` | abuse limits (message rate, connections, lobby creation) |
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| `load.py` | `LoadMonitor`, `next_level`, cgroup helpers | detects when the server runs out of compute |
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## Routes (`main.py`)
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Caddy strips `/wizard/api`, so these are the paths the server sees:
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| Route | Used by | Purpose |
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|-------|---------|---------|
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| `GET /health` | Docker health check, you | `{"status":"ok","lobbies":…,"sessions":…,"ai_available":…}` |
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| `WS /ws` | browsers | the game protocol (see [protocol](05-protocol.md)) |
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| `WS /internal/ai` | AI service | decision requests |
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`/internal/ai` is protected twice:
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1. `_via_proxy()` rejects the connection if it carries forwarding headers
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(`X-Forwarded-For`, `Forwarded`, `Via`). Caddy always adds them, so
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requests from the internet via `…/wizard/api/internal/ai` are refused. The
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AI service connects directly over the internal network and has none.
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2. `_ai_authorized()` requires `Authorization: Bearer <AI_SHARED_SECRET>`
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(compared with `secrets.compare_digest`). If the secret is empty,
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authentication is disabled — only for development; a warning is logged at
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startup.
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`create_app(config)` takes a `Settings` object so tests can build apps with
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different configuration (e.g. zero delays).
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## Core concepts
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### Session — "who is this browser tab?"
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`sessions.Session`:
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| Field | Meaning |
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|-------|---------|
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| `player_id` | public id (12 hex chars), shown to other players, used as seat id |
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| `token` | secret (`secrets.token_urlsafe(24)`), stored by the browser in `sessionStorage`, used to reconnect |
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| `name` | display name, set when creating/joining a lobby |
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| `lobby_code` | lobby the player is in, or `None` |
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| `connection` | the current `Connection`, or `None` while disconnected |
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| `last_seen` | monotonic time of the last disconnect/connect, for expiry |
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`SessionRegistry` maps token → session. Sessions without a connection for
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`SESSION_TTL` seconds (default 30 min) are removed by the cleanup task; if they
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were in a lobby they leave it (see below).
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### Connection — ordered sending
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`sessions.Connection` wraps one websocket and owns an `asyncio.Queue`. A
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background writer task sends queued messages one by one. Therefore:
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- `session.send(msg)` is **synchronous** (just enqueues), so game logic never
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awaits while mutating state;
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- messages to one client are always in order and never sent concurrently.
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### Lobby and seats
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`lobby.Seat` = one place at the table:
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| Field | Meaning |
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|-------|---------|
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| `player_id` | session's player id, or `ai-xxxxxxxx` for AI seats |
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| `name` | unique within the lobby (`"Ann"`, `"Ann (2)"`, …) |
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| `is_ai` | AI seats are played via the `AIBridge` |
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| `session` | the human's session (or `None`) |
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The **seat index in `lobby.seats` is the player index in the game**. Seats are
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never removed or reordered while a game runs, so indices stay valid.
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`lobby.Lobby` fields: `code` (6 chars from `ABCDEFGHJKLMNPQRSTUVWXYZ23456789`, no
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0/O/1/I), `seats`, `host_id`, `options` (`GameOptions`), `status`
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(`waiting` → `playing` → `finished` → back to `waiting`), `game` (`WizardGame`
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or `None`).
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`LobbyManager` creates lobbies (up to `MAX_LOBBIES`), finds them by code
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(case-insensitive) and deletes a lobby as soon as no human seat is left
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(`discard_if_abandoned`).
