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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>
2026-04-13 12:01:21 +04:00

9.8 KiB
Raw Blame History

PRD: Relay Concurrency — Per-Room Lock Sharding

Problem

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.

Separately, the federation manager holds peer_links locked across multiple network sends, meaning a slow federation peer blocks all others.

Measured bottleneck (from code audit)

Per-packet hot path (room.rs:748-757, 968-976):
  lock(room_mgr)
    → observe_quality()    O(N) iterate qualities HashMap
    → others()             O(M) clone Vec<ParticipantSender>
  unlock
  → fan-out sends          sequential, no lock held

Lock contention = O(N) per room per packet, where N = participants in the room.

Current lock inventory (hot path only)

Lock Location Hold Duration I/O While Locked Frequency
RoomManager room.rs:749, 968 ~1ms No Every packet, every participant
RoomManager room.rs:845, 1041 <1ms No Every 5s per participant
RoomManager room.rs:870 ~1ms No (explicit drop before broadcast) On leave
peer_links federation.rs:409 N × send latency YESsend_raw_datagram in loop Every federation packet
peer_links federation.rs:216 N × send latency YESsend_signal in loop Every federation signal
dedup federation.rs:1066 <1ms No Every federation ingress packet
rate_limiters federation.rs:1113 <1ms No Every federation ingress packet

Scaling impact

Room Size Effective Core Usage Bottleneck
3 people × 100 rooms All cores None
10 people × 10 rooms Most cores Mild contention per room
100 people × 1 room ~1 core RoomManager lock
1000 people × 1 room ~1 core Severely serialized

Goals

  • Eliminate the global RoomManager Mutex as a serialization point for media forwarding
  • Allow per-room parallelism: packets in room A don't block packets in room B
  • Fix federation peer_links lock held across network sends
  • Maintain correctness: no double-delivery, no stale participant lists
  • Zero-copy or minimal-clone for fan-out participant lists
  • Keep the refactor incremental — each phase independently shippable

Non-Goals

  • Lock-free data structures (overkill for our scale; DashMap or per-room Mutex is sufficient)
  • Changing the SFU forwarding model (no mixing, no transcoding)
  • Optimizing single-room beyond ~1000 participants (conferencing at that scale needs a different architecture)
  • Changing the wire protocol or client behavior

Design Options Evaluated

Option A: Per-Room Arc<Mutex<Room>>

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.

struct RoomManager {
    rooms: Mutex<HashMap<String, Arc<Mutex<Room>>>>,  // outer: room lookup
    // ...
}

// Hot path becomes:
let room_arc = {
    let rooms = room_mgr.rooms.lock().await;
    rooms.get(&room_name).cloned()  // Arc clone, <1ns
};  // outer lock released

if let Some(room) = room_arc {
    let room = room.lock().await;  // per-room lock
    let others = room.others(participant_id);
    drop(room);
    // fan-out sends...
}

Pros:

  • Rooms are fully independent — room A's lock doesn't block room B
  • Minimal code change (~50 lines)
  • Per-room lock contention = O(participants in that room), not O(total participants)
  • Outer lock held for <1μs (just a HashMap get + Arc clone)

Cons:

  • Two-level locking (room lookup + room lock) — slightly more complex
  • Room creation/deletion still serialized through outer lock (acceptable, rare operation)
  • Quality tracking needs to move into the Room struct

Verdict: Best option. Biggest win for least effort.

Option B: DashMap<String, Room>

Approach: Replace Mutex<HashMap<String, Room>> with dashmap::DashMap<String, Room>. DashMap uses internal sharding (default 64 shards) with per-shard RwLocks.

struct RoomManager {
    rooms: DashMap<String, Room>,
}

// Hot path:
if let Some(room) = room_mgr.rooms.get(&room_name) {
    let others = room.others(participant_id);  // read lock on shard
    drop(room);  // release shard lock
    // fan-out sends...
}

Pros:

  • No explicit locking in user code
  • Built-in sharding (64 shards by default)
  • Read-heavy workload benefits from RwLock per shard

Cons:

  • New dependency (dashmap crate)
  • DashMap guards can't be held across .await points (not Send)
  • Mutable operations (join/leave/quality update) need get_mut() which takes exclusive shard lock
  • Less control over lock granularity than Option A
  • Quality tracking across rooms becomes awkward (can't iterate all rooms while holding one shard)

Verdict: Good but Option A is simpler and more explicit.

