feat: 이전 기수 감사 표본을 제한된 batch로 정리

This commit is contained in:
2026-09-16 04:22:09 +00:00
parent 9e14306fe4
commit 10f3f0ebc6
10 changed files with 475 additions and 3 deletions
@@ -0,0 +1,72 @@
import { asRecord } from '@sammo-ts/common';
import type { GamePrismaClient } from '@sammo-ts/infra';
export const AUDIT_RETENTION_BATCH_SIZE = 200;
export type AuditRetentionResult = { status: 'progress' | 'complete' | 'busy' | 'identityChanged'; deleted: number };
/** 새 기수가 활성화된 뒤에만 이전 감사 projection을 작은 transaction으로 정리한다. */
export const prunePreviousAuditBatch = async (
db: GamePrismaClient,
expectedServerId: string
): Promise<AuditRetentionResult> => {
if (!expectedServerId.trim()) return { status: 'identityChanged', deleted: 0 };
return db.$transaction(
async (tx) => {
await tx.$executeRaw`SET LOCAL statement_timeout = '2000ms'`;
// seeder와 동일한 잠금이다. RESET을 기다리게 하지 않고 다음 batch에서 재시도한다.
const [lock] = await tx.$queryRaw<{ locked: boolean }[]>`
SELECT pg_try_advisory_xact_lock(hashtextextended(current_schema(), 0)) AS locked
`;
if (!lock?.locked) return { status: 'busy', deleted: 0 };
const world = await tx.worldState.findFirst({ orderBy: { id: 'asc' }, select: { meta: true } });
if (asRecord(world?.meta).serverId !== expectedServerId) return { status: 'identityChanged', deleted: 0 };
// 부모를 잠가 늦은 child INSERT와 빈 header 삭제의 경쟁도 차단한다.
const [sample] = await tx.$queryRaw<{ id: string }[]>`
SELECT id FROM play_audit_month WHERE server_id <> ${expectedServerId}
ORDER BY id LIMIT 1 FOR UPDATE
`;
if (!sample) return { status: 'complete', deleted: 0 };
const where = { sampleId: sample.id };
const generals = await tx.playAuditGeneral.findMany({
where,
orderBy: { generalId: 'asc' },
take: AUDIT_RETENTION_BATCH_SIZE,
select: { generalId: true },
});
if (generals.length) {
const deleted = await tx.playAuditGeneral.deleteMany({
where: { ...where, generalId: { in: generals.map((row) => row.generalId) } },
});
return { status: 'progress', deleted: deleted.count };
}
const cities = await tx.playAuditCity.findMany({
where,
orderBy: { cityId: 'asc' },
take: AUDIT_RETENTION_BATCH_SIZE,
select: { cityId: true },
});
if (cities.length) {
const deleted = await tx.playAuditCity.deleteMany({
where: { ...where, cityId: { in: cities.map((row) => row.cityId) } },
});
return { status: 'progress', deleted: deleted.count };
}
const nations = await tx.playAuditNation.findMany({
where,
orderBy: { nationId: 'asc' },
take: AUDIT_RETENTION_BATCH_SIZE,
select: { nationId: true },
});
if (nations.length) {
const deleted = await tx.playAuditNation.deleteMany({
where: { ...where, nationId: { in: nations.map((row) => row.nationId) } },
});
return { status: 'progress', deleted: deleted.count };
}
// 모든 child가 빈 뒤 부모만 삭제한다. 거대한 FK cascade를 정리 수단으로 쓰지 않는다.
await tx.playAuditMonth.delete({ where: { id: sample.id } });
return { status: 'progress', deleted: 1 };
},
{ maxWait: 1000, timeout: 5000 }
);
};
@@ -0,0 +1,40 @@
import type { AuditRetentionResult } from './retention.js';
/** 진행할 자료가 있을 때만 계속 실행한다. 일반 게임 턴/페이지 요청에 정리를 결합하지 않는다. */
export const startAuditRetentionWorker = (options: {
prune: () => Promise<AuditRetentionResult>;
onError: (error: unknown) => void;
}): { stop: () => Promise<void> } => {
let stopped = false;
let timer: ReturnType<typeof setTimeout> | undefined;
let running: Promise<void> | undefined;
const schedule = (delay: number) => {
if (stopped) return;
timer = setTimeout(() => {
timer = undefined;
running = run();
}, delay);
timer.unref();
};
const run = async () => {
let delay = 1000;
try {
const result = await options.prune();
if (result.status === 'complete' || result.status === 'identityChanged') stopped = true;
if (result.status === 'busy') delay = 30_000;
} catch (error) {
delay = 30_000;
options.onError(error);
} finally {
schedule(delay);
}
};
schedule(0);
return {
stop: async () => {
stopped = true;
if (timer) clearTimeout(timer);
await running;
},
};
};
+23 -2
View File
@@ -1,3 +1,4 @@
import { prunePreviousAuditBatch } from '../playAudit/retention.js';
import { randomBytes } from 'node:crypto';
import {
@@ -81,7 +82,9 @@ export interface ScenarioSeedOptions {
export interface ScenarioSeedResult {
seed: WorldSeedPayload;
warnings: ScenarioBootstrapWarning[];
warnings: Array<
ScenarioBootstrapWarning | { code: 'audit_retention_pending' | 'audit_retention_failed'; message: string }
>;
applied: boolean;
}
@@ -372,7 +375,7 @@ export const seedScenarioToDatabase = async (options: ScenarioSeedOptions): Prom
}
await connector.connect();
try {
const result: ScenarioSeedResult = { seed, warnings, applied: true };
const result: ScenarioSeedResult = { seed, warnings: [...warnings], applied: true };
const applied = await connector.prisma.$transaction(
async (prisma) => {
await prisma.$queryRawUnsafe(
@@ -765,6 +768,24 @@ export const seedScenarioToDatabase = async (options: ScenarioSeedOptions): Prom
{ maxWait: 10_000, timeout: 60_000 }
);
result.applied = applied;
if ((options.resetTables ?? true) && typeof worldMeta.serverId === 'string' && worldMeta.serverId.trim()) {
// RESERVED에는 daemon이 없을 수 있으므로 commit 뒤 작은 batch 하나를 시작한다.