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## Lifecycle of a browser connection (`WizardService.handle_client`)
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```mermaid
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sequenceDiagram
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participant B as Browser
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participant S as WizardService
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B->>S: websocket connect /ws
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Note over S: Origin check (ALLOWED_ORIGINS), accept,<br/>start Connection writer
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B->>S: {"type":"hello","token": <stored token or null>}
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alt token known
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S->>S: reuse session (kick an older tab with close code 4000)
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else
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S->>S: create new session
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end
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S-->>B: {"type":"welcome","player_id","token","name"}
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S-->>B: {"type":"state", …} (lobby + game if still seated, else nulls)
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loop every message
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B->>S: create_lobby / join_lobby / action / …
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S->>S: validate (pydantic) → _dispatch → Lobby method
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S-->>B: state broadcast, or {"type":"error"}
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end
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B--xS: disconnect
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Note over S: session.connection = None, lobby broadcast<br/>(seat shows "offline"), the seat is kept
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```
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Rules applied in `_hello` and `_dispatch`:
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- Every message except `hello` requires a completed `hello` on *this*
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connection.
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- Invalid JSON/fields → `error` message with the pydantic reason; the
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connection stays open.
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- `LobbyError` (rule violations like "Only the host can do that") → `error`
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message to that client only.
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- Opening the same session in a second tab takes it over: the old tab gets an
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`error` and is closed with code **4000**; the frontend then stops
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reconnecting and shows "opened in another window".
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### Message handling (`_dispatch`)
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| Message | What happens |
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|---------|-------------|
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| `create_lobby {name}` | leave current lobby, set name, create lobby, join it (creator becomes host) |
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| `join_lobby {code, name}` | lobby must exist; leave another lobby first; join. Joining is only possible while the lobby is `waiting` and has < 6 seats — **except** re-joining your own seat |
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| `leave_lobby` | leave (see below), receive empty state |
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| `add_ai` | host only, lobby waiting and not full; adds an AI seat named after a famous wizard (Merlin, Morgana, …) |
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| `remove_player {player_id}` | host only, lobby waiting; the removed human gets an error + empty state |
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| `set_options {hidden_bids}` | host only, lobby waiting |
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| `start_game` | host only, 3–6 seats; creates `WizardGame(len(seats), options)` |
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| `action {action}` | lobby must be `playing`; the engine validates the action |
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| `return_to_lobby` | host only, game must be finished; status back to `waiting`, game discarded |
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### Leaving
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`Lobby.leave(session)`:
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- In a **waiting** lobby the seat is removed.
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- During a **playing or finished** game the seat is kept and **converted to an
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AI seat** (new `ai-…` id, same name), so the game continues.
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- If the host leaves, the next human seat becomes host.
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- If no human seat remains, the lobby is deleted (its AI task is cancelled).
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Disconnecting (closing the tab, network loss) is *not* leaving: the seat stays
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human and the game waits for that player. After `SESSION_TTL` without
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reconnect, the cleanup task makes the session leave (→ AI takes over).
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## Running a game
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### Broadcasting state
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`Lobby.broadcast(events)` sends every seated human their own message built by
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`Lobby.state_for(session, events)`:
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```json
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{
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"type": "state",
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"lobby": { "code": "…", "status": "playing", "host_id": "…", "options": {…},
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"players": [{"id", "name", "is_ai", "connected"}, …],
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"min_players": 3, "max_players": 6, "ai_available": true },
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"game": { "you": 1, "observation": { … personal Observation … } },
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"events": [ … events caused by the last action … ]
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}
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```
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It is called after every change (join, leave, options, start, every move, AI
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service connecting/disconnecting, a player going offline).
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### Human moves
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`Lobby.apply_action(session, action_dict)` → `action_from_dict` →
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`game.apply(seat, action)`. Errors become `LobbyError` → error toast in the
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browser. On success `_after_action(events)` runs.
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### `_after_action` and the AI loop
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```python
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def _after_action(self, events):
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if TrickCompleted in events: self._pause_until = now + TRICK_PAUSE
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if GameFinished in events: self.status = FINISHED
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self.broadcast(events)
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self._schedule_ai()
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```
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`_schedule_ai()` starts `_ai_loop()` as an asyncio task if the current player
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is an AI seat and no loop is running. The loop:
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```mermaid
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flowchart TD
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A{"current player<br/>is an AI seat?"} -- no --> Z[stop]
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A -- yes --> B["obs = game.observation(seat)"]
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B --> C["action = await bridge.decide(obs)"]
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C --> D["wait until max(start + AI_MOVE_DELAY, pause_until)"]
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D --> E{"same game, same seat,<br/>action still legal?"}
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E -- no --> A
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E -- yes --> F["game.apply → _after_action"]
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F --> A
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```
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- The AI "thinks" in parallel with the minimum delay, so a slow AI does not add
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to the delay.
