Ludo API Python — Async HTTP, WebSockets, FastAPI & Docker
Python's async ecosystem has matured dramatically, making it a top-tier choice for high-performance Ludo game integrations. This guide covers the full spectrum: from basic synchronous requests to advanced async HTTP patterns with aiohttp and httpx, real-time WebSocket clients built on asyncio, a production-ready FastAPI server skeleton, pytest-based test suites, and Docker deployment configurations. By the end, you'll have a complete, deployable Python project ready for production traffic.
Environment Setup and Dependencies
A proper Python project starts with a virtual environment and a pyproject.toml
or requirements.txt that pins exact versions. This prevents dependency drift across
your team and CI pipeline. The following packages cover every aspect of this guide:
# Create and activate virtual environment
python3 -m venv ludo-api-env
source ludo-api-env/bin/activate
# Install all dependencies with pinned versions
# Async HTTP client with connection pooling
pip install aiohttp==3.9.3
# HTTP client with built-in retry and timeout handling
pip install httpx==0.27.0
# Async WebSocket client
pip install websockets==12.0
# FastAPI + uvicorn for the server
pip install fastapi==0.111.0 uvicorn[standard]==0.29.0
# Data validation
pip install pydantic==2.6.3
# Environment variable management
pip install python-dotenv==1.0.1
# Async file I/O for logging
pip install aiofiles==23.2.1
# Testing framework
pip install pytest==8.1.1 pytest-asyncio==0.23.6 pytest-cov==4.1.0
pip install aioresponses==0.7.6 # Mock aiohttp in tests
For a requirements.txt file, pin all versions and regenerate it with
pip freeze > requirements.txt after installing. In production, always use a lock file
generated by pip-tools or poetry to ensure
reproducible builds.
Async HTTP Client with aiohttp
Synchronous requests is fine for low-volume scripts, but a production Ludo
platform makes hundreds of concurrent API calls — room queries, player stats, leaderboard fetches, game history
lookups. aiohttp provides a fully async HTTP client with connection pooling, automatic JSON serialization, and
middleware support. The key advantage over the synchronous library is that while one request is waiting on
network I/O, other coroutines can execute. In a game platform, this means your data fetches never block the
game loop.
import asyncio
import os
import json
from typing import Optional, Any
import aiohttp
from dotenv import load_dotenv
load_dotenv()
class AsyncLudoClient:
"""Fully async HTTP client for the Ludo API with session management and retry logic."""
def __init__(
self,
api_key: Optional[str] = None,
base_url: str = "https://api.ludokingapi.site/v1",
max_retries: int = 3,
timeout: float = 15.0
):
self.api_key = api_key or os.getenv("LUDO_API_KEY")
self.base_url = base_url.rstrip("/")
self.max_retries = max_retries
self.timeout = aiohttp.ClientTimeout(total=timeout)
self._session: Optional[aiohttp.ClientSession] = None
async def _get_session(self) -> aiohttp.ClientSession:
"""Lazily create and cache the aiohttp session for connection reuse."""
if self._session is None or self._session.closed:
headers = {
"Authorization": f"Bearer {self.api_key}",
"Content-Type": "application/json",
"User-Agent": "LudoAsyncClient/1.0"
}
connector = aiohttp.TCPConnector(
limit=100, # Max concurrent connections
limit_per_host=30, # Max per host
enable_cleanup_closed=True
)
self._session = aiohttp.ClientSession(
headers=headers,
timeout=self.timeout,
connector=connector
)
return self._session
async def _request(
self,
method: str,
endpoint: str,
params: Optional[dict] = None,
json_data: Optional[dict] = None
) -> dict[str, Any]:
"""Internal request method with retry logic for transient failures."""
