docs: consolidate current architecture documentation

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# Runtime and Build Profiles
# 런타임 아키텍처
Build outputs should be emitted to `/dist/{profileName}` per profile to keep
deployments predictable. Profiles are server+scenario pairs, and scenario
selection is required because it drives unit sets and DB settings.
## 프로세스
## TypeScript Toolchain
| 프로세스 | 시작점 | 책임 |
| -------------------- | -------------------------------------------------------- | ------------------------------------------- |
| gateway API | `app/gateway-api/src/server.ts` | 계정, session, profile, admin operation |
| gateway orchestrator | `app/gateway-api/src/orchestrator/orchestratorServer.ts` | DB queue, build, PM2 reconciliation |
| game API | `app/game-api/src/server.ts` | profile tRPC, SSE, worker transport |
| turn daemon | `app/game-engine/src/turn/cli.ts` | schedule, command, 월간 lifecycle, DB flush |
| battle worker | `app/game-api/src/battleSim/worker.ts` | 격리된 전투 시뮬레이션 |
| auction worker | `app/game-api/src/auction/worker.ts` | 경매 timer와 낙찰 처리 |
| tournament worker | `app/game-api/src/tournament/worker.ts` | 대회 진행과 결과 처리 |
The rewrite workspace uses exactly TypeScript `6.0.2`. TypeScript 7 is not a
supported build or validation environment until the compiler/tooling APIs used
by this repository and the dependent toolchain are available and compatible.
Package-local TypeScript 5 or 7 overrides are not allowed in `app/*`,
`packages/*`, or `tools/*`. The legacy runtime under `legacy/` is maintained
separately and is outside this rule.
Gateway API와 game API는 기본적으로 `0.0.0.0`에 bind합니다. 실제 port와
prefix는 환경 변수와 배포 profile이 결정합니다.
The rationale, scope, and TypeScript 7 upgrade gate are defined in
[`typescript-version.md`](typescript-version.md).
## Gateway 실행
## Database Schemas (Gateway vs Game)
`resolveGatewayApiConfigFromEnv()`가 PostgreSQL schema, Redis prefix, session
TTL, game-token secret, OAuth, local-account 정책과 orchestrator 설정을
검증합니다.
Gateway uses a shared schema (default `public`) for login/profile state, while
each game profile runs against its own schema. This keeps gateway data stable
and allows profile-scoped game data resets.
Gateway API는 다음 저장 경계를 사용합니다.
- Gateway schema: `GATEWAY_DB_SCHEMA` (default `public`)
- Game schema: `PROFILE` value (e.g., `hwe`, `che`)
- Optional override for gateway DB URL: `GATEWAY_DATABASE_URL`
- `AppUser`, `SystemSetting`: 계정과 정책
- `GatewayProfile`: profile, scenario, port, 상태와 build 결과
- `GatewayOperation`: build/reset/open/close 등 실행 요청과 결과
- Redis: gateway session, OAuth 임시 상태, flush channel
## Suggested Build Pattern
Orchestrator는 `GatewayOperation`을 claim하고 source ref를 commit으로
해결합니다. `WorkspaceManager`가 commit별 worktree를 준비하고 build runner가
artifact를 만들며 `Pm2ProcessManager`가 profile process를 조정합니다.
재시작 시 DB 상태와 process 상태를 reconciliation합니다.
- Wrapper script under `tools/build-scripts`
- `pnpm build:server --profile che --scenario default`
- CI-friendly: `PROFILE=che SCENARIO=default pnpm build:server`
- Build tooling: use `tsdown` for backend/libs, and Vite for frontend apps.
## Game API 실행
## Deterministic RNG Policy
`resolveGameApiConfigFromEnv()``PROFILE`, `SCENARIO`,
`GAME_PROFILE_NAME`, API·SSE·upload 경로와 worker timeout을 결정합니다.
기본 profile name은 `${profile}:${scenario}`입니다.
