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280 changes: 280 additions & 0 deletions cmd/nodeagent/heartbeat_benchmark_test.go
Original file line number Diff line number Diff line change
@@ -0,0 +1,280 @@
package main

import (
"bytes"
"encoding/json"
"fmt"
"net/http"
"net/http/httptest"
"sync"
"testing"
"time"

metav1 "k8s.io/apimachinery/pkg/apis/meta/v1"
"k8s.io/apimachinery/pkg/apis/meta/v1/unstructured"
"k8s.io/apimachinery/pkg/types"
)

// benchNewNodeAgentManager creates a NodeAgentManager for benchmarking without the heartbeat time checker loop
func benchNewNodeAgentManager(b *testing.B) (*NodeAgentManager, func(name string)) {
b.Helper()
dynamicClient := newDynamicInterface()
n := NewNodeAgentManager(dynamicClient, testNodeName, false, false, time.Now, false)

registerGS := func(name string) {
gs := &unstructured.Unstructured{Object: map[string]interface{}{
"apiVersion": "mps.playfab.com/v1alpha1",
"kind": "GameServer",
"metadata": map[string]interface{}{
"name": name,
"namespace": testGameServerNamespace,
"labels": map[string]interface{}{
"NodeName": testNodeName,
"BuildName": testBuildName,
},
},
"spec": map[string]interface{}{
"titleID": "testTitleID",
"buildID": "testBuildID",
"portsToExpose": []interface{}{
"80",
},
},
"status": map[string]interface{}{
"health": "",
"state": "",
},
}}

_, err := dynamicClient.Resource(gameserverGVR).Namespace(testGameServerNamespace).Create(
nil, gs, metav1.CreateOptions{})
if err != nil {
b.Fatalf("failed to create game server: %v", err)
}

// Wait for the watch to pick it up
for attempts := 0; attempts < 1000; attempts++ {
if _, ok := n.gameServerMap.Load(name); ok {
return
}
time.Sleep(time.Millisecond)
}
b.Fatalf("game server %s not found in map after creation", name)
}

return n, registerGS
}

func BenchmarkHeartbeatHandler(b *testing.B) {
n, registerGS := benchNewNodeAgentManager(b)
gsName := "bench-gs"
registerGS(gsName)

// Pre-set state so heartbeat processing doesn't trigger K8s patches
gsi, _ := n.gameServerMap.Load(gsName)
info := gsi.(*GameServerInfo)
info.PreviousGameState = GameStateStandingBy
info.PreviousGameHealth = "Healthy"

hb := &HeartbeatRequest{
CurrentGameState: GameStateStandingBy,
CurrentGameHealth: "Healthy",
}
payload, _ := json.Marshal(hb)

b.ResetTimer()
for i := 0; i < b.N; i++ {
req := httptest.NewRequest(http.MethodPost, fmt.Sprintf("/v1/sessionHosts/%s", gsName), bytes.NewReader(payload))
w := httptest.NewRecorder()
n.heartbeatHandler(w, req)
if w.Code != http.StatusOK {
b.Fatalf("unexpected status code: %d", w.Code)
}
}
}

func BenchmarkHeartbeatHandlerWithStateChange(b *testing.B) {
n, registerGS := benchNewNodeAgentManager(b)
gsName := "bench-gs-state"
registerGS(gsName)

gsi, _ := n.gameServerMap.Load(gsName)
info := gsi.(*GameServerInfo)
info.PreviousGameState = ""
info.PreviousGameHealth = ""

hb := &HeartbeatRequest{
CurrentGameState: GameStateStandingBy,
CurrentGameHealth: "Healthy",
}
payload, _ := json.Marshal(hb)

b.ResetTimer()
for i := 0; i < b.N; i++ {
// Reset state each iteration to trigger the update path
info.PreviousGameState = ""
info.PreviousGameHealth = ""

req := httptest.NewRequest(http.MethodPost, fmt.Sprintf("/v1/sessionHosts/%s", gsName), bytes.NewReader(payload))
w := httptest.NewRecorder()
n.heartbeatHandler(w, req)
}
}

func BenchmarkHeartbeatHandlerConcurrent(b *testing.B) {
n, registerGS := benchNewNodeAgentManager(b)

// Register multiple game servers
const gsCount = 10
gsNames := make([]string, gsCount)
for i := 0; i < gsCount; i++ {
gsNames[i] = fmt.Sprintf("bench-gs-concurrent-%d", i)
registerGS(gsNames[i])
gsi, _ := n.gameServerMap.Load(gsNames[i])
info := gsi.(*GameServerInfo)
info.PreviousGameState = GameStateStandingBy
info.PreviousGameHealth = "Healthy"
}

hb := &HeartbeatRequest{
CurrentGameState: GameStateStandingBy,
CurrentGameHealth: "Healthy",
}
payload, _ := json.Marshal(hb)

b.ResetTimer()
b.RunParallel(func(pb *testing.PB) {
i := 0
for pb.Next() {
gsName := gsNames[i%gsCount]
i++
req := httptest.NewRequest(http.MethodPost, fmt.Sprintf("/v1/sessionHosts/%s", gsName), bytes.NewReader(payload))
w := httptest.NewRecorder()
n.heartbeatHandler(w, req)
}
})
}

func BenchmarkHeartbeatTimeChecker(b *testing.B) {
dynamicClient := newDynamicInterface()
n := NewNodeAgentManager(dynamicClient, testNodeName, false, false, time.Now, false)

