merge: 훼 밀린 턴 처리와 데몬 메모리 설정 반영

This commit is contained in:
2026-08-16 06:48:48 +00:00
5 changed files with 36 additions and 9 deletions
@@ -183,11 +183,15 @@ export class TurnDaemonLifecycle {
const gameNowMs = gameClock?.now.getTime() ?? nowMs; const gameNowMs = gameClock?.now.getTime() ?? nowMs;
const nextTurnMs = nextRunTime.getTime(); const nextTurnMs = nextRunTime.getTime();
if (gameNowMs >= nextTurnMs) { if (gameNowMs >= nextTurnMs) {
// Ref checkDelay() executes every turn due at the observed // Preserve Ref's chronological boundary even when realtime has
// wall-clock time in one snapshot. Using only the oldest due // fallen multiple months behind. Draining every general through
// timestamp lets generals created by that batch run before a // gameNow before advancing the first pending month labels and
// monthly boundary, although Ref defers them to the next pass. // resolves all of those future commands in the stale month and
await this.runOnce({ reason: 'schedule', targetTime: new Date(gameNowMs) }); // can build an unbounded same-month catch-up backlog. Within the current
// month we still observe every due general through gameNow; once
// a month boundary is overdue, process only through that boundary.
const nextMonthMs = this.getNextTickTime(new Date(this.status.lastTurnTime!)).getTime();
await this.runOnce({ reason: 'schedule', targetTime: new Date(Math.min(gameNowMs, nextMonthMs)) });
continue; continue;
} }
@@ -447,11 +447,11 @@ describe('TurnDaemonLifecycle', () => {
await loop; await loop;
}); });
it('catches up through the observed clock with queue and checkpoint context', async () => { it('limits realtime backlog to the next month with queue and checkpoint context', async () => {
const turnTermMinutes = 10; const turnTermMinutes = 10;
const lastTurnTime = new Date(2026, 0, 2, 2, 0, 0, 0); const lastTurnTime = new Date(2026, 0, 2, 2, 0, 0, 0);
const generalTurnQueue = [addMinutes(lastTurnTime, 5), addMinutes(lastTurnTime, 20)]; const generalTurnQueue = [addMinutes(lastTurnTime, 5), addMinutes(lastTurnTime, 20)];
const expectedRunTimeMs = addMinutes(lastTurnTime, 30).getTime(); const expectedRunTimeMs = addMinutes(lastTurnTime, turnTermMinutes).getTime();
const checkpoint = { const checkpoint = {
turnTime: lastTurnTime.toISOString(), turnTime: lastTurnTime.toISOString(),
generalId: 101, generalId: 101,
@@ -524,11 +524,11 @@ describe('TurnDaemonLifecycle', () => {
await loop; await loop;
}); });
it('catches up through the observed clock when tick boundary precedes the queue front', async () => { it('limits realtime backlog to the next month when the boundary precedes the queue front', async () => {
const turnTermMinutes = 10; const turnTermMinutes = 10;
const lastTurnTime = new Date(2026, 0, 2, 2, 0, 0, 0); const lastTurnTime = new Date(2026, 0, 2, 2, 0, 0, 0);
const generalTurnQueue = [addMinutes(lastTurnTime, 15), addMinutes(lastTurnTime, 30)]; const generalTurnQueue = [addMinutes(lastTurnTime, 15), addMinutes(lastTurnTime, 30)];
