perf(battlesnake): defer ordered lifecycle bookkeeping
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- Acknowledge start and end without waiting for persistence or dashboards.
- Keep runtime creation and finished-game removal on the response path.
- Serialize start, turn, and end bookkeeping per game in Quart tasks.
- Capture turn thinking before scheduling deferred persistence.
- Defer start metrics, logging, and stale-game pruning.
- Run legacy history exports in a worker thread.
- Record results and end metrics even when history export fails.
- Drain pending bookkeeping before closing storage during shutdown.
- Test sub-500 ms responses with slow backends and real SQLite.
- Cover event ordering, export failures, and rejected user agents.
This commit is contained in:
2026-11-03 10:38:20 +01:00
parent d4d6375e01
commit 4403978537
6 changed files with 242 additions and 33 deletions
+17 -30
View File
@@ -5,7 +5,6 @@ from quart import Blueprint, request, jsonify
from quart_common.web.decorators import require_user_agent
from quart_common.web.logger import await_log
from server.database import StorageLoader
from snakes import DEFAULT_SNAKE_CONFIG
from server.GameBoard import GameBoard
from server.Files import read_file
@@ -47,14 +46,13 @@ def create_battlesnake_blueprint(server:'Server') -> Blueprint:
@require_user_agent(("BattlesnakeEngine", "BattlesnakeArena"), abort_code=404)
async def on_start():
server.metrics_collector.record_http_request('start')
await server.game_runtime.prune_stale_games()
game_state = await request.get_json()
game_board = await server.game_runtime.create_game_board(game_state)
await server.gameplay_tracking.record_gameplay_start(game_state, game_board)
await server.dashboard_query.push_dashboard_games_update(
game_state, trigger='game_started',
game_board = await server.game_runtime.create_game_board(game_state, publish_metrics=False)
active_count = len(server.game_runtime.running_games)
server.game_lifecycle.submit(
game_state['game']['id'],
lambda: server.game_lifecycle.started(game_state, game_board, active_count),
)
await await_log(server.logger.info(f'GAME START: {game_state['game']}'))
return 'ok'
@blueprint.post('/move')
@@ -79,8 +77,10 @@ def create_battlesnake_blueprint(server:'Server') -> Blueprint:
except TimeoutError:
await await_log(server.logger.warning(f'MOVE TIMEOUT: turn={game_state.get("turn")}, game={game_id}, returning fallback {next_move!r}'))
await server.gameplay_tracking.record_gameplay_turn(game_state, next_move, game_board)
await server.dashboard_query.push_dashboard_game_replay_update(game_id)
thinking = server.gameplay_tracking._extract_latest_snake_thinking(game_board)
server.game_lifecycle.submit(
game_id, lambda: server.game_lifecycle.turn(game_state, next_move, thinking),
)
elapsed_ms = (time.perf_counter() - move_started) * 1000.0
await server.metrics_collector.record_move(next_move, elapsed_ms)
@@ -93,29 +93,16 @@ def create_battlesnake_blueprint(server:'Server') -> Blueprint:
@require_user_agent(("BattlesnakeEngine", "BattlesnakeArena"), abort_code=404)
async def on_end():
server.metrics_collector.record_http_request('end')
await server.game_runtime.prune_stale_games()
game_state = await request.get_json()
if server.store_game_state:
game_board = cast(GameBoard, await server.game_runtime.get_game_board(game_state, end=True))
if server.check_tls_security:
await game_board.save(
StorageLoader.build(server.storage_type),
file_path=os.path.join(server.data_path, 'data'),
database=os.getenv('EDGEDB_DATABASE', None),
tls_security=None,
)
else:
await game_board.save(
StorageLoader.build(server.storage_type),
file_path=os.path.join(server.data_path, 'data'),
database=os.getenv('EDGEDB_DATABASE', None),
)
await server.gameplay_tracking.record_gameplay_end(game_state)
await server.dashboard_query.push_dashboard_games_update(game_state)
await await_log(server.logger.info(f'GAME ENDED: Winner is {[x['name'] for x in game_state['board']['snakes']]}'))
game_id = game_state['game']['id']
game_board = server.game_runtime.running_games.get(game_id)
if game_board is not None:
game_board.read_game_data(game_state)
game_board.end_game(game_state)
await server.game_runtime.delete_game_board(game_state)
await server.metrics_collector.record_game_end(game_state)
server.game_lifecycle.submit(
game_id, lambda: server.game_lifecycle.ended(game_state, game_board),
)
return 'ok'
# @blueprint.get('/cleanup')