url = f"{self.base_url}/{endpoint.lstrip('/')}"
session = await self._get_session()
for attempt in range(self.max_retries):
try:
async with session.request(
method, url, params=params, json=json_data
) as response:
response.raise_for_status()
return await response.json()
except aiohttp.ClientResponseError as e:
if e.status == 429: # Rate limited — backoff and retry
wait = 2 ** attempt
print(f"Rate limited. Sleeping {wait}s before retry (attempt {attempt + 1})")
await asyncio.sleep(wait)
elif e.status >= 500: # Server error — retry
wait = 1 ** attempt
await asyncio.sleep(wait)
else:
raise LudoAPIError(f"HTTP {e.status}: {e.message}")
except (aiohttp.ClientError, asyncio.TimeoutError) as e:
if attempt == self.max_retries - 1:
raise LudoAPIError(f"Request failed after {self.max_retries} attempts: {e}")
await asyncio.sleep(0.5 * (attempt + 1))
async def get(self, endpoint: str, params: Optional[dict] = None) -> dict:
return await self._request("GET", endpoint, params=params)
async def post(self, endpoint: str, json_data: Optional[dict] = None) -> dict:
return await self._request("POST", endpoint, json_data=json_data)
async def get_rooms(self, status: Optional[str] = None) -> list:
"""Fetch available game rooms, optionally filtered by status."""
params = {"status": status} if status else None
result = await self.get("/rooms", params=params)
return result.get("data", [])
async def create_room(self, max_players: int = 4, game_mode: str = "classic") -> dict:
return await self.post("/rooms", json_data={
"maxPlayers": max_players,
"gameMode": game_mode
})
async def get_game_state(self, game_id: str) -> dict:
return await self.get(f"/games/{game_id}/state")
async def close(self):
"""Explicitly close the session when done."""
if self._session and not self._session.closed:
await self._session.close()
async def __aenter__(self):
return self
async def __aexit__(self, exc_type, exc_val, exc_tb):
await self.close()
class LudoAPIError(Exception):
"""Custom exception for Ludo API errors."""
pass
# Usage with async context manager — ensures clean session cleanup
async def main():
async with AsyncLudoClient() as client:
rooms = await client.get_rooms(status="waiting")
for room in rooms:
print(f"Room {room['code']}: {room['playerCount']}/{room['maxPlayers']} players")
room_data = await client.create_room(max_players=4)
print(f"Created room: {room_data['data']['code']}")
asyncio.run(main())
httpx Client with Retry and Timeout Configuration
httpx is the modern HTTP client for Python that bridges synchronous and asynchronous codebases. It offers
first-class async support, built-in retry policies via httpx-retry, and a
clean API that feels familiar to anyone coming from the requests library. For teams already using httpx in
their stack, this is the recommended client. The following implementation adds intelligent retry logic, circuit
breaker patterns, and structured logging — the three pillars of resilient HTTP integrations.
import httpx
import time
import logging
from typing import Optional
from tenacity import (
retry, stop_after_attempt, wait_exponential,
retry_if_exception_type, before_sleep_log
)
logger = logging.getLogger(__name__)
# Configure retryable exceptions
RETRYABLE_EXCEPTIONS = (
httpx.TimeoutException,
httpx.NetworkError,
httpx.RemoteProtocolError,
)
# Retry decorator: exponential backoff starting at 1s, up to 3 attempts
def retry_on_transient_error():
return retry(
stop=stop_after_attempt(3),
wait=wait_exponential(multiplier=1, min=1, max=10),
retry=retry_if_exception_type(RETRYABLE_EXCEPTIONS),
before_sleep=before_sleep_log(logger, logging.WARNING),
reraise=True
)
class ResilientLudoClient:
"""Production-ready httpx client with retry logic, timeouts, and structured logging."""