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- `TRICK_PAUSE` gives humans time to see a completed trick before AI players
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continue.
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- The re-validation step makes the loop safe against state changes while it was
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awaiting (e.g. the host returned to the lobby).
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- Several consecutive AI seats are handled by the same loop.
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### Concurrency model
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Everything runs on one asyncio event loop. State changes (join, apply action,
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…) are **synchronous** — there is no `await` between checking and mutating —
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so no locks are needed. The only awaits are in the AI loop (decide, sleep), and
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it re-validates afterwards. This is also why the server must run with **one
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worker process**: a second process would have its own, separate lobbies.
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## AI bridge (`ai_bridge.py`)
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The AI service keeps a websocket open to `/internal/ai`. `AIBridge`:
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- keeps a list of connected AI services (`available` = at least one);
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- `decide(observation)`: picks a connection round robin, sends
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`{"type":"decide","request_id","observation"}`, and awaits a future that
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`serve()` resolves when the matching reply arrives;
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- falls back to a **random legal action** if no service is connected, the reply
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does not arrive within `AI_DECISION_TIMEOUT`, the service reports an error,
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the action is malformed or illegal (logged as warning, except the
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"no service connected" case which is logged at debug level);
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- calls `on_change` when a service connects/disconnects, and the service then
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re-broadcasts all lobbies so the lobby screen shows whether the AI is online;
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- sends `timeout` with every request so the AI service can drop requests the
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server has already given up on;
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- **in-flight cap**: if `AI_MAX_INFLIGHT` requests are already waiting on a
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connection, the move is played by the fallback without asking;
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- **circuit breaker**: after `AI_BREAKER_FAILURES` real failures in a row
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(timeouts, lost connection, malformed/illegal answers, unexpected errors) the
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AI is not asked for `AI_BREAKER_COOLDOWN` seconds, so games don't wait
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`AI_DECISION_TIMEOUT` for every move of a hanging AI. Load shedding (the
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in-flight cap, AI answers `overloaded` / `expired`) does not count.
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## Limits and overload handling
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The complete description — all layers, thresholds, what players see, tuning,
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monitoring and measurements — is in
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[chapter 9: Limits, load control and performance](09-limits-and-performance.md).
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In short, for the server:
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- **Rule**: running games always continue; new lobbies/games are refused when
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there is no capacity; abuse is rejected immediately.
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- **Abuse limits** (`limits.py`, applied in `WizardService.handle_client`):
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connections in total and per IP (refused with `error` code `busy` + close
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1013), a token bucket per connection for messages (`rate_limited`, close
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1008 on floods), lobby creation per IP.
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- **Load monitor** (`load.py`, `LoadMonitor.run()` in the app lifespan):
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samples event loop lag, CPU against the container quota, and cgroup
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throttling every second; levels `normal` / `busy` / `overloaded` with
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hysteresis.
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- **Admission control** (`WizardService.accepting_games`): `create_lobby` and
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`start_game` are refused while overloaded or while `MAX_ACTIVE_GAMES` games
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run; everything else keeps working. Changes are broadcast to all clients as
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`server_status`.
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- `/health` reports the load but its `status` stays "ok", so Docker never
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restarts an overloaded server (which would end all games).
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## Configuration (`config.py`)
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All values are read from environment variables when the module is imported.