- Gameplay randomness must be reproducible from a deterministic seed
- Prefer `legacy/hwe/ts/util/LiteHashDRBG.ts` and `legacy/hwe/ts/util/RNG.ts`
- Seed composition should include hidden base seed plus action context
Fastify server는 요청에서 game token을 검증해 `GameApiContext.auth`
넣습니다. Router는 public procedure와 인증 procedure를 구분하고, 변경
대상 장수·국가·archive owner를 session actor와 DB에서 해석합니다.
## Gateway Orchestration (Single Host Draft)
Mutation은 두 형태입니다.
Gateway API is the single source of truth for profile state and reconciles
PM2-managed processes on boot and on a short interval. The orchestrator runs
as a separate process (`GATEWAY_ROLE=orchestrator`). The DB owns the desired
state; PM2 is treated as the actuator. The runtime state is grouped so that
`game-api` + `turn-daemon` are either on together or off together.
- API transaction으로 끝나는 mutation은 `executeInputEvent()`
`target=API` event를 만들고 결과와 event 상태를 같은 transaction에서
commit합니다.
- turn world가 필요한 mutation은 daemon transport가 `target=DAEMON`
event를 만들고 turn daemon의 처리 대상으로 전달합니다.
### DB-Owned Profile State
같은 `requestId`의 완료·처리 중 event는 중복 수락하지 않습니다. 실패 event는
claim 가능한 상태에서 attempts를 증가시켜 재처리합니다.
Profiles are tracked by `profileName` (= `${profile}:${scenario}`).
Gateway loads the profile table on boot, then reconciles PM2 to match.
## Turn daemon 조립
- `예약됨` (RESERVED): preopen/open timestamps are set; processes off.
- `가오픈` (PREOPEN): build done; API+daemon on, daemon paused.
- `가동중` (RUNNING): both `game-api` and `turn-daemon` should be on.
- `정지됨` (STOPPED): processes off; may be resumed later.
- `정지(오류)` (PAUSED): fatal error; daemon paused but process remains on.
- `천하통일` (COMPLETED): game finished; API on, daemon paused.
- `비활성화` (DISABLED): excluded from orchestration; start forbidden.
`createTurnDaemonRuntime()`은 다음 순서로 런타임을 구성합니다.
### Boot Reconciliation
1. `DatabaseTurnDaemonLease`가 profile lease와 fencing token을 확보합니다.
2. `loadTurnWorldFromDatabase()`가 world, 장수, 국가, 도시, 외교, 예약 턴,
event와 resource snapshot을 읽습니다.
3. scenario, map, unit set과 command profile을 적재합니다.
4. action-module bundle, AI, command registry, 월간 event action을 조립합니다.
5. `EngineStateManager`가 in-memory mutation과 transaction flush를 묶습니다.
6. `TurnDaemonLifecycle`이 control queue와 schedule을 실행합니다.
1. Load profile rows from DB.
2. List PM2 processes and map `profileName -> running state`.
3. For each profile:
- If desired `RUNNING/PREOPEN/PAUSED/COMPLETED` and any process is missing, start.
- If desired `RESERVED/STOPPED/DISABLED` and any process is running, stop both.
4. Persist errors to DB for audit.
Lifecycle은 가장 빠른 장수 턴과 다음 tick 중 앞선 시각을 선택합니다.
pause gate, 수동 run, shutdown과 budget을 같은 loop에서 처리합니다.
### Internal Scheduler (Gateway Cron)
## 한 번의 실행과 저장
Gateway runs a lightweight cron loop (setInterval) that:
- When `RESERVED` and `preopenAt <= now`, queue a build for the reserved commit.
- When build succeeds, status becomes `PREOPEN` (daemon paused).
- When `openAt <= now`, status becomes `RUNNING` and daemon resumes.
- Optionally drains a build queue (see build workflow).
### Build Workflow (Admin)
- 관리자는 gateway의 `/admin/server-operations` 전용 화면에서 profile별
runtime, build, worktree, 오류와 작업 이력을 확인하고 시작·정지·초기화를
요청한다.