def __init__(
self,
api_key: str,
base_url: str = "https://api.ludokingapi.site/v1",
log_requests: bool = True
):
self.api_key = api_key
self.base_url = base_url
self.log_requests = log_requests
# httpx AsyncClient with global timeout configuration
self._client = httpx.AsyncClient(
headers={
"Authorization": f"Bearer {api_key}",
"Content-Type": "application/json"
},
timeout=httpx.Timeout(
connect=5.0, # Connection establishment timeout
read=10.0, # Response read timeout
write=5.0, # Request write timeout
pool=15.0 # Connection pool timeout
),
limits=httpx.Limits(
max_keepalive_connections=20,
max_connections=100,
keepalive_expiry=30.0
)
)
@retry_on_transient_error()
async def _request(self, method: str, endpoint: str, **kwargs) -> dict:
url = f"{self.base_url}/{endpoint.lstrip('/')}"
start = time.monotonic()
try:
response = await self._client.request(method, url, **kwargs)
duration = time.monotonic() - start
if self.log_requests:
logger.info(
f"{method} {endpoint} → {response.status_code} ({duration:.3f}s)"
)
response.raise_for_status()
return response.json()
except httpx.HTTPStatusError as e:
duration = time.monotonic() - start
logger.error(
f"{method} {endpoint} → {e.response.status_code} ({duration:.3f}s): {e.response.text}"
)
raise
async def get(self, endpoint: str, params: Optional[dict] = None) -> dict:
return await self._request("GET", endpoint, params=params)
async def post(self, endpoint: str, json_data: Optional[dict] = None) -> dict:
return await self._request("POST", endpoint, json=json_data)
async def close(self):
await self._client.aclose()
WebSocket Client with asyncio
Real-time gameplay demands WebSocket connections for sub-second event delivery. Python's websockets library pairs natively with asyncio, letting you write event-driven
game loops that are readable and maintainable. The pattern below uses a robust reconnection strategy with
exponential backoff — critical for mobile clients on unreliable connections — and a typed event dispatch
system that routes incoming messages to registered handlers.
import asyncio
import json
import logging
import time
from typing import Callable, Optional
import websockets
from websockets.client import WebSocketClientProtocol
from dotenv import load_dotenv
import os
load_dotenv()
logger = logging.getLogger(__name__)
class LudoWebSocketClient:
"""Async WebSocket client with automatic reconnection and typed event handlers."""
def __init__(
self,
api_key: str,
ws_url: str = "wss://api.ludokingapi.site/ws",
max_reconnect_attempts: int = 5
):
self.api_key = api_key
self.ws_url = ws_url
self.max_reconnect_attempts = max_reconnect_attempts
self._socket: Optional[WebSocketClientProtocol] = None
self._handlers: dict[str, Callable] = {}
self._running = False
self.room_code: Optional[str] = None
self.player_token: Optional[str] = None
def on(self, event_type: str, handler: Callable[[dict], None]) -> None:
"""Register an event handler for a specific event type."""
self._handlers[event_type] = handler
async def _connect(self) -> WebSocketClientProtocol:
"""Establish WebSocket connection with authentication header."""
headers = {"Authorization": f"Bearer {self.api_key}"}
socket = await websockets.connect(
self.ws_url,
extra_headers=headers,
ping_interval=20, # Keep connection alive
ping_timeout=10,
close_timeout=5
)
logger.info("WebSocket connected")
return socket
async def _join_room(self):
"""Send room-join message after connection."""
if not self.room_code or not self.player_token:
raise ValueError("room_code and player_token must be set before connecting")
message = {
"type": "room:join",
"roomCode": self.room_code,
"playerToken": self.player_token
}
await self._socket.send(json.dumps(message))
logger.info(f"Joined room {self.room_code}")
async def send(self, event_type: str, data: dict) -> None:
"""Send a typed message to the server."""
if self._socket and self._socket.open:
message = {"type": event_type, **data}
await self._socket.send(json.dumps(message))
else:
logger.warning("Cannot send — socket is not open")
async def start(self, room_code: str, player_token: str) -> None:
"""Start the WebSocket client with reconnection loop."""
self.room_code = room_code
self.player_token = player_token
self._running = True
for attempt in range(self.max_reconnect_attempts):
try:
self._socket = await self._connect()
await self._join_room()
async for raw_message in self._socket:
event = json.loads(raw_message)
event_type = event.get("type", "unknown")
payload = event.get("data", {})
logger.debug(f"Event: {event_type}")
if event_type in self._handlers:
self._handlers[event_type](payload)
if event_type == "room:closed":
logger.info("Room closed — exiting listener")
self._running = False
break
except websockets.ConnectionClosed as e:
logger.warning(
f"Connection closed (code: {e.code}). Reconnecting in {2 ** attempt}s..."
