docs: PRD for relay concurrency — per-room lock sharding
Full analysis of relay lock contention with precise inventory of every lock acquisition in the hot path. Evaluates 4 design options: A) Per-room Arc<Mutex<Room>> (recommended — 100x improvement for multi-room) B) DashMap (good but less explicit) C) Channel-based fan-out (over-engineered for current scale) D) Snapshot-on-change via arc-swap (best perf, more complex) Phase 1: per-room locks, Phase 2: federation lock fix, Phase 3: quality tracking out of critical path. Estimated 1.5-2.5 days total. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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docs/PRD-relay-concurrency.md
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# PRD: Relay Concurrency — Per-Room Lock Sharding
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## Problem
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The relay's media forwarding hot path routes every packet through a single `Arc<Mutex<RoomManager>>`. In a room with N participants, all N per-participant tasks compete for this one lock on every packet. The lock hold time is short (~1ms, no I/O), but the serialization means a 100-participant room effectively runs single-threaded despite having a multi-core tokio runtime.
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Separately, the federation manager holds `peer_links` locked across multiple network sends, meaning a slow federation peer blocks all others.
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### Measured bottleneck (from code audit)
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```
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Per-packet hot path (room.rs:748-757, 968-976):
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lock(room_mgr)
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→ observe_quality() O(N) iterate qualities HashMap
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→ others() O(M) clone Vec<ParticipantSender>
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unlock
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→ fan-out sends sequential, no lock held
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```
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Lock contention = O(N) per room per packet, where N = participants in the room.
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### Current lock inventory (hot path only)
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| Lock | Location | Hold Duration | I/O While Locked | Frequency |
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|------|----------|---------------|-------------------|-----------|
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| `RoomManager` | room.rs:749, 968 | ~1ms | No | Every packet, every participant |
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| `RoomManager` | room.rs:845, 1041 | <1ms | No | Every 5s per participant |
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| `RoomManager` | room.rs:870 | ~1ms | No (explicit `drop` before broadcast) | On leave |
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| `peer_links` | federation.rs:409 | N × send latency | **YES** — `send_raw_datagram` in loop | Every federation packet |
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| `peer_links` | federation.rs:216 | N × send latency | **YES** — `send_signal` in loop | Every federation signal |
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| `dedup` | federation.rs:1066 | <1ms | No | Every federation ingress packet |
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| `rate_limiters` | federation.rs:1113 | <1ms | No | Every federation ingress packet |
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### Scaling impact
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| Room Size | Effective Core Usage | Bottleneck |
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|-----------|---------------------|------------|
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| 3 people × 100 rooms | All cores | None |
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| 10 people × 10 rooms | Most cores | Mild contention per room |
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| 100 people × 1 room | ~1 core | RoomManager lock |
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| 1000 people × 1 room | ~1 core | Severely serialized |
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## Goals
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- Eliminate the global RoomManager Mutex as a serialization point for media forwarding
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- Allow per-room parallelism: packets in room A don't block packets in room B
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- Fix federation `peer_links` lock held across network sends
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- Maintain correctness: no double-delivery, no stale participant lists
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- Zero-copy or minimal-clone for fan-out participant lists
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- Keep the refactor incremental — each phase independently shippable
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## Non-Goals
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- Lock-free data structures (overkill for our scale; DashMap or per-room Mutex is sufficient)
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- Changing the SFU forwarding model (no mixing, no transcoding)
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- Optimizing single-room beyond ~1000 participants (conferencing at that scale needs a different architecture)
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- Changing the wire protocol or client behavior
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## Design Options Evaluated
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### Option A: Per-Room `Arc<Mutex<Room>>`
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**Approach:** Replace `HashMap<String, Room>` inside RoomManager with `HashMap<String, Arc<Mutex<Room>>>`. The outer HashMap is protected by a short-lived lock for room lookup only; the per-room lock protects participant state.
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```rust
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struct RoomManager {
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rooms: Mutex<HashMap<String, Arc<Mutex<Room>>>>, // outer: room lookup
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// ...
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}
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// Hot path becomes:
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let room_arc = {
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let rooms = room_mgr.rooms.lock().await;
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rooms.get(&room_name).cloned() // Arc clone, <1ns
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}; // outer lock released
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if let Some(room) = room_arc {
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let room = room.lock().await; // per-room lock
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let others = room.others(participant_id);
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drop(room);
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// fan-out sends...
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}
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```
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**Pros:**
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- Rooms are fully independent — room A's lock doesn't block room B
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- Minimal code change (~50 lines)
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- Per-room lock contention = O(participants in that room), not O(total participants)
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- Outer lock held for <1μs (just a HashMap get + Arc clone)
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**Cons:**
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- Two-level locking (room lookup + room lock) — slightly more complex
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- Room creation/deletion still serialized through outer lock (acceptable, rare operation)
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- Quality tracking needs to move into the Room struct
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**Verdict: Best option. Biggest win for least effort.**
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### Option B: `DashMap<String, Room>`
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**Approach:** Replace `Mutex<HashMap<String, Room>>` with `dashmap::DashMap<String, Room>`. DashMap uses internal sharding (default 64 shards) with per-shard RwLocks.
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```rust
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struct RoomManager {
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rooms: DashMap<String, Room>,
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}
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// Hot path:
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if let Some(room) = room_mgr.rooms.get(&room_name) {
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let others = room.others(participant_id); // read lock on shard
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drop(room); // release shard lock
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// fan-out sends...
