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This document links to detailed runtime behavior in `docs/architecture/runtime.md`.
Use that document for turn daemon scheduling, API request handling, and
persistence sequencing.
## Documentation TODOs
- Pending follow-ups: `docs/architecture/todo.md`.
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- API server responsibilities: query/command intake, validation, response shaping
- Concurrency model between daemon and API server
## 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.
### API Server Flow
- The API server validates queries/commands and writes them to Redis Streams.
- After a request is processed, the API server returns the result to clients.
- Read-only queries may access the DBMS directly.
### Queue and Rate Limits
- API server requests are delivered to the daemon via Redis Streams.
- Redis Stream mutation requests are rate-limited per user.
- Each user can have up to 30 pending mutation requests.
- Additional requests are rejected once the limit is exceeded.
### In-Memory and DBMS Flush
- 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.
## Turn Daemon vs API Query Priority (Outline)
- Expected priority order under load
@@ -37,3 +73,24 @@ deployments predictable.
- 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.
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# Architecture TODOs
This list tracks optional extensions and follow-up items for documentation.
Move items into the main docs once they are finalized.
## Runtime and Operations
- Turn daemon scheduling details and preemption rules
- Turn daemon vs API server priority policy under load
- In-memory state lifecycle and DBMS flush checkpoints
- Recovery behavior after partial flush or crash
- Observability: metrics, logs, and alerts for turn processing
## Game Logic and Testing
- Input snapshot format (seed, scenario, trigger inputs, game time)
- Output comparison rules (sorting, tolerances, diff granularity)
- Unit test vs simulation test split and responsibilities
- Deterministic RNG test harness guidelines
## Trigger System
- Trigger evaluation order and priority conflicts
- Composition rules across traits, specials, and scenario effects
- Example trigger sets per scenario or rule pack
## Data and Profiles
- "Next-turn intent" (예턴) data schema and lifecycle
- Profile selection workflow and deployment mapping