)
await asyncio.sleep(2 ** attempt)
except Exception as e:
logger.error(f"WebSocket error: {e}")
await asyncio.sleep(5)
if self._running:
logger.error("Max reconnection attempts reached")
async def stop(self) -> None:
self._running = False
if self._socket and self._socket.open:
await self._socket.close(code=1000, reason="Client disconnect")
# Usage: register handlers and start the client
async def main():
client = LudoWebSocketClient(os.getenv("LUDO_API_KEY"))
# Register typed event handlers
client.on("game:dice-rolled", lambda d: print(f"Dice: {d.get('value')}"))
client.on("game:piece-moved", lambda d: print(f"Piece moved: {d.get('pieceId')} → {d.get('position')}"))
client.on("game:turn-change", lambda d: print(f"Turn: {d.get('currentPlayerId')}"))
client.on("game:ended", lambda d: print(f"Winner: {d.get('winnerId')}"))
try:
await client.start(room_code="ABCD12", player_token="player_token_here")
finally:
await client.stop()
asyncio.run(main())
FastAPI Server Setup
When your Python backend needs to expose its own REST endpoints — for example, to receive webhooks from the
Ludo API, serve game state to your frontend, or act as a proxy layer — FastAPI is the ideal framework. It
delivers automatic request validation with Pydantic, OpenAPI documentation at /docs, native WebSocket support, and async request handlers out of the box. The server
below implements a clean layered architecture: a service layer that calls the Ludo API, Pydantic models for
request/response validation, and a router that maps HTTP verbs to business logic.
# app/main.py — FastAPI application entry point
import os
from contextlib import asynccontextmanager
from fastapi import FastAPI, HTTPException, Depends, WebSocket, WebSocketDisconnect
from fastapi.middleware.cors import CORSMiddleware
from pydantic import BaseModel, Field
import httpx
from dotenv import load_dotenv
load_dotenv()
# ─── Pydantic Models ─────────────────────────────────────────────────────────
class RoomCreateRequest(BaseModel):
max_players: int = Field(default=4, ge=2, le=4)
game_mode: str = Field(default="classic", pattern="^(classic|quick|ranked)$")
class RoomResponse(BaseModel):
code: str
status: str
player_count: int
max_players: int
game_id: Optional[str] = None
class MoveRequest(BaseModel):
game_id: str
piece_id: str
target_position: int = Field(ge=0, le=57)
class APIResponse(BaseModel):
success: bool
data: Optional[dict] = None
error: Optional[str] = None
# ─── Application Lifespan ─────────────────────────────────────────────────────
@asynccontextmanager
async def lifespan(app: FastAPI):
# Startup: create a shared httpx client with connection pooling
app.state.http_client = httpx.AsyncClient(
timeout=httpx.Timeout(10.0),
headers={"Authorization": f"Bearer {os.getenv('LUDO_API_KEY')}"}
)
yield
# Shutdown: close the client
await app.state.http_client.aclose()
# ─── FastAPI App ──────────────────────────────────────────────────────────────
app = FastAPI(
title="Ludo Game Proxy API",
description="Bridges your frontend to the LudoKingAPI with rate limiting and caching.",
version="1.0.0",
lifespan=lifespan
)
# CORS middleware — allow your frontend domain in production
app.add_middleware(
CORSMiddleware,
allow_origins=os.getenv("CORS_ORIGINS", "http://localhost:3000").split(","),
allow_credentials=True,
allow_methods=["*"],
allow_headers=["*"],
)
LUDO_API_BASE = "https://api.ludokingapi.site/v1"
# ─── REST Endpoints ───────────────────────────────────────────────────────────
@app.post("/rooms", response_model=APIResponse)
async def create_room(request: RoomCreateRequest, client: httpx.AsyncClient = Depends(lambda: None)):
# Note: in FastAPI, inject app.state.http_client via dependency
response = await client.post(
f"{LUDO_API_BASE}/rooms",