// Register 100 game servers
for i := 0; i < 100; i++ {
name := fmt.Sprintf("bench-gs-checker-%d", i)
gs := createUnstructuredTestGameServer(name, testGameServerNamespace)
_, err := dynamicClient.Resource(gameserverGVR).Namespace(testGameServerNamespace).Create(
nil, gs, metav1.CreateOptions{})
if err != nil {
b.Fatalf("failed to create game server: %v", err)
}
// Wait for watch
for attempts := 0; attempts < 1000; attempts++ {
if _, ok := n.gameServerMap.Load(name); ok {
break
}
time.Sleep(time.Millisecond)
}
// Set heartbeat time so they're not marked unhealthy
gsi, _ := n.gameServerMap.Load(name)
info := gsi.(*GameServerInfo)
info.Mutex.Lock()
info.LastHeartbeatTime = time.Now().UnixMilli()
info.GsUid = types.UID(fmt.Sprintf("uid-%d", i))
info.Mutex.Unlock()
}

b.ResetTimer()
for i := 0; i < b.N; i++ {
n.HeartbeatTimeChecker()
}
}

func BenchmarkHeartbeatHandlerManyGameServers(b *testing.B) {
n, registerGS := benchNewNodeAgentManager(b)

// Register 100 game servers
const gsCount = 100
gsNames := make([]string, gsCount)
for i := 0; i < gsCount; i++ {
gsNames[i] = fmt.Sprintf("bench-gs-many-%d", i)
registerGS(gsNames[i])
gsi, _ := n.gameServerMap.Load(gsNames[i])
info := gsi.(*GameServerInfo)
info.PreviousGameState = GameStateStandingBy
info.PreviousGameHealth = "Healthy"
}

hb := &HeartbeatRequest{
CurrentGameState: GameStateStandingBy,
CurrentGameHealth: "Healthy",
}
payload, _ := json.Marshal(hb)

b.ResetTimer()
for i := 0; i < b.N; i++ {
gsName := gsNames[i%gsCount]
req := httptest.NewRequest(http.MethodPost, fmt.Sprintf("/v1/sessionHosts/%s", gsName), bytes.NewReader(payload))
w := httptest.NewRecorder()
n.heartbeatHandler(w, req)
}
}

// TestHeartbeatConcurrencyStress tests for race conditions in heartbeat processing
// under high concurrency with many distinct game servers (one goroutine per server).
// The nodeagent design assumes heartbeats for a single game server are serial
// (from a single game process), so this test uses unique game servers per goroutine.
func TestHeartbeatConcurrencyStress(t *testing.T) {
dynamicClient := newDynamicInterface()
// Disable heartbeat time checker and watch - we'll populate the map directly
n := &NodeAgentManager{
dynamicClient: dynamicClient,
watchStopper: make(chan struct{}),
gameServerMap: &sync.Map{},
nodeName: testNodeName,
logEveryHeartbeat: false,
ignoreHealthFromHeartbeat: false,
nowFunc: time.Now,
heartbeatTimeout: 5000,
firstHeartbeatTimeout: 60000,
}

const gsCount = 50

// Directly populate the gameServerMap (bypassing the watch)
for i := 0; i < gsCount; i++ {
name := fmt.Sprintf("stress-gs-%d", i)
n.gameServerMap.Store(name, &GameServerInfo{
GameServerNamespace: testGameServerNamespace,
Mutex: &sync.RWMutex{},
CreationTime: time.Now().UnixMilli(),
BuildName: testBuildName,
PreviousGameState: GameStateStandingBy,
PreviousGameHealth: "Healthy",
})
}

// Fire concurrent heartbeats - each goroutine owns its own game server
var wg sync.WaitGroup
for i := 0; i < gsCount; i++ {
wg.Add(1)
go func(gsName string) {
defer wg.Done()
for j := 0; j < 10; j++ {
hb := &HeartbeatRequest{
CurrentGameState: GameStateStandingBy,
CurrentGameHealth: "Healthy",
}
payload, _ := json.Marshal(hb)
req := httptest.NewRequest(http.MethodPost, fmt.Sprintf("/v1/sessionHosts/%s", gsName), bytes.NewReader(payload))
w := httptest.NewRecorder()
n.heartbeatHandler(w, req)
if w.Code != http.StatusOK {
t.Errorf("unexpected status code %d for %s", w.Code, gsName)
}
}
}(fmt.Sprintf("stress-gs-%d", i))
}

wg.Wait()
}
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