feat: 실행 중 게임 옵션 변경을 지원
Gateway 관리 화면에서 현재 기수의 장수 생성 제한, 유저 자동턴, 턴 간격을 내구성 action으로 변경한다. 턴 간격 변경은 논리 tick과 현재 게임 시각을 보존하며 DB와 Redis의 tick 기반 시각을 재투영하고 기존 로그 timestamp는 유지한다.
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import { randomUUID } from 'node:crypto';
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import {
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buildGameEventChannel,
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GameClock,
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isRecord,
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writeTournamentProjection,
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type RuntimeAutorunUserOption,
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type RuntimeGameSettingsPatch,
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type TurnDaemonCommand,
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type TurnDaemonCommandResult,
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} from '@sammo-ts/common';
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import type { GamePrisma, GamePrismaClient } from '@sammo-ts/infra';
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import type { GatewayAdminActionRecord, GatewayAdminActionResult } from './gatewayAdminActions.js';
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interface RuntimeSettingsRedisClient {
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get(key: string): Promise<string | null>;
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set(key: string, value: string, options?: { NX?: boolean; PX?: number }): Promise<unknown>;
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del(key: string): Promise<unknown>;
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eval(script: string, options: { keys: string[]; arguments: string[] }): Promise<unknown>;
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publish?(channel: string, message: string): Promise<unknown>;
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}
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type TournamentClockState = {
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nextAt?: string;
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bettingCloseAt?: string;
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runtimeSettingsActionIds?: string[];
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[key: string]: unknown;
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};
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const TURN_TERMS = new Set([1, 2, 5, 10, 20, 30, 60, 120]);
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const AUTORUN_OPTIONS = new Set<RuntimeAutorunUserOption>([
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'develop',
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'warp',
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'recruit',
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'recruit_high',
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'train',
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'battle',
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'chief',
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]);
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const asJson = (value: unknown): GamePrisma.InputJsonValue => value as GamePrisma.InputJsonValue;
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const isUniqueConflict = (error: unknown): boolean =>
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typeof error === 'object' && error !== null && 'code' in error && error.code === 'P2002';
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const sleep = (ms: number): Promise<void> => new Promise((resolve) => setTimeout(resolve, ms));
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const normalizeSettings = (value: unknown): RuntimeGameSettingsPatch | null => {
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if (!isRecord(value)) return null;
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const settings: RuntimeGameSettingsPatch = {};
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if (value.turnTermMinutes !== undefined) {
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if (!Number.isInteger(value.turnTermMinutes) || !TURN_TERMS.has(value.turnTermMinutes as number)) return null;
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settings.turnTermMinutes = value.turnTermMinutes as number;
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}
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if (value.blockGeneralCreate !== undefined) {
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if (![0, 1, 2].includes(value.blockGeneralCreate as number)) return null;
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settings.blockGeneralCreate = value.blockGeneralCreate as 0 | 1 | 2;
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}
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if (value.autorunUser !== undefined) {
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if (value.autorunUser === null) {
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settings.autorunUser = null;
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} else {
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if (!isRecord(value.autorunUser)) return null;
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const limitMinutes = value.autorunUser.limitMinutes;
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const options = value.autorunUser.options;
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if (
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!Number.isInteger(limitMinutes) ||
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(limitMinutes as number) < 1 ||
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(limitMinutes as number) > 43200 ||
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!Array.isArray(options) ||
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options.length === 0 ||
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!options.every(
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(option): option is RuntimeAutorunUserOption =>
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typeof option === 'string' && AUTORUN_OPTIONS.has(option as RuntimeAutorunUserOption)
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)
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) {
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return null;
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}
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settings.autorunUser = {
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limitMinutes: limitMinutes as number,
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options: Array.from(new Set(options)),
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};
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}
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}
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return Object.keys(settings).length > 0 ? settings : null;
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};
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const ensureEngineCommand = async (
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db: GamePrismaClient,
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actionId: string,
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settings: RuntimeGameSettingsPatch
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): Promise<{ requestId: string; result?: TurnDaemonCommandResult; failed?: string }> => {
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const requestId = `gateway-runtime:${actionId}`;
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const command: TurnDaemonCommand = {
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type: 'updateRuntimeSettings',
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requestId,
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actionId,
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settings,
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};
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try {
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await db.inputEvent.create({
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data: {
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requestId,
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target: 'ENGINE',