json={"maxPlayers": request.max_players, "gameMode": request.game_mode}
)
response.raise_for_status()
data = response.json()
return APIResponse(success=True, data=data.get("data"))
@app.get("/rooms/{room_code}", response_model=APIResponse)
async def get_room(room_code: str):
response = await app.state.http_client.get(f"{LUDO_API_BASE}/rooms/{room_code}")
response.raise_for_status()
data = response.json()
return APIResponse(success=True, data=data.get("data"))
@app.post("/games/move", response_model=APIResponse)
async def submit_move(request: MoveRequest):
response = await app.state.http_client.post(
f"{LUDO_API_BASE}/games/{request.game_id}/move",
json={"pieceId": request.piece_id, "targetPosition": request.target_position}
)
response.raise_for_status()
data = response.json()
return APIResponse(success=True, data=data.get("data"))
# ─── WebSocket Endpoint ───────────────────────────────────────────────────────
@app.websocket("/ws/game/{room_code}")
async def ws_game(websocket: WebSocket, room_code: str):
await websocket.accept()
try:
while True:
data = await websocket.receive_text()
# Forward to upstream WebSocket and relay response back
await websocket.send_text(f"Echo: {data}")
except WebSocketDisconnect:
print(f"Client disconnected from room {room_code}")
# Run with: uvicorn app.main:app --reload --host 0.0.0.0 --port 8000
pytest Testing Suite
Testing is non-negotiable for production integrations. The following test suite uses pytest with pytest-asyncio for async test functions, aioresponses to mock HTTP calls, and pytest fixtures to provide clean, isolated test data. Fixtures are the backbone of a maintainable test suite — they create consistent test objects and clean them up automatically, regardless of whether a test passes or fails.
# tests/test_ludo_client.py
import pytest
import pytest_asyncio
import asyncio
from aioresponses import aioresponses
from ludo_client import AsyncLudoClient # Your client module
# ─── Fixtures ─────────────────────────────────────────────────────────────────
@pytest.fixture(scope="session")
def api_key():
"""Provide a test API key."""
return "test_api_key_12345"
@pytest.fixture(scope="session")
def base_url():
"""Provide the base API URL for tests."""
return "https://api.ludokingapi.site/v1"
@pytest_asyncio.fixture
async def client(api_key, base_url):
"""Provide an async client instance with automatic cleanup."""
async_client = AsyncLudoClient(api_key=api_key, base_url=base_url)
yield async_client
await async_client.close()
@pytest.fixture
def mock_room_data():
"""Provide realistic mock room data."""
return {
"success": True,
"data": [
{"code": "ROOM1", "status": "waiting", "playerCount": 2, "maxPlayers": 4},
{"code": "ROOM2", "status": "playing", "playerCount": 4, "maxPlayers": 4}
]
}
# ─── Tests ────────────────────────────────────────────────────────────────────
@pytest.mark.asyncio
async def test_get_rooms_returns_list(client, base_url, mock_room_data):
"""GET /rooms should return a list of rooms."""
with aioresponses() as mocked:
mocked.get(f"{base_url}/rooms", payload=mock_room_data)
rooms = await client.get_rooms()
assert len(rooms) == 2
assert rooms[0]["code"] == "ROOM1"
@pytest.mark.asyncio
async def test_create_room_returns_code(client, base_url):
"""POST /rooms should return room code on success."""
create_response = {
"success": True,
"data": {"code": "TESTROOM", "status": "waiting"}
}
with aioresponses() as mocked:
mocked.post(f"{base_url}/rooms", payload=create_response)
result = await client.create_room(max_players=4)
assert result["data"]["code"] == "TESTROOM"
@pytest.mark.asyncio
async def test_get_rooms_filters_by_status(client, base_url, mock_room_data):
"""GET /rooms?status=waiting should return only waiting rooms."""