Option C: Channel-Based Fan-Out

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.

struct Room {
    participants: Vec<(ParticipantId, mpsc::Sender<MediaPacket>)>,
}

// Each participant's task:
let (tx, mut rx) = mpsc::channel(64);
room_mgr.join(room, participant_id, tx);

// Forwarding in recv loop:
let senders = room.others(participant_id);  // Vec<mpsc::Sender> clone
for tx in &senders {
    let _ = tx.try_send(pkt.clone());  // non-blocking, no lock
}

Pros:

  • Fan-out is completely lock-free (channel send is atomic)
  • Backpressure per participant (full channel = drop packet, not block others)
  • Natural decoupling: recv task → channel → send task

Cons:

  • Requires cloning MediaPacket per participant (currently we clone ParticipantSender Arc, much cheaper)
  • Additional memory: 64-packet channel buffer × N participants
  • Still need a lock to get the sender list (unless we snapshot on join/leave)
  • Adds latency: channel hop + wake adds ~1-5μs vs direct send

Verdict: Over-engineered for current scale. Consider for 1000+ participant rooms.

Option D: Snapshot-on-Change (Optimistic Read)

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.

struct Room {
    participants: Vec<Participant>,
    /// Atomically-updated snapshot of all senders (rebuilt on join/leave).
    sender_snapshot: Arc<ArcSwap<Vec<ParticipantSender>>>,
}

// Hot path (zero locking!):
let senders = room.sender_snapshot.load();  // atomic load, ~1ns
for sender in senders.iter() {
    if sender.id != participant_id { ... }
}

Pros:

  • Zero lock contention on hot path — just an atomic pointer load
  • Rebuild cost amortized over all packets between joins/leaves
  • arc-swap crate is battle-tested and tiny

Cons:

  • New dependency (arc-swap)
  • Quality tracking still needs a mutable path (separate concern)
  • Snapshot doesn't include mutable room state (quality tiers)
  • More complex join/leave (must rebuild snapshot atomically)

Verdict: Best theoretical performance, but adds complexity. Worth it if Option A proves insufficient.

Phase 1: Per-Room Locks (Biggest Win)

  1. Move qualities and room_tiers into the Room struct (they're per-room anyway)
  2. Wrap each Room in Arc<Mutex<Room>>
  3. RoomManager outer lock becomes a thin room-lookup layer
  4. Per-packet hot path acquires only the per-room lock

Files to modify:

  • crates/wzp-relay/src/room.rs — Room struct, RoomManager refactor
  • crates/wzp-relay/src/lib.rs — re-exports if needed

Expected change: ~100 lines modified, ~20 new

Concurrency improvement:

  • Before: 100 rooms × 10 people = all 1000 tasks compete for 1 lock
  • After: 100 rooms × 10 people = 10 tasks compete for 1 lock per room (100× improvement)

Phase 2: Federation Lock Fix

Fix forward_to_peers() and broadcast_signal() to clone the peer list, release the lock, then send:

pub async fn forward_to_peers(&self, room_hash: &[u8; 8], media_data: &Bytes) {
    let peers: Vec<_> = {
        let links = self.peer_links.lock().await;
        links.values().map(|l| (l.label.clone(), l.transport.clone())).collect()
    };  // lock released
    
    for (label, transport) in &peers {
        // send without holding lock
    }
}

Files to modify:

  • crates/wzp-relay/src/federation.rsforward_to_peers(), broadcast_signal(), send_signal_to_peer()

Expected change: ~30 lines modified

Concurrency improvement: Federation sends no longer block each other or room operations.

Phase 3: Quality Tracking Optimization (Optional)

Move observe_quality() out of the per-packet critical path:

  1. Accumulate quality reports in a lock-free counter per participant
  2. A background task (every 1s) reads counters, computes tiers, broadcasts directives
  3. Per-packet path becomes: lock → others() → unlock (no quality computation)

Reduces per-packet lock hold time from ~1ms to ~0.1ms.

Verification

  1. Correctness: Run existing relay tests (cargo test -p wzp-relay) — must pass
  2. Load test: 10 rooms × 10 participants, verify all 10 rooms forward concurrently
  3. Large room test: 1 room × 50 participants, verify no deadlocks
  4. Federation test: 3 relays, verify media still bridges with new lock pattern
  5. Benchmark: Before/after packets-per-second on a multi-core machine with wzp-bench

Effort

  • Phase 1: 1 day
  • Phase 2: 0.5 day
  • Phase 3: 1 day (optional)
  • Total: 1.52.5 days