Knex与PostgreSQL选择查询对多个并行请求的性能极度降低

And*_*dev 11 javascript postgresql performance node.js knex.js

简单来说

我正在开发一个游戏(梦想),我的后端堆栈是带有Knex的Node.js和PostgreSQL(9.6).我在这里保存所有玩家数据,我需要经常请求它.其中一个请求需要进行10次简单选择以提取数据,这就是问题开始的地方:如果服务器同时只提供1个请求,这些查询速度非常快(~1ms).但是如果服务器服务器并行多次请求(100-400),查询执行时间会极度降级(每个查询最多可以达到几秒)

细节

为了更客观,我将描述服务器的请求目标,选择查询和我收到的结果.

关于系统

我在Digital Ocean 4cpu/8gb Droplet和Postgres上运行节点代码在同一个conf(2个不同的水滴,相同的配置)

关于要求

它需要做一些游戏操作,他从DB中为2个玩家选择数据

DDL

玩家的数据由5个表格代表:

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
);
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有索引

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');
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代码

第一个查询

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);
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第二个查询

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);
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第三个问题

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);
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第四个问题

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);
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第五个

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);
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EXPLAIN(分析)

只有索引扫描,<1ms用于计划和执行时间.如果需要可以发布(没有发布以节省空间)

时间本身

(总数是请求数,最小值/最大值/平均值/中位数是响应时间)

  • 4个并发请求: { "total": 300, "avg": 1.81, "median": 2, "min": 1, "max": 6 }
  • 400个并发请求:
    • { "total": 300, "avg": 209.57666666666665, "median": 176, "min": 9, "max": 1683 } - 首先选择
    • { "total": 300, "avg": 2105.9, "median": 2005, "min": 1563, "max": 4074 } - 最后选择

我试图将执行超过100毫秒的慢查询放入日志中 - 没有.还试图将连接池大小增加到多个并行请求 - 没什么.

And*_*dev 2

很快找到了解决方案,但忘记在这里回复(很忙,抱歉)。

缓慢的查询没有什么魔力,只有节点的事件循环性质:

  • 所有 silimar 请求都是并行发出的;
  • 我有一个执行时间非常慢的代码块(~150-200ms);
  • 如果您有约 800 个并行请求,则 150 毫秒的代码块会转换为约 10000 毫秒的事件循环滞后;
  • 您将看到的只是缓慢请求的可见性,但这只是回调函数的滞后,而不是数据库的滞后;

结论:用于pgBadger检测慢速查询和isBusy检测事件循环滞后的模块