- 운영 요청은 `gateway_operation` 행으로 기록된다. 같은 profile에는
`QUEUED` 또는 `RUNNING` 작업이 하나만 존재할 수 있으며, 상태는
`QUEUED -> RUNNING -> SUCCEEDED|FAILED` 또는 실행 전 `CANCELLED`
전이된다. 실패·취소 작업은 같은 입력으로 재시도할 수 있다.
- `BRANCH` 소스는 요청 시 유효성을 검사하지만 branch 이름을 보존하고,
실행 직전에 원격을 다시 fetch하여 최신 commit을 확정한다. `COMMIT`
소스는 요청 시 full SHA로 정규화하여 이후 branch 이동과 무관하게
동일 commit을 사용한다. 실제 사용한 SHA는 작업의
`resolvedCommitSha`와 profile의 `buildCommitSha`에 기록한다.
- 초기화 작업은 profile 프로세스를 정지한 뒤 선택 commit worktree에서
build하고, 같은 worktree의 scenario/map/unitset으로 profile DB를 seed한
`PREOPEN` 또는 `RUNNING`으로 전환하여 API와 daemon을 함께 시작한다.
대기 중 작업은 취소할 수 있으나 DB 변경이 시작된 `RUNNING` 작업은
중간 취소하지 않는다.
- Admin triggers a build request for a profile.
- Gateway queues a build job with `(profileName, commitSha)` and prepares a
per-commit workspace (`/.worktrees/{commitSha}` by default).
- Workspace is backed by `git worktree` and is reused across builds for the same commit.
- Each workspace stores `lastUsedAt` in DB so cleanup can remove stale worktrees.
- Cleanup is invoked manually by admin API and removes worktrees unused for 6+ months.
- Build runs `pnpm install` when workspace is created, then executes
the common build, Prisma client generation, and infra/logic dependency builds before
`pnpm --filter @sammo-ts/game-api build` and
`pnpm --filter @sammo-ts/game-engine build`, then marks build success/failure.
- On success, status moves to `PREOPEN` for reserved builds or stays unchanged for manual builds.
- PM2 starts API/daemon from the profile row's `buildWorkspace`, so profiles
pinned to different commits execute the artifacts from their own detached
worktrees. A profile without `buildWorkspace` intentionally falls back to the
main workspace; this is the `hwe`/main compatibility path.
`GatewayProfile.meta.adminActions` polling is retained only for requests
created by the older admin page. New operations must use `gateway_operation`
so concurrency, audit history, cancellation, retry, source intent, and the
resolved commit remain first-class data.
## Current Implementation Status
- Turn daemon lifecycle + in-memory state live in `app/game-engine` with DB flush hooks.
- 모든 tRPC mutation은 PostgreSQL `input_event` 경계에서 request ID와 처리
상태를 기록한다.
- 월드 mutation과 daemon control은 PostgreSQL inbox로 전달된다. Redis는
더 이상 이 명령들의 영속 큐가 아니며 realtime/battle-sim 전송에만 남아
있다.
- API가 직접 변경하는 예약 턴·메시지 등의 DB 쓰기는 API input event 완료와
같은 transaction에서 commit된다.
- 엔진 명령은 도메인 DB 쓰기, in-memory world flush, 예약 턴, 로그, 결과
저장과 inbox 완료를 하나의 transaction으로 commit한다.
## Turn Daemon and API Server Behavior (Outline)
- Turn daemon responsibilities: scheduling, turn resolution, state persistence
- API server responsibilities: query/command intake, validation, response shaping
- Concurrency model between daemon and API server
- Durable command channel: PostgreSQL `input_event`
- Client updates: SSE between API server and frontend where appropriate
## Durable Input Event Split
PostgreSQL is the source of truth for accepted input. Redis pub/sub remains a
best-effort notification/fan-out path and must not decide whether a gameplay
mutation was committed.
