Cockatrice/servatrice/src/event_loop_watchdog.h
Lukas Brübach b4b409a575 [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
2026-09-02 13:56:38 +02:00

50 lines
1.3 KiB
C++

/**
* @file event_loop_watchdog.h
* @ingroup Servatrice
*/
#ifndef EVENT_LOOP_WATCHDOG_H
#define EVENT_LOOP_WATCHDOG_H
#include <QElapsedTimer>
#include <QObject>
#include <QString>
class Servatrice;
class QTimer;
/**
* @brief Detects blocked or overloaded worker event loops.
*
* One instance lives in each socket pool thread. A heartbeat timer tick that
* arrives late means the loop spent that time elsewhere: busy work, a queued
* slot, or a hard wedge. Overshoots past the configured threshold bump
* lock-free counters on the metrics registry and log one warning per stall,
* so a stuck pool thread becomes visible instead of silent lag.
*/
class EventLoopWatchdog : public QObject
{
Q_OBJECT
public:
/// How often the heartbeat expects to fire. Small enough to catch short stalls.
static constexpr int HeartbeatIntervalMs = 500;
EventLoopWatchdog(Servatrice *_servatrice, QString _threadName);
/**
* Starts the heartbeat timer. Must be invoked queued after the instance
* was moved to its target thread so the timer lives there too.
*/
void start();
private slots:
void checkHeartbeat();
private:
Servatrice *servatrice;
QString threadName;
QElapsedTimer sinceLastTick;
QTimer *heartbeatTimer = nullptr;
};
#endif