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[Server] Instrument command processing, game starts, and event loops
Add a lock-free MetricsRegistry that accumulates per-command processing times in preallocated histogram slots (one per protobuf command type, bucketed at 1/5/10/25/50/100/250/500/1000/2500/5000 ms +Inf). The hot-path observeCommand() uses only relaxed atomic adds — no locks, no allocations, no cache-line ping-pong beyond the unavoidable counter updates. Wire the registry into AbstractServerSocketInterface::processCommandContainer() so every processed command is attributed with its container's wall-clock time. When a container exceeds metrics/slow_command_ms (default 500), a warning is logged including the connected username. Add an EventLoopWatchdog heartbeat that runs on every socket pool thread. If a heartbeat overshoots metrics/stall_warn_ms (default 2000 ms), the overshoot is recorded in atomic counters and a warning is logged. Both thresholds are configurable in servatrice.ini; setting stall_warn_ms to 0 disables the watchdogs entirely. Track game-start durations via a separate histogram in MetricsRegistry. Server_Game::startGameNow() measures the time from zone creation through player materialization and reports it via Server::observeGameStartDurationMs(). Add a live card-count gauge: Server_Game exposes getCardsInGame() and Servatrice::getCardsInGamesTotal() sums across all running games under the appropriate read locks. Include a standalone metrics_registry_test (Google Test) that validates empty registries, single/multi-sample histograms, kind encoding, overflow-slot collapse, negative-duration clamping, gauge rendering, and the game-start histogram separation. Took 10 minutes
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18 changed files with 749 additions and 1 deletions
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@ -66,6 +66,15 @@ Server_AbstractPlayer::Server_AbstractPlayer(Server_Game *_game,
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Server_AbstractPlayer::~Server_AbstractPlayer() = default;
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int Server_AbstractPlayer::getCardCount() const
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{
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int result = 0;
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for (auto *zone : zones) {
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result += zone->getCards().size();
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}
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return result;
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}
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void Server_AbstractPlayer::prepareDestroy()
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{
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delete deck;
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@ -43,6 +43,8 @@ public:
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Server_AbstractUserInterface *_handler);
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~Server_AbstractPlayer() override;
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void prepareDestroy() override;
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/// Total cards across all of this player's zones. The caller must hold the game's mutex.
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int getCardCount() const;
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const DeckList *getDeckList() const
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{
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return deck;
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@ -32,6 +32,7 @@
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#include "server_spectator.h"
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#include <QDebug>
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#include <QElapsedTimer>
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#include <QRegularExpression>
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#include <QTimer>
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#include <google/protobuf/descriptor.h>
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@ -238,6 +239,17 @@ int Server_Game::getPlayerCount() const
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return participants.size() - getSpectatorCount();
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}
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int Server_Game::getCardsInGame() const
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{
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QMutexLocker locker(&gameMutex);
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int result = 0;
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for (auto *player : getPlayers()) {
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result += player->getCardCount();
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}
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return result;
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}
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int Server_Game::getSpectatorCount() const
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{
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QMutexLocker locker(&gameMutex);
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@ -330,6 +342,9 @@ void Server_Game::doStartGameIfReady(bool forceStartGame)
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}
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}
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// Only actual starts are timed. The early returns above are no-ops.
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QElapsedTimer startupTimer;
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startupTimer.start();
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players = getPlayers(); // players could have been kicked, get new list of players
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if (lifecycleStrategy->onGameStarting(this) == Server_GameLifecycleStrategy::StartAction::Handled) {
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locker.unlock();
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@ -373,6 +388,7 @@ void Server_Game::doStartGameIfReady(bool forceStartGame)
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activePlayer = -1;
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nextTurn();
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room->getServer()->observeGameStartDurationMs(startupTimer.nsecsElapsed() / 1000000);
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locker.unlock();
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@ -123,6 +123,8 @@ public:
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return gameStarted;
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}
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int getPlayerCount() const;
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/// Total cards across all players' zones. Takes gameMutex itself.
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int getCardsInGame() const;
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int getSpectatorCount() const;
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QMap<int, Server_AbstractPlayer *> getPlayers() const;
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Server_AbstractPlayer *getPlayer(int id) const;
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@ -180,6 +180,11 @@ public:
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{
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return false;
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}
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/// Called once per actual game start with how long bringing every player's
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/// zones online took, so servers can spot deck sizes that wedge threads.
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virtual void observeGameStartDurationMs(qint64 /* elapsedMs */)
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{
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}
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Server_DatabaseInterface *getDatabaseInterface() const;
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int getNextLocalGameId()
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@ -136,7 +136,7 @@ public:
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return timeRunning - lastDataReceived;
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}
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bool addSaidMessageSize(int size);
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void processCommandContainer(const CommandContainer &cont);
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virtual void processCommandContainer(const CommandContainer &cont);
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void sendProtocolItem(const Response &item);
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void sendProtocolItem(const SessionEvent &item);
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