Add per-module log level overrides for staging/production
Support LOG_LEVEL_{MODULE} env vars (GAME, AI, HANDLERS, ROOM, AUTH,
STORES) to override the global log level for specific modules. Active
overrides are logged at startup. Includes staging/production presets
in .env.example files and a V3.18 stub doc for PostgreSQL storage
efficiency investigation.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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.env.example
18
.env.example
@ -20,6 +20,24 @@ DEBUG=false
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# Logging level: DEBUG, INFO, WARNING, ERROR, CRITICAL
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LOG_LEVEL=INFO
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# Per-module log level overrides (optional)
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# These override LOG_LEVEL for specific modules.
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# LOG_LEVEL_GAME=DEBUG # Core game logic
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# LOG_LEVEL_AI=DEBUG # AI decisions (very verbose at DEBUG)
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# LOG_LEVEL_HANDLERS=DEBUG # WebSocket message handlers
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# LOG_LEVEL_ROOM=DEBUG # Room/lobby management
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# LOG_LEVEL_AUTH=DEBUG # Auth stack (auth, routers.auth, services.auth_service)
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# LOG_LEVEL_STORES=DEBUG # Database/Redis operations
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# --- Preset examples ---
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# Staging (debug game logic, quiet everything else):
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# LOG_LEVEL=INFO
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# LOG_LEVEL_GAME=DEBUG
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# LOG_LEVEL_AI=DEBUG
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#
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# Production (minimal logging):
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# LOG_LEVEL=WARNING
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# Environment name (development, staging, production)
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ENVIRONMENT=development
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57
docs/v3/V3_18_POSTGRES_STORAGE_EFFICIENCY.md
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57
docs/v3/V3_18_POSTGRES_STORAGE_EFFICIENCY.md
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@ -0,0 +1,57 @@
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# V3.18: PostgreSQL Game Data Storage Efficiency
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**Status:** Planning
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**Priority:** Medium
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**Category:** Infrastructure / Performance
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## Problem
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Per-move game logging stores full `hand_state` and `visible_opponents` JSONB on every move. For a typical 6-player, 9-hole game this generates significant redundant data since most of each player's hand doesn't change between moves.
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## Areas to Investigate
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### 1. Delta Encoding for Move Data
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Store only what changed from the previous move instead of full state snapshots.
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- First move of each round stores full state (baseline)
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- Subsequent moves store only changed positions (e.g., `{"player_0": {"pos_2": "5H"}}`)
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- Replay reconstruction applies deltas sequentially
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- Trade-off: simpler queries vs. storage savings
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### 2. PostgreSQL TOAST and Compression
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- TOAST already compresses large JSONB values automatically
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- Measure actual on-disk size vs. logical size for typical game data
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- Consider whether explicit compression (e.g., storing gzipped blobs) adds meaningful savings over TOAST
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### 3. Retention Policy
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- Archive completed games older than N days to a separate table or cold storage
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- Configurable retention period via env var (e.g., `GAME_LOG_RETENTION_DAYS`)
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- Keep aggregate stats even after pruning raw move data
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### 4. Move Logging Toggle
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- Env var `GAME_LOGGING_ENABLED=true|false` to disable move-level logging entirely
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- Useful for non-analysis environments (dev, load testing)
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- Game outcomes and stats would still be recorded
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### 5. Batch Inserts
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- Buffer moves in memory and flush periodically instead of per-move INSERT
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- Reduces database round-trips during active games
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- Risk: data loss if server crashes mid-game (acceptable for non-critical move logs)
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## Measurements Needed
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Before optimizing, measure current impact:
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- Average JSONB size per move (bytes)
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- Average moves per game
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- Total storage per game (moves + overhead)
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- Query patterns: how often is per-move data actually read?
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## Dependencies
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- None (independent infrastructure improvement)
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@ -7,6 +7,24 @@ PORT=8000
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DEBUG=true
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LOG_LEVEL=DEBUG
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# Per-module log level overrides (optional)
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# These override LOG_LEVEL for specific modules.
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# LOG_LEVEL_GAME=DEBUG # Core game logic
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# LOG_LEVEL_AI=DEBUG # AI decisions (very verbose at DEBUG)
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# LOG_LEVEL_HANDLERS=DEBUG # WebSocket message handlers
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# LOG_LEVEL_ROOM=DEBUG # Room/lobby management
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# LOG_LEVEL_AUTH=DEBUG # Auth stack (auth, routers.auth, services.auth_service)
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# LOG_LEVEL_STORES=DEBUG # Database/Redis operations
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# --- Preset examples ---
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# Staging (debug game logic, quiet everything else):
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# LOG_LEVEL=INFO
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# LOG_LEVEL_GAME=DEBUG
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# LOG_LEVEL_AI=DEBUG
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#
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# Production (minimal logging):
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# LOG_LEVEL=WARNING
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# Environment (development, staging, production)
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# Affects logging format, security headers (HSTS), etc.
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ENVIRONMENT=development
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@ -148,6 +148,39 @@ class DevelopmentFormatter(logging.Formatter):
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return output
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# Per-module log level overrides via env vars.
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# Key: env var suffix, Value: list of Python logger names to apply to.
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MODULE_LOGGER_MAP = {
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"GAME": ["game"],
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"AI": ["ai"],
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"HANDLERS": ["handlers"],
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"ROOM": ["room"],
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"AUTH": ["auth", "routers.auth", "services.auth_service"],
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"STORES": ["stores"],
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}
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def _apply_module_overrides() -> dict[str, str]:
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"""
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Apply per-module log level overrides from LOG_LEVEL_{MODULE} env vars.
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Returns:
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Dict of module name -> level for any overrides that were applied.
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"""
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active = {}
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for module, logger_names in MODULE_LOGGER_MAP.items():
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env_val = os.environ.get(f"LOG_LEVEL_{module}", "").upper()
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if not env_val:
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continue
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level = getattr(logging, env_val, None)
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if level is None:
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continue
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active[module] = env_val
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for name in logger_names:
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logging.getLogger(name).setLevel(level)
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return active
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def setup_logging(
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level: str = "INFO",
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environment: str = "development",
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@ -182,12 +215,19 @@ def setup_logging(
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logging.getLogger("websockets").setLevel(logging.WARNING)
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logging.getLogger("asyncio").setLevel(logging.WARNING)
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# Apply per-module overrides from env vars
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overrides = _apply_module_overrides()
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# Log startup
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logger = logging.getLogger(__name__)
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logger.info(
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f"Logging configured: level={level}, environment={environment}",
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extra={"level": level, "environment": environment},
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)
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if overrides:
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logger.info(
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f"Per-module log level overrides: {', '.join(f'{m}={l}' for m, l in overrides.items())}",
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)
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class ContextLogger(logging.LoggerAdapter):
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