### Recommended Split
- PostgreSQL `input_event`:
- API mutation acceptance, idempotency, attempts and audit state.
- API server -> daemon mutation/control payloads and durable results.
- `FOR UPDATE SKIP LOCKED` claim plus worker lease for concurrent consumers.
- engine result and gameplay state commit in the same transaction.
- Redis pub/sub:
- Daemon -> API server: low-stakes live update signals (run started/ended).
- API server -> frontend: SSE fan-out triggered by pub/sub updates.
- Do not use pub/sub for data that must be replayed or audited.
### Operational Notes
- 각 profile은 별도 game DB schema/connection을 사용한다.
- HTTP `Idempotency-Key`(없으면 Fastify request ID)와 tRPC path를 합친 값이
API input event key다.
- 처리 중 lease가 만료된 engine event만 `PENDING`으로 회수한다.
- 완료 event 보존/정리 기간과 `FAILED` 재처리 운영 정책은 별도로 정해야 한다.
Detailed lifecycle and control flow are defined in
`docs/architecture/turn-daemon-lifecycle.md`.
## Authentication and Session Management (Draft)
Login uses Kakao OAuth as the primary identity provider because it leverages
Korean real-name verification and helps prevent multi-account abuse. The system
also supports local ID/password login for users who cannot use Kakao.
### Login Options
- Kakao login button (OAuth flow via Gateway).
- Local login with ID/password (managed by Gateway).
- Passkey is a possible future option; define later if required.
- Auto-login should be supported when an active session exists.
### Session and SSO-Like Behavior
- Gateway handles login and owns primary sessions in Redis.
- Game servers may run different branches; treat Gateway as a central SSO
authority that issues session tokens for each server+scenario profile.
- API servers validate tokens against Redis and accept sessions issued by
Gateway without re-authentication.
- Session tokens should be scoped by server+scenario profile to avoid cross-server leaks.
### Operational Notes
- Prefer HTTP-only secure cookies for session tokens where possible.
- Provide a logout flow that revokes tokens in Redis.
- Track last-login and session metadata for audit and abuse detection.
## Engine Runtime Flow (Draft)
### Turn Daemon Loop
- The turn daemon runs as a single-threaded loop.
- The daemon engine uses in-memory state as the primary working set.
- The daemon waits on two conditions during the event loop.
- Query/command requests from the external API server.
- The scheduled start time of the next turn.
- External requests are processed until the next turn start time is reached.
- If no requests arrive, the daemon waits until the next turn start time.
- When the next turn start time arrives, the daemon starts turn processing
immediately even if requests remain queued.
- While the daemon is resolving a turn, the API server queues incoming requests.
현재 구현은 control 명령과 registry의 모든 world mutation을 같은 DB queue로
읽어 턴 사이에 처리한다.
### Daemon Control Contract (Draft)
API server commands are inserted into PostgreSQL `input_event`; the daemon
stores status/results on the same row. An in-process queue remains available
for tests and internal signals.
```ts
export type RunReason = 'schedule' | 'manual' | 'poke';
export type DaemonCommand =
| { type: 'run'; reason: RunReason; targetTime?: string; budget?: TurnRunBudget }
| { type: 'pause'; reason?: string }
| { type: 'resume'; reason?: string }
| { type: 'getStatus'; requestId: string };
export type DaemonEvent =
| { type: 'status'; requestId?: string; status: TurnDaemonStatus }
| { type: 'runStarted'; at: string; reason: RunReason }
| { type: 'runCompleted'; at: string; result: TurnRunResult }
| { type: 'runFailed'; at: string; error: string };
```text
lease/fencing 확인
-> input_event claim
-> in-memory command 또는 calendar action
-> world dirty state와 side effect 수집
-> EngineStateManager transaction
-> world/general/nation/city/turn/log flush
-> input_event result/status 갱신
-> checkpoint 갱신
-> commit
-> realtime 알림
```
### API Server Flow
Transaction 실패 시 in-memory snapshot을 복원하고 event는 재시도 가능한 실패
상태로 남깁니다. Lease 소유권을 잃은 daemon은 flush를 확정하지 않습니다.
