feat: 전투 시뮬레이터를 브라우저 Worker로 이관
서버가 권위 환경과 반복 seed를 준비하고 공용 logic 프로세서를 브라우저와 기존 서버 fallback이 함께 사용하도록 변경한다. production Chromium에서 고정 seed와 1000회 Node 결과 동등성을 검증한다.
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@@ -0,0 +1,81 @@
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import type { BattleSimJobPayload, BattleSimResultPayload } from '@sammo-ts/logic';
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import type { BattleSimulatorWorkerRequest, BattleSimulatorWorkerResponse } from './battleSimulatorWorkerProtocol';
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type PendingRequest = {
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resolve: (result: BattleSimResultPayload) => void;
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reject: (error: Error) => void;
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};
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export class BattleSimulatorWorkerClient {
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private worker: Worker | null = null;
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private nextRequestId = 1;
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private readonly pending = new Map<number, PendingRequest>();
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private ensureWorker(): Worker {
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if (this.worker) {
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return this.worker;
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}
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const worker = new Worker(new URL('../workers/battleSimulator.worker.ts', import.meta.url), {
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type: 'module',
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name: 'sammo-battle-simulator',
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});
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worker.addEventListener('message', this.handleMessage);
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worker.addEventListener('error', this.handleWorkerError);
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this.worker = worker;
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return worker;
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}
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private readonly handleMessage = (event: MessageEvent<BattleSimulatorWorkerResponse>): void => {
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const pending = this.pending.get(event.data.requestId);
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if (!pending) {
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return;
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}
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this.pending.delete(event.data.requestId);
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if (event.data.ok) {
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pending.resolve(event.data.result);
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return;
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}
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pending.reject(new Error(event.data.error));
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};
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private readonly handleWorkerError = (event: ErrorEvent): void => {
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const error = new Error(event.message || '전투 시뮬레이션 worker 오류');
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for (const pending of this.pending.values()) {
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pending.reject(error);
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}
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this.pending.clear();
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this.disposeWorker();
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};
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public run(payload: BattleSimJobPayload): Promise<BattleSimResultPayload> {
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const requestId = this.nextRequestId;
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this.nextRequestId += 1;
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const request: BattleSimulatorWorkerRequest = { requestId, payload };
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const promise = new Promise<BattleSimResultPayload>((resolve, reject) => {
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this.pending.set(requestId, { resolve, reject });
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});
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this.ensureWorker().postMessage(request);
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return promise;
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}
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private disposeWorker(): void {
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if (!this.worker) {
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return;
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}
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this.worker.removeEventListener('message', this.handleMessage);
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this.worker.removeEventListener('error', this.handleWorkerError);
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this.worker.terminate();
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this.worker = null;
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}
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public dispose(): void {
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const error = new Error('전투 시뮬레이션이 취소되었습니다.');
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for (const pending of this.pending.values()) {
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pending.reject(error);
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}
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this.pending.clear();
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this.disposeWorker();
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}
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}
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@@ -0,0 +1,18 @@
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import type { BattleSimJobPayload, BattleSimResultPayload } from '@sammo-ts/logic';
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export interface BattleSimulatorWorkerRequest {
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requestId: number;
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payload: BattleSimJobPayload;
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}
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export type BattleSimulatorWorkerResponse =
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| {
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requestId: number;
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ok: true;
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result: BattleSimResultPayload;
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}
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| {
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requestId: number;
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ok: false;
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error: string;
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};
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@@ -1,5 +1,5 @@
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<script setup lang="ts">
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import { computed, onMounted, reactive, ref } from 'vue';
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import { computed, onBeforeUnmount, onMounted, reactive, ref } from 'vue';
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import type { BattleSimRequestPayload, BattleSimResultPayload } from '@sammo-ts/game-api';
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import PanelCard from '../components/ui/PanelCard.vue';
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import SkeletonLines from '../components/ui/SkeletonLines.vue';
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@@ -7,6 +7,7 @@ import BattleGeneralCard from '../components/battle/BattleGeneralCard.vue';
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import { trpc } from '../utils/trpc';
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import { getNpcColor } from '../utils/npcColor';
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import type { BattleSimOptions, GeneralDraft, InheritBuff } from '../utils/battleSimulatorTypes';
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import { BattleSimulatorWorkerClient } from '../utils/battleSimulatorWorkerClient';
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type GeneralExport = Omit<GeneralDraft, 'id'>;
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@@ -67,6 +68,11 @@ const defenders = ref<GeneralDraft[]>([]);
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const isSimulating = ref(false);
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const statusMessage = ref<string | null>(null);
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const simulationWorker = new BattleSimulatorWorkerClient();
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onBeforeUnmount(() => {
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simulationWorker.dispose();
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});
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const importOpen = ref(false);
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const importTarget = ref<GeneralDraft | null>(null);
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@@ -567,20 +573,6 @@ const buildBattlePayload = (action: BattleSimRequestPayload['action']): BattleSi
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};
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};
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const delay = (ms: number) => new Promise((resolve) => setTimeout(resolve, ms));
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const waitForSimulationResult = async (jobId: string): Promise<BattleSimResultPayload> => {
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const deadline = Date.now() + 15000;
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while (Date.now() < deadline) {
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const response = await trpc.battle.getSimulation.query({ jobId });
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if ('payload' in response && response.payload) {
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return response.payload;
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}
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await delay(800);
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}
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throw new Error('simulation_timeout');
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};
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const runSimulation = async (action: BattleSimRequestPayload['action']) => {
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if (!options.value) {
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return;
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@@ -595,11 +587,8 @@ const runSimulation = async (action: BattleSimRequestPayload['action']) => {
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try {
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const payload = buildBattlePayload(action);
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const response = await trpc.battle.simulate.mutate(payload);
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const result =
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'payload' in response && response.payload
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? response.payload
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: await waitForSimulationResult(response.jobId);
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const preparedPayload = await trpc.battle.prepareSimulation.mutate(payload);
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const result = await simulationWorker.run(preparedPayload);
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if (!result.result) {
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error.value = result.reason || 'battle_failed';
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@@ -0,0 +1,32 @@
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/// <reference lib="webworker" />
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import type {
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BattleSimulatorWorkerRequest,
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BattleSimulatorWorkerResponse,
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} from '../utils/battleSimulatorWorkerProtocol';
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const workerScope: DedicatedWorkerGlobalScope = self as DedicatedWorkerGlobalScope;
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const loadProcessor = () => import('@sammo-ts/logic');
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let processorPromise: ReturnType<typeof loadProcessor> | null = null;
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workerScope.addEventListener('message', async (event: MessageEvent<BattleSimulatorWorkerRequest>) => {
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const { requestId, payload } = event.data;
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let response: BattleSimulatorWorkerResponse;
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try {
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processorPromise ??= loadProcessor();
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const { processBattleSimJob } = await processorPromise;
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response = {
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requestId,
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ok: true,
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result: processBattleSimJob(payload),
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};
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} catch (error) {
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response = {
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requestId,
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ok: false,
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error: error instanceof Error ? error.message : '전투 시뮬레이션 오류',
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};
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}
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workerScope.postMessage(response);
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});
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