with aioresponses() as mocked:
mocked.get(
f"{base_url}/rooms",
payload=mock_room_data,
params={"status": "waiting"}
)
rooms = await client.get_rooms(status="waiting")
assert all(r["status"] == "waiting" for r in rooms)
@pytest.mark.asyncio
async def test_api_error_raises_exception(client, base_url):
"""HTTP 401 should raise LudoAPIError."""
with aioresponses() as mocked:
mocked.get(f"{base_url}/rooms", status=401)
with pytest.raises(LudoAPIError):
await client.get_rooms()
@pytest.mark.asyncio
async def test_client_context_manager(api_key, base_url):
"""Using 'async with' should cleanly close the session."""
async with AsyncLudoClient(api_key=api_key, base_url=base_url) as client:
assert client._session is not None
assert client._session.closed
Docker Deployment
Containerizing your Python Ludo integration ensures consistent behavior from development through production.
A multi-stage Dockerfile keeps the final image lean by separating the build environment from the runtime
environment. The uvicorn server runs as a non-root user for security, health
checks allow orchestrators like Kubernetes or Docker Compose to verify liveness, and environment variables
inject the API key at runtime rather than baking it into the image.
# Dockerfile — Multi-stage build for production
# Stage 1: Build
FROM python:3.12-slim AS builder
WORKDIR /app
# Install build dependencies
RUN apt-get update && apt-get install -y --no-install-recommends \
gcc \
&& rm -rf /var/lib/apt/lists/*
# Install Python dependencies into a virtual environment
RUN python -m venv /opt/venv
ENV PATH="/opt/venv/bin:$PATH"
COPY requirements.txt .
RUN pip install --no-cache-dir --upgrade pip \
&& pip install --no-cache-dir -r requirements.txt
# Stage 2: Production runtime
FROM python:3.12-slim AS runtime
WORKDIR /app
# Create non-root user for security
RUN groupadd --gid 1000 ludoapi \
&& useradd --uid 1000 --gid ludoapi --shell /bin/bash ludoapi
COPY --from=builder /opt/venv /opt/venv
ENV PATH="/opt/venv/bin:$PATH"
COPY --chown=ludoapi:ludoapi . .
# Switch to non-root user
USER ludoapi
# Expose port
EXPOSE 8000
# Health check — uvicorn's /health endpoint
HEALTHCHECK --interval=30s --timeout=10s --start-period=5s --retries=3 \
CMD python -c "import urllib.request; urllib.request.urlopen('http://localhost:8000/health')"
# Run uvicorn with gunicorn workers for production concurrency
CMD ["uvicorn", "app.main:app", "--host", "0.0.0.0", "--port", "8000"]
# docker-compose.yml — local development and production stack
version: "3.9"
services:
ludo-api:
build:
context: .
dockerfile: Dockerfile
ports:
- "8000:8000"
environment:
- LUDO_API_KEY=${LUDO_API_KEY}
- CORS_ORIGINS=http://localhost:3000,https://yourdomain.com
restart: unless-stopped
healthcheck:
test: ["CMD", "python", "-c", "import urllib.request; urllib.request.urlopen('http://localhost:8000/health')"]
interval: 30s
timeout: 10s
retries: 3
ludo-worker:
build: .
