fix(game-engine): 밀린 턴을 월 경계별로 처리
실시간 게임 시계가 여러 달 앞선 경우 장수 턴을 현재 월 경계까지만 실행해 월 표시와 상태 전이 순서를 보존한다. 턴 데몬 전용 NODE_OPTIONS도 지원해 다른 런타임 프로세스와 heap 상한을 분리한다.
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@@ -183,11 +183,15 @@ export class TurnDaemonLifecycle {
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const gameNowMs = gameClock?.now.getTime() ?? nowMs;
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const nextTurnMs = nextRunTime.getTime();
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if (gameNowMs >= nextTurnMs) {
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// Ref checkDelay() executes every turn due at the observed
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// wall-clock time in one snapshot. Using only the oldest due
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// timestamp lets generals created by that batch run before a
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// monthly boundary, although Ref defers them to the next pass.
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await this.runOnce({ reason: 'schedule', targetTime: new Date(gameNowMs) });
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// Preserve Ref's chronological boundary even when realtime has
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// fallen multiple months behind. Draining every general through
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// gameNow before advancing the first pending month labels and
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// resolves all of those future commands in the stale month and
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// can build an unbounded same-month catch-up backlog. Within the current
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// month we still observe every due general through gameNow; once
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// a month boundary is overdue, process only through that boundary.
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const nextMonthMs = this.getNextTickTime(new Date(this.status.lastTurnTime!)).getTime();
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await this.runOnce({ reason: 'schedule', targetTime: new Date(Math.min(gameNowMs, nextMonthMs)) });
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continue;
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}
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