feat: integrate auto-scaler to handle instance health checks and scaling
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2026-05-17 18:01:55 +02:00
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# Coordinator Module - Bug Report
## Critical Bugs
### 1. Cache Eviction Kills Correspondence Games (HIGH)
**File:** `CacheEvictionManager.scala:96-101`
**Problem:** Uses `lastHeartbeat` timestamp from GameCacheDto to determine if game is idle. But `lastHeartbeat` is set at store/update time, not move time. Correspondence games with days between moves get evicted while active.
**Current Code:**
```scala
private def extractLastUpdatedTimestamp(json: String): Long =
Try {
val parsed = objectMapper.readTree(json)
Option(parsed.get("lastHeartbeat"))
.filter(_.isTextual)
.fold(0L)(lh => Instant.parse(lh.asText()).toEpochMilli)
}.getOrElse(0L)
```
**Impact:** Active correspondence games deleted from cache after idle threshold (config-dependent, typically hours/days)
**Fix:** Track actual move timestamp separately in GameCacheDto or check game state instead of heartbeat
---
### 2. Concurrent Rebalance Race Condition (HIGH)
**File:** `LoadBalancer.scala:108-115`
**Problem:** `getGamesToMove()` reads games from Redis set but doesn't remove them atomically. If multiple rebalance calls run concurrently, same game can be selected in different batches and moved to multiple instances.
**Current Code:**
```scala
private def getGamesToMove(instanceId: String, count: Int): List[String] =
try
val setKey = s"$redisPrefix:instance:$instanceId:games"
redis.set(classOf[String]).smembers(setKey).asScala.toList.take(count) // Read-only, no removal
catch
case ex: Exception =>
log.debugf(ex, "Failed to get games for %s", instanceId)
List()
```
**Impact:** Game subscribed to 2+ instances, state corruption, double-processing
**Fix:** Use Redis SPOP (atomic pop) or Lua script for atomic read+remove
---
### 3. Pod Matching is Unreliable (MEDIUM)
**File:** `HealthMonitor.scala:134, 188`
**Problem:** Uses `.contains()` string matching for pod name. Pod "core-1" matches instance "core-11"; loose matching causes wrong pod operations.
**Current Code:**
```scala
instanceId.contains(podName) // Line 134
// and
pods.find(pod => instanceId.contains(pod.getMetadata.getName)) // Line 188
```
**Impact:** Wrong pod deleted/evicted when multiple similar names exist
**Fix:** Exact match or structured ID encoding
---
## Medium Priority Bugs
### 4. Inefficient Game-to-Instance Lookup (MEDIUM)
**File:** `CacheEvictionManager.scala:104-113`
**Problem:** Linear scan through ALL instances to find which one holds a game. Runs per-game during eviction scan every 5 minutes.
**Current Code:**
```scala
private def findInstanceWithGame(gameId: String): Option[InstanceMetadata] =
try
instanceRegistry.getAllInstances.find { instance => // O(n) instances
val setKey = s"$redisPrefix:instance:${instance.instanceId}:games"
redis.set(classOf[String]).sismember(setKey, gameId)
}
```
**Impact:** Eviction scans slow with many instances (100+ instances = 100+ Redis ops per game)
**Fix:** Maintain `nowchess:game:$gameId:instance` → instanceId mapping in Redis
---
### 5. Instance Registry Lookup on Pod Events (MEDIUM)
**File:** `HealthMonitor.scala:245-247`
**Problem:** Linear search through all instances every pod state change. Pod watch fires frequently.
**Current Code:**
```scala
private def findRegisteredInstance(pod: Pod): Option[InstanceMetadata] =
val podName = pod.getMetadata.getName
instanceRegistry.getAllInstances.find(inst => inst.instanceId.contains(podName))
```
**Impact:** O(n) lookup on hot path (pod watch events)
**Fix:** Maintain pod-name → instanceId index or use proper ID encoding
---
## Low Priority Bugs
### 6. Non-idiomatic Sorting (LOW)
**File:** `LoadBalancer.scala:72`
**Problem:** Uses `.sortBy[Int](_.subscriptionCount).reverse` instead of `.sortByDescending()`
**Current Code:**
```scala
val overloaded = instances
.filter(_.subscriptionCount > config.maxGamesPerCore)
.sortBy[Int](_.subscriptionCount) // Type annotation unnecessary
.reverse
```
**Impact:** Micro code-quality issue
**Fix:** Use `.sortByDescending(_.subscriptionCount)`
---
## Fix Priority
1. **Cache eviction (HIGH)** — Data loss risk
2. **Rebalance race (HIGH)** — State corruption risk
3. **Pod matching (MEDIUM)** — Operational blast radius
4. **Game lookup (MEDIUM)** — Performance under scale
5. **Instance lookup (MEDIUM)** — Hot path perf
6. **Sorting (LOW)** — Code style