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}
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```
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**Pros:**
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- No explicit locking in user code
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- Built-in sharding (64 shards by default)
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- Read-heavy workload benefits from RwLock per shard
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**Cons:**
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- New dependency (`dashmap` crate)
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- DashMap guards can't be held across `.await` points (not `Send`)
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- Mutable operations (join/leave/quality update) need `get_mut()` which takes exclusive shard lock
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- Less control over lock granularity than Option A
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- Quality tracking across rooms becomes awkward (can't iterate all rooms while holding one shard)
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**Verdict: Good but Option A is simpler and more explicit.**
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### Option C: Channel-Based Fan-Out
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**Approach:** Replace direct `send_media()` calls with per-participant `mpsc::Sender` channels. Room join registers a sender; the forwarding loop just does `tx.send(pkt)` which is lock-free.
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```rust
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struct Room {
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participants: Vec<(ParticipantId, mpsc::Sender<MediaPacket>)>,
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}
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// Each participant's task:
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let (tx, mut rx) = mpsc::channel(64);
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room_mgr.join(room, participant_id, tx);
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// Forwarding in recv loop:
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let senders = room.others(participant_id); // Vec<mpsc::Sender> clone
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for tx in &senders {
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let _ = tx.try_send(pkt.clone()); // non-blocking, no lock
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}
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```
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**Pros:**
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- Fan-out is completely lock-free (channel send is atomic)
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- Backpressure per participant (full channel = drop packet, not block others)
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- Natural decoupling: recv task → channel → send task
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**Cons:**
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- Requires cloning MediaPacket per participant (currently we clone ParticipantSender Arc, much cheaper)
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- Additional memory: 64-packet channel buffer × N participants
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- Still need a lock to get the sender list (unless we snapshot on join/leave)
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- Adds latency: channel hop + wake adds ~1-5μs vs direct send
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**Verdict: Over-engineered for current scale. Consider for 1000+ participant rooms.**
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### Option D: Snapshot-on-Change (Optimistic Read)
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**Approach:** Maintain a read-optimized `Arc<Vec<ParticipantSender>>` snapshot per room. Updated atomically on join/leave (rare). Readers just `Arc::clone()` — no lock at all.
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```rust
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struct Room {
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participants: Vec<Participant>,
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/// Atomically-updated snapshot of all senders (rebuilt on join/leave).
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sender_snapshot: Arc<ArcSwap<Vec<ParticipantSender>>>,
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}
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// Hot path (zero locking!):
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let senders = room.sender_snapshot.load(); // atomic load, ~1ns
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for sender in senders.iter() {
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if sender.id != participant_id { ... }
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}
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```
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**Pros:**
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- Zero lock contention on hot path — just an atomic pointer load
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- Rebuild cost amortized over all packets between joins/leaves
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- `arc-swap` crate is battle-tested and tiny
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**Cons:**
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- New dependency (`arc-swap`)
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- Quality tracking still needs a mutable path (separate concern)
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- Snapshot doesn't include mutable room state (quality tiers)
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- More complex join/leave (must rebuild snapshot atomically)
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**Verdict: Best theoretical performance, but adds complexity. Worth it if Option A proves insufficient.**
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## Recommended Implementation: Option A + Federation Fix
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### Phase 1: Per-Room Locks (Biggest Win)
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1. Move `qualities` and `room_tiers` into the `Room` struct (they're per-room anyway)
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2. Wrap each Room in `Arc<Mutex<Room>>`
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3. RoomManager outer lock becomes a thin room-lookup layer
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4. Per-packet hot path acquires only the per-room lock
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**Files to modify:**
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- `crates/wzp-relay/src/room.rs` — Room struct, RoomManager refactor
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- `crates/wzp-relay/src/lib.rs` — re-exports if needed
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**Expected change:** ~100 lines modified, ~20 new
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**Concurrency improvement:**
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- Before: 100 rooms × 10 people = all 1000 tasks compete for 1 lock
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- After: 100 rooms × 10 people = 10 tasks compete for 1 lock per room (100× improvement)
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### Phase 2: Federation Lock Fix
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Fix `forward_to_peers()` and `broadcast_signal()` to clone the peer list, release the lock, then send:
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```rust
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pub async fn forward_to_peers(&self, room_hash: &[u8; 8], media_data: &Bytes) {
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let peers: Vec<_> = {
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let links = self.peer_links.lock().await;
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links.values().map(|l| (l.label.clone(), l.transport.clone())).collect()
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}; // lock released
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for (label, transport) in &peers {
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// send without holding lock
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}
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}
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```
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**Files to modify:**
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- `crates/wzp-relay/src/federation.rs` — `forward_to_peers()`, `broadcast_signal()`, `send_signal_to_peer()`
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**Expected change:** ~30 lines modified
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**Concurrency improvement:** Federation sends no longer block each other or room operations.
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### Phase 3: Quality Tracking Optimization (Optional)
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Move `observe_quality()` out of the per-packet critical path:
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1. Accumulate quality reports in a lock-free counter per participant
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2. A background task (every 1s) reads counters, computes tiers, broadcasts directives
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3. Per-packet path becomes: `lock → others() → unlock` (no quality computation)
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**Reduces per-packet lock hold time from ~1ms to ~0.1ms.**
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## Verification
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1. **Correctness:** Run existing relay tests (`cargo test -p wzp-relay`) — must pass
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2. **Load test:** 10 rooms × 10 participants, verify all 10 rooms forward concurrently
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3. **Large room test:** 1 room × 50 participants, verify no deadlocks
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4. **Federation test:** 3 relays, verify media still bridges with new lock pattern
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5. **Benchmark:** Before/after packets-per-second on a multi-core machine with `wzp-bench`
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## Effort
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- Phase 1: 1 day
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- Phase 2: 0.5 day
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- Phase 3: 1 day (optional)
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- Total: 1.5–2.5 days
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