- The API server validates commands and records every tRPC mutation in
PostgreSQL.
- After a request is processed, the API server returns the result to clients.
- Read-only queries may access the DBMS directly.
- The API server may use SSE to stream live updates to the frontend.
예약 턴은 revision/CAS와 lease를 사용합니다. API의 편집과 daemon의 실행이
경합해도 오래된 revision이 새 queue를 덮어쓰지 않게 합니다.
### Queue and Rate Limits
## 월간 경계
- Engine-owned requests are delivered through the PostgreSQL inbox.
- Per-user pending limits and event retention remain operational follow-up
work; idempotency and exclusive claim are implemented.
Calendar handler는 turn time이 월 경계를 지날 때 scenario event table의
action을 순서대로 실행합니다. Core event, 수입, 국가 등급, NPC, 이민족,
도시 공급, 전쟁 수입, 특기, 유니크·유산, 베팅, 통일·연감 처리는
`app/game-engine/src/turn/monthly*.ts`, `calendarHandlers.ts`,
`unificationHandler.ts`, `yearbookHandler.ts`에서 조립됩니다.
### In-Memory and DBMS Flush
Action 순서, RNG 소비와 persistence 순서는 ref 호환 계약입니다. 새 handler는
event catalog, in-memory state, dirty marking, flush와 reload 검증까지
연결합니다.
- The daemon processes actions against in-memory state by default.
- DBMS writes are flushed in bulk after turn processing completes.
- Frequently changing "next-turn intent" data is stored separately.
- The API server persists this data in the DBMS.
- The daemon loads only this data when the next turn begins.
## 장애 경계
## Turn Daemon vs API Query Priority (Outline)
- PostgreSQL은 gameplay mutation과 daemon 소유권의 기준입니다.
- Redis pub/sub, SSE와 flush notification은 commit 이후 best-effort입니다.
- Worker timeout은 요청 실패로 반환하며 DB commit 여부를 별도로 확인합니다.
- API·daemon process 재시작은 `InputEvent`, lease, checkpoint와 operation
상태에서 이어집니다.
- 운영 process와 외부 Caddy 상태는 local build·mock E2E로 증명되지 않습니다.
- Expected priority order under load
- Rules for preemption or deferral
- Handling of write-heavy operations during turn resolution
## Build와 배포
## In-Memory Processing and DBMS Flush (Outline)
Gateway operation은 source commit, worktree, build artifact와 process를
연결합니다. `tools/build-scripts/build-server.mjs`는 profile resource 복사만
담당합니다.
- When in-memory state is authoritative
- Flush checkpoints and transactional boundaries
- Recovery strategy after crash during flush
## Testing and Observability (Outline)
- Metrics and logs required to validate scheduling and flush behavior
- Suggested test scenarios for concurrency and consistency
## Game Logic Testing (Draft)
### Deterministic Inputs
- RNG seed composition (hidden server seed, turn info, general info).
- Scenario selection and scenario data.
- Trigger set inputs: nation, general, and city state.
- Game time and tick schedule.
### Recommended Unit Test Flow
- Prepare a deterministic test fixture (mock DB or in-memory state snapshot).
- Execute game logic unit tests with fixed inputs and seeds.
- Compare expected outputs against the pre-flush change set that would be
written to the DBMS.
### Notes
- Deterministic RNG makes output comparison stable and repeatable.
- Prefer snapshotting inputs/outputs so regressions are easy to track.
외부 공개 경로는 `/gateway/`, `/che/`, `/hwe/`입니다. frontend base,
tRPC, SSE, upload와 direct navigation은 해당 prefix를 유지합니다.
`/image/*`는 Caddy의 별도 파일 시스템 경로입니다.