In brief
I'm developing a game(of dream) and my backend stack is Node.js and PostgreSQL(9.6) with Knex. I hold all players data here and I need to request it frequently. One of the requests need to make 10 simple selects that would pull the data and this is where the problem starts: these queries are quite fast(~1ms), if server serves only 1 request at the same time. But if server server many requests in parallel(100-400), queries execution time degradates extremely (can be up to several seconds per query)
Details
In order to be more objective, I will describe server's request goal, select queries and the results that I received.
About system
I'm running node code on Digital Ocean 4cpu/8gb droplet and Postgres on the same conf(2 different droplets, same configuration)
About request
It need to do some gameplay actions for which he selects data for 2 players from DB
DDL
Players' data represented by 5 tables:
CREATE TABLE public.player_profile(
id integer NOT NULL DEFAULT nextval('player_profile_id_seq'::regclass),
public_data integer NOT NULL,
private_data integer NOT NULL,
current_active_deck_num smallint NOT NULL DEFAULT '0'::smallint,
created_at bigint NOT NULL DEFAULT '0'::bigint,
CONSTRAINT player_profile_pkey PRIMARY KEY (id),
CONSTRAINT player_profile_private_data_foreign FOREIGN KEY (private_data)
REFERENCES public.profile_private_data (id) MATCH SIMPLE
ON UPDATE NO ACTION
ON DELETE NO ACTION,
CONSTRAINT player_profile_public_data_foreign FOREIGN KEY (public_data)
REFERENCES public.profile_public_data (id) MATCH SIMPLE
ON UPDATE NO ACTION
ON DELETE NO ACTION
);
CREATE TABLE public.player_character_data(
id integer NOT NULL DEFAULT nextval('player_character_data_id_seq'::regclass),
owner_player integer NOT NULL,
character_id integer NOT NULL,
experience_counter integer NOT NULL,
level_counter integer NOT NULL,
character_name character varying(255) COLLATE pg_catalog."default" NOT NULL,
created_at bigint NOT NULL DEFAULT '0'::bigint,
CONSTRAINT player_character_data_pkey PRIMARY KEY (id),
CONSTRAINT player_character_data_owner_player_foreign FOREIGN KEY (owner_player)
REFERENCES public.player_profile (id) MATCH SIMPLE
ON UPDATE NO ACTION
ON DELETE NO ACTION
);
CREATE TABLE public.player_cards(
id integer NOT NULL DEFAULT nextval('player_cards_id_seq'::regclass),
card_id integer NOT NULL,
owner_player integer NOT NULL,
card_level integer NOT NULL,
first_deck boolean NOT NULL,
consumables integer NOT NULL,
second_deck boolean NOT NULL DEFAULT false,
third_deck boolean NOT NULL DEFAULT false,
quality character varying(10) COLLATE pg_catalog."default" NOT NULL DEFAULT 'none'::character varying,
CONSTRAINT player_cards_pkey PRIMARY KEY (id),
CONSTRAINT player_cards_owner_player_foreign FOREIGN KEY (owner_player)
REFERENCES public.player_profile (id) MATCH SIMPLE
ON UPDATE NO ACTION
ON DELETE NO ACTION
);
CREATE TABLE public.player_character_equipment(
id integer NOT NULL DEFAULT nextval('player_character_equipment_id_seq'::regclass),
owner_character integer NOT NULL,
item_id integer NOT NULL,
item_level integer NOT NULL,
item_type character varying(20) COLLATE pg_catalog."default" NOT NULL,
is_equipped boolean NOT NULL,
slot_num integer,
CONSTRAINT player_character_equipment_pkey PRIMARY KEY (id),
CONSTRAINT player_character_equipment_owner_character_foreign FOREIGN KEY (owner_character)
REFERENCES public.player_character_data (id) MATCH SIMPLE
ON UPDATE NO ACTION
ON DELETE NO ACTION
);
CREATE TABLE public.player_character_runes(
id integer NOT NULL DEFAULT nextval('player_character_runes_id_seq'::regclass),
owner_character integer NOT NULL,
item_id integer NOT NULL,
slot_num integer,
decay_start_timestamp bigint,
CONSTRAINT player_character_runes_pkey PRIMARY KEY (id),
CONSTRAINT player_character_runes_owner_character_foreign FOREIGN KEY (owner_character)