// 정리 실패는 이미 확정된 seed를 되돌리지 않으며, 나머지는 runtime 시작 시 재시도한다.
try {
const cleanup = await prunePreviousAuditBatch(connector.prisma, worldMeta.serverId);
if (cleanup.status === 'progress' || cleanup.status === 'busy') {
result.warnings.push({
code: 'audit_retention_pending',
message: '이전 플레이 감사 자료의 나머지는 서버 시작 후 정리합니다.',
});
}
} catch {
result.warnings.push({
code: 'audit_retention_failed',
message: '이전 플레이 감사 자료 정리를 완료하지 못했습니다. 서버 시작 후 재시도합니다.',
});
}
}
return result;
} finally {
await connector.disconnect();
@@ -1,3 +1,4 @@
import { prunePreviousAuditBatch, type AuditRetentionResult } from '../playAudit/retention.js';
import { persistAuditMonth } from '../playAudit/persistence.js';
import { persistGeneralAccessScores, persistGeneralUpdates } from './generalBatchPersistence.js';
import { areSeasonRecordsFinalized } from './seasonRecords.js';
@@ -78,6 +79,7 @@ export interface DatabaseTurnHooks {
applyClockProjection(redis: ClockProjectionRedis, workerId: string): Promise<boolean>;
synchronizeClockAuthority(): Promise<boolean>;
prepareRealtimeRecovery(options?: { paused?: boolean }): Promise<void>;
prunePreviousAudit(expectedServerId: string): Promise<AuditRetentionResult>;
}
export interface CommittedReadModelChangeReceipt {
@@ -2150,6 +2152,7 @@ export const createDatabaseTurnHooks = async (
await acquireGameSchemaAdvisoryXactLock(transaction, CLOCK_OPERATION_PERSISTENCE_LOCK);
return synchronizeRuntimeClockAuthorityUnderHeldLock(transaction, world);
}, transactionOptions),
prunePreviousAudit: (expectedServerId) => prunePreviousAuditBatch(prisma, expectedServerId),
close: () => connector.disconnect(),
};
};
+23 -1
View File
@@ -1,3 +1,4 @@
import { startAuditRetentionWorker } from '../playAudit/retentionWorker.js';
import { createPlayAuditHandler } from '../playAudit/collection.js';
import { randomUUID } from 'node:crypto';
import { createRuntimePauseGate } from './runtimePauseGate.js';
@@ -720,6 +721,7 @@ const createTurnDaemonRuntimeWithLease = async (
let applyClockProjection: DatabaseTurnHooks['applyClockProjection'] | undefined;
let synchronizeClockAuthority: DatabaseTurnHooks['synchronizeClockAuthority'] | undefined;
let prepareClockRecovery: DatabaseTurnHooks['prepareRealtimeRecovery'] | undefined;
let prunePreviousAudit: DatabaseTurnHooks['prunePreviousAudit'] | undefined;
const nationTraits = await loadNationTraitModules([...NATION_TRAIT_KEYS], new NationTraitLoader());
const nationTraitMap = new Map(nationTraits.map((module) => [module.key, module]));
const monthlyActionModules = await loadActionModuleBundle(
@@ -955,6 +957,7 @@ const createTurnDaemonRuntimeWithLease = async (
applyClockProjection = dbHooks.applyClockProjection;
synchronizeClockAuthority = dbHooks.synchronizeClockAuthority;
prepareClockRecovery = dbHooks.prepareRealtimeRecovery;
prunePreviousAudit = dbHooks.prunePreviousAudit;
close = async () => {
if (auctionBidder) {
await auctionBidder.close();
@@ -1110,6 +1113,22 @@ const createTurnDaemonRuntimeWithLease = async (
controlQueue: resolvedControlQueue,
});
const auditServerId = world.getState().meta.serverId;
const pruneAudit = prunePreviousAudit;
const auditRetention =
pruneAudit && typeof auditServerId === 'string' && auditServerId.trim()
? startAuditRetentionWorker({
prune: () =>
turnDaemonLease?.isLost()
? Promise.resolve({ status: 'identityChanged', deleted: 0 })
: pruneAudit(auditServerId),
onError: () => {
// 원문 DB 오류에는 연결 정보가 포함될 수 있어 고정된 운영 신호만 남긴다.
console.warn('[play-audit] Previous-season cleanup failed; retrying in 30 seconds.');
},
})
: null;
return {
lifecycle,
world,
@@ -1119,7 +1138,10 @@ const createTurnDaemonRuntimeWithLease = async (
processor,
reservedTurns: reservedTurnStoreHandle?.store ?? null,
hooks,
close,
close: async () => {
await auditRetention?.stop();
await close();
},
};
};