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| Variable | Default | Meaning |
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|----------|---------|---------|
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| `AI_SHARED_SECRET` | empty | secret the AI service must send; empty = no auth (dev only) |
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| `AI_DECISION_TIMEOUT` | 5.0 s | wait for the AI before playing a random move |
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| `AI_MOVE_DELAY` | 0.8 s | minimum time an AI move takes, so humans can follow |
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| `TRICK_PAUSE` | 1.8 s | pause after a completed trick before AIs continue |
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| `SESSION_TTL` | 1800 s | disconnected sessions are dropped after this |
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| `MAX_LOBBIES` | 1000 | limit of simultaneously open lobbies |
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| `ALLOWED_ORIGINS` | empty (= all) | comma separated allowed `Origin` headers for `/ws` |
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| `LOG_LEVEL` | INFO | Python logging level |
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| `MAX_CONNECTIONS` / `MAX_CONNECTIONS_PER_IP` | 500 / 10 | open websocket connections |
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| `MESSAGE_RATE` / `MESSAGE_BURST` | 10 / 30 | messages per second per connection |
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| `MAX_RATE_VIOLATIONS` | 50 | dropped messages before a flooding connection is closed |
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| `LOBBY_CREATE_RATE` | 10 | lobbies per IP per minute |
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| `MAX_ACTIVE_GAMES` | 50 | games running at the same time |
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| `LOAD_SAMPLE_INTERVAL` | 1.0 s | load sampling period |
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| `LOAD_LAG_BUSY` / `LOAD_LAG_OVERLOAD` / `LOAD_LAG_SEVERE` | 0.1 / 0.25 / 1.0 s | event loop lag thresholds |
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| `LOAD_CPU_BUSY` / `LOAD_CPU_OVERLOAD` | 0.7 / 0.9 | CPU share of the quota |
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| `LOAD_THROTTLE_OVERLOAD` | 0.5 | throttled share of CPU periods |
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| `LOAD_OVERLOAD_SAMPLES` / `LOAD_RECOVER_SAMPLES` | 3 / 10 | hysteresis |
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| `LOAD_FORCE_LEVEL` | empty | pin the level (testing) |
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| `AI_MAX_INFLIGHT` | 64 | waiting AI requests per AI connection (keep ≥ `MAX_ACTIVE_GAMES`) |
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| `AI_BREAKER_FAILURES` / `AI_BREAKER_COOLDOWN` | 5 / 30 s | AI circuit breaker |
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## Housekeeping
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`WizardService.cleanup_loop()` runs every 30 s (started in the app lifespan)
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and removes expired sessions (leaving their lobby first) and forgets idle
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per-IP lobby-creation buckets.
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## Tests (`wizard_server/tests/`)
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Uses FastAPI's `TestClient` websockets with zero delays and a raised message
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rate limit (`helpers.TEST_SETTINGS`).
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- `test_server.py` — health, hello requirement, validation errors, the full
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lobby flow including a complete 20-round game between two humans and an AI,
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reconnect by token, leaving mid-game (seat becomes AI, host moves), the AI
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endpoint's secret and proxy checks, and a fake AI service.
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- `test_protection.py` — message flood, connections per IP, lobby creation
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rate, forced overload, `MAX_ACTIVE_GAMES`, a running game continuing while
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overloaded, `server_status` messages.
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- `test_limits.py` — unit tests of the token bucket, limiters, load levels,
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cgroup parsing and the AI circuit breaker / in-flight cap.
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Fixtures (`conftest.py`): `client` (default test settings) and
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`make_client(**overrides)` for custom settings. Enter websocket sessions with
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`client.sockets.enter_context(client.websocket_connect(...))` (as
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`helpers.connect` does), otherwise the test client hangs on shutdown.
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## Limitations to be aware of
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- In-memory state: restarting the server ends all lobbies and games.
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- Must run as a single process (no `--workers`).
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- No spectators: only seated players receive game state.
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- A running game whose humans all disconnected keeps its `MAX_ACTIVE_GAMES`
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slot until their sessions expire (`SESSION_TTL`), because they may still
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reconnect. It costs no CPU while waiting.
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