REFERENCES public.player_character_data (id) MATCH SIMPLE
ON UPDATE NO ACTION
ON DELETE NO ACTION
);
With indexes
knex.raw('create index "player_cards_owner_player_first_deck_index" on "player_cards"("owner_player") WHERE first_deck = TRUE');
knex.raw('create index "player_cards_owner_player_second_deck_index" on "player_cards"("owner_player") WHERE second_deck = TRUE');
knex.raw('create index "player_cards_owner_player_third_deck_index" on "player_cards"("owner_player") WHERE third_deck = TRUE');
knex.raw('create index "player_character_equipment_owner_character_is_equipped_index" on "player_character_equipment" ("owner_character") WHERE is_equipped = TRUE');
knex.raw('create index "player_character_runes_owner_character_slot_num_not_null_index" on "player_character_runes" ("owner_character") WHERE slot_num IS NOT NULL');
The code
First query
async.parallel([
cb => tx('player_character_data')
.select('character_id', 'id')
.where('owner_player', playerId)
.limit(1)
.asCallback(cb),
cb => tx('player_character_data')
.select('character_id', 'id')
.where('owner_player', enemyId)
.limit(1)
.asCallback(cb)
], callbackFn);
Second query
async.parallel([
cb => tx('player_profile')
.select('current_active_deck_num')
.where('id', playerId)
.asCallback(cb),
cb => tx('player_profile')
.select('current_active_deck_num')
.where('id', enemyId)
.asCallback(cb)
], callbackFn);
Third q
playerQ = { first_deck: true }
enemyQ = { first_deck: true }
MAX_CARDS_IN_DECK = 5
async.parallel([
cb => tx('player_cards')
.select('card_id', 'card_level')
.where('owner_player', playerId)
.andWhere(playerQ)
.limit(MAX_CARDS_IN_DECK)
.asCallback(cb),
cb => tx('player_cards')
.select('card_id', 'card_level')
.where('owner_player', enemyId)
.andWhere(enemyQ)
.limit(MAX_CARDS_IN_DECK)
.asCallback(cb)
], callbackFn);
Fourth q
MAX_EQUIPPED_ITEMS = 3
async.parallel([
cb => tx('player_character_equipment')
.select('item_id', 'item_level')
.where('owner_character', playerCharacterUniqueId)
.andWhere('is_equipped', true)
.limit(MAX_EQUIPPED_ITEMS)
.asCallback(cb),
cb => tx('player_character_equipment')
.select('item_id', 'item_level')
.where('owner_character', enemyCharacterUniqueId)
.andWhere('is_equipped', true)
.limit(MAX_EQUIPPED_ITEMS)
.asCallback(cb)
], callbackFn);
Fifth one
runeSlotsMax = 3
async.parallel([
cb => tx('player_character_runes')
.select('item_id', 'decay_start_timestamp')
.where('owner_character', playerCharacterUniqueId)
.whereNotNull('slot_num')
.limit(runeSlotsMax)
.asCallback(cb),
cb => tx('player_character_runes')
.select('item_id', 'decay_start_timestamp')
.where('owner_character', enemyCharacterUniqueId)
.whereNotNull('slot_num')
.limit(runeSlotsMax)
.asCallback(cb)
], callbackFn);
EXPLAIN(ANALYZE)
Only Index scans and <1ms for planning and execution times. Can publish if need (did not published to save space)
Time itself
(total is number of requests, min/max/avg/median is for response time)
- 4 concurrent requests:
{ "total": 300, "avg": 1.81, "median": 2, "min": 1, "max": 6 }
- 400 concurrent requests:
{ "total": 300, "avg": 209.57666666666665, "median": 176, "min": 9, "max": 1683 }
- first select{ "total": 300, "avg": 2105.9, "median": 2005, "min": 1563, "max": 4074 }
- last select
I tried to put slow queries that are performed more than 100ms into logs - nothing. Also tried to increase connection pool size up to num of parallel requests - nothing too.
I can see three potential problems here:
Your test doesn't seem to include the network latency from a client, so this may be an additional problem you have not yet accounted for.
A solution was found fast, but forgot to respond here (was busy, sorry).
No magic with slow queries, but only node's event loop nature:
Conclusion: use
pgBadger
to detect slow queries andisBusy
module to detect event loop lags