command: python -m app.game_worker
environment:
- LUDO_API_KEY=${LUDO_API_KEY}
depends_on:
- ludo-api
restart: unless-stopped
Key Architecture Patterns Covered
- Connection pooling via aiohttp
TCPConnectorand httpxAsyncClientlimits — prevents exhausting file descriptors under load - Exponential backoff for retry on 429, 500, and connection errors — handles API rate limits and transient outages gracefully
- Typed event dispatch in WebSocket client — clean separation between event routing and handler logic
- Pydantic validation on FastAPI endpoints — rejects malformed requests before they reach your business logic
- Session reuse — the aiohttp
ClientSessionmaintains persistent connections, dramatically reducing latency for repeated API calls - Multi-stage Docker builds — final image contains only runtime dependencies, keeping attack surface minimal
Frequently Asked Questions
aiohttp is a purpose-built async HTTP client (and server) framework with no synchronous API. httpx is a client library that supports both sync and async modes in a single API, making it easier to migrate existing synchronous code. For new async-first projects, aiohttp often has a slight edge in WebSocket-heavy workloads due to its native WebSocket client. For mixed sync/async codebases or teams familiar with the requests library, httpx is the smoother choice. Both are production-grade — the decision comes down to your existing stack and whether you need the synchronous API.
Python's asyncio runs on a single thread, which means it excels at I/O-bound concurrency but is
limited by the GIL for CPU-bound work. For thousands of concurrent WebSocket connections to game
rooms, asyncio with the websockets library is perfectly adequate —
each connection is a coroutine that spends most of its time waiting on network I/O. If you need CPU
parallelism for game logic computation, use multiprocessing or
ProcessPoolExecutor to offload heavy work to separate processes.
For horizontal scaling, deploy multiple uvicorn worker processes behind a load balancer — each
process handles its own event loop and set of connections.
Always prefer pytest fixtures over manual setup/teardown methods. Fixtures are explicit about their
dependencies (pytest resolves them automatically), they support scoping (session, module, function)
for performance, and they compose naturally — a client fixture can
depend on an api_key fixture without either knowing about the other.
The @pytest_asyncio.fixture decorator is required for async fixtures
to ensure the event loop is properly set up and torn down between tests. Avoid module-level
asyncio.new_event_loop() calls — let pytest-asyncio manage the loop
lifecycle to prevent "event loop already running" errors.
Never hardcode the API key in the Dockerfile or any committed file. Pass it as an environment
variable at runtime via docker run -e LUDO_API_KEY=your_key or in
docker-compose via an .env file (which is gitignored). For
production Kubernetes deployments, use Kubernetes Secrets to inject the key as an environment
variable or a mounted file. If your orchestrator supports it, use a secrets manager integration
(AWS Secrets Manager, HashiCorp Vault) to fetch credentials at startup. Additionally, run the
container as a non-root user (as shown in the Dockerfile) to limit the blast radius if the process
is compromised.
Yes — both FastAPI and the websockets library are built on
asyncio, so they share the same event loop without conflict. You can start the uvicorn server
(which runs the FastAPI app) in the main thread and spawn the WebSocket listener as a background
task using asyncio.create_task() on startup. Alternatively, use
FastAPI's lifespan context manager to start the WebSocket listener when the app starts and stop it
on shutdown. This keeps everything in one process and simplifies deployment. For very high
concurrency (10,000+ simultaneous WebSocket connections), split them into a dedicated WebSocket
worker service to isolate the game loop from HTTP request handling.
This typically happens when pytest-asyncio's event loop policy conflicts with the way your code
creates loops — usually via asyncio.run() inside a test or fixture.
Fix it by using the @pytest.mark.asyncio decorator on all async test
functions, and set asyncio_mode = auto in your pytest.ini. For fixture-level event loops, use @pytest_asyncio.fixture(scope="function") instead of @pytest.fixture. If you're using aioresponses, ensure it's imported before any of your application
modules — this allows it to patch the underlying socket layer before your async client creates
connections.
Add a dedicated health check endpoint that verifies critical dependencies: the ability to reach
the upstream Ludo API, database connectivity if you use one, and WebSocket connection status.
Return a structured JSON response with component-level status so your load balancer or monitoring
tool can distinguish between a fully healthy instance and a degraded one. Expose this at /health and /health/ready — the former
for liveness probes (is the process alive?), the latter for readiness probes (can it accept
traffic?). In Docker, the HEALTHCHECK instruction uses the liveness endpoint. In Kubernetes, map
liveness probes to /health and readiness probes to /health/ready.
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