const expectedRunTimeMs = addMinutes(lastTurnTime, 30).getTime(); const expectedRunTimeMs = addMinutes(lastTurnTime, turnTermMinutes).getTime();
const checkpoint = { const checkpoint = {
turnTime: lastTurnTime.toISOString(), turnTime: lastTurnTime.toISOString(),
generalId: 102, generalId: 102,
@@ -393,6 +393,7 @@ export const buildProcessDefinitions = (
const daemonCwd = path.join(runtimeWorkspace, 'app', 'game-engine'); const daemonCwd = path.join(runtimeWorkspace, 'app', 'game-engine');
const apiScript = path.join(apiCwd, 'dist', 'index.js'); const apiScript = path.join(apiCwd, 'dist', 'index.js');
const daemonScript = path.join(daemonCwd, 'dist', 'index.js'); const daemonScript = path.join(daemonCwd, 'dist', 'index.js');
const turnDaemonNodeOptions = baseEnv.TURN_DAEMON_NODE_OPTIONS?.trim();
const apiEnv = { const apiEnv = {
...baseEnv, ...baseEnv,
GAME_API_ROLE: 'server', GAME_API_ROLE: 'server',
@@ -409,6 +410,7 @@ export const buildProcessDefinitions = (
}; };
const daemonEnv = { const daemonEnv = {
...baseEnv, ...baseEnv,
...(turnDaemonNodeOptions ? { NODE_OPTIONS: turnDaemonNodeOptions } : {}),
GAME_ENGINE_ROLE: 'turn-daemon', GAME_ENGINE_ROLE: 'turn-daemon',
TURN_PROFILE: profile.profile, TURN_PROFILE: profile.profile,
PROFILE: profile.profile, PROFILE: profile.profile,
@@ -233,6 +233,23 @@ describe('buildProcessDefinitions', () => {
} }
expect(definitions.frontend.env.VITE_APP_BASE_PATH).toBe('/che'); expect(definitions.frontend.env.VITE_APP_BASE_PATH).toBe('/che');
}); });
it('applies a dedicated Node heap option only to the turn daemon', () => {
const definitions = buildProcessDefinitions(buildProfile(), {
...processConfig,
baseEnv: {
NODE_OPTIONS: '--max-old-space-size=1536',
TURN_DAEMON_NODE_OPTIONS: '--max-old-space-size=3072',
},
});
expect(definitions.daemon.env.NODE_OPTIONS).toBe('--max-old-space-size=3072');
expect(definitions.frontend.env.NODE_OPTIONS).toBe('--max-old-space-size=1536');
expect(definitions.api.env.NODE_OPTIONS).toBe('--max-old-space-size=1536');
expect(definitions.auction.env.NODE_OPTIONS).toBe('--max-old-space-size=1536');
expect(definitions.battleSim.env.NODE_OPTIONS).toBe('--max-old-space-size=1536');
expect(definitions.tournament.env.NODE_OPTIONS).toBe('--max-old-space-size=1536');
});
}); });
describe('sanitizeManagedProcessEnv', () => { describe('sanitizeManagedProcessEnv', () => {
+4
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@@ -55,6 +55,10 @@ profile 범위 권한과 별개인 전역 `admin.releases.manage` 권한이 필
API URL이 다른 frontend artifact를 cache hit로 잘못 복원하지 않습니다. API URL이 다른 frontend artifact를 cache hit로 잘못 복원하지 않습니다.
`NODE_OPTIONS``RAYON_NUM_THREADS`는 출력에는 영향을 주지 않는 resource 제한으로 `NODE_OPTIONS``RAYON_NUM_THREADS`는 출력에는 영향을 주지 않는 resource 제한으로
build child에 전달됩니다. build child에 전달됩니다.
- `TURN_DAEMON_NODE_OPTIONS`가 설정되어 있으면 Gateway orchestrator는 그 값을
turn-daemon PM2 process의 `NODE_OPTIONS`로만 덮어씁니다. API·frontend·worker와
build는 공용 `NODE_OPTIONS`를 계속 사용합니다. 전용 heap을 늘릴 때는 runtime
container hard limit과 전체 process RSS를 먼저 확인합니다.
- migration 이후 이전 애플리케이션으로 돌아갈 때 schema 하위 호환성이 - migration 이후 이전 애플리케이션으로 돌아갈 때 schema 하위 호환성이
유지됩니다. 유지됩니다.