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eventType: command.type,
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payload: asJson(command),
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},
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});
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} catch (error) {
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if (!isUniqueConflict(error)) throw error;
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const existing = await db.inputEvent.findUniqueOrThrow({
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where: { requestId },
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select: { eventType: true, payload: true },
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});
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const payload = existing.payload as Partial<TurnDaemonCommand>;
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if (
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existing.eventType !== command.type ||
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payload.type !== command.type ||
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payload.actionId !== actionId ||
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JSON.stringify(payload.settings) !== JSON.stringify(settings)
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) {
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return { requestId, failed: '같은 action ID에 다른 런타임 설정 payload가 이미 존재합니다.' };
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}
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}
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const event = await db.inputEvent.findUniqueOrThrow({
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where: { requestId },
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select: { status: true, result: true, error: true },
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});
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if (event.status === 'FAILED') {
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return { requestId, failed: event.error ?? '게임 엔진 런타임 설정 변경이 실패했습니다.' };
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}
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if (event.status !== 'SUCCEEDED') return { requestId };
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return { requestId, result: event.result as TurnDaemonCommandResult };
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};
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const reprojectTournamentClock = async (
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redis: RuntimeSettingsRedisClient,
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profileName: string,
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actionId: string,
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result: Extract<TurnDaemonCommandResult, { type: 'updateRuntimeSettings'; ok: true }>
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): Promise<boolean> => {
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const stateKey = `sammo:${profileName}:tournament:state`;
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const sourceKeys = {
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stateKey,
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sourceRevisionKey: `sammo:${profileName}:tournament:source-revision`,
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sourceRevisionChannel: `sammo:${profileName}:tournament:source-changed`,
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realtimeEventChannel: buildGameEventChannel(profileName),
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};
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const lockKey = `${stateKey}:mutation-lock`;
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const token = randomUUID();
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const deadline = Date.now() + 2_000;
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while (Date.now() < deadline) {
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const acquired = await redis.set(lockKey, token, { NX: true, PX: 30_000 });
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if (acquired) {
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try {
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const rawState = await redis.get(stateKey);
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if (!rawState) return false;
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const state = JSON.parse(rawState) as TournamentClockState;
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const applied = Array.isArray(state.runtimeSettingsActionIds)
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? state.runtimeSettingsActionIds.filter((entry): entry is string => typeof entry === 'string')
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: [];
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if (applied.includes(actionId)) return true;
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const previousClock = new GameClock({
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baseTime: new Date(result.previousClockBaseTime),
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tick: 0,
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mode: 'manual',
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wallAnchor: new Date(result.previousClockBaseTime),
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turnSeconds: result.previousTurnTermMinutes * 60,
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});
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const nextClock = new GameClock({
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baseTime: new Date(result.clockBaseTime),
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tick: 0,
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mode: 'manual',
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wallAnchor: new Date(result.clockBaseTime),
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turnSeconds: result.turnTermMinutes * 60,
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});
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const reproject = (value: string | undefined): string | undefined => {
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if (!value) return value;
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const parsed = new Date(value);
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if (Number.isNaN(parsed.getTime())) return value;
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return nextClock.tickToDate(previousClock.dateToTick(parsed)).toISOString();
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};
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const nextState: TournamentClockState = {
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...state,
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nextAt: reproject(state.nextAt),
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bettingCloseAt: reproject(state.bettingCloseAt),
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runtimeSettingsActionIds: [...applied, actionId],
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};
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await writeTournamentProjection(redis, sourceKeys, [{ key: stateKey, value: nextState }]);
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return true;
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} finally {
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if ((await redis.get(lockKey)) === token) await redis.del(lockKey);
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}
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}
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await sleep(10);
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}
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throw new Error('토너먼트 턴 간격 변경 lock을 획득하지 못했습니다.');
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};
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export const applyRuntimeGameSettings = async (options: {
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action: GatewayAdminActionRecord;
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profileName: string;
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db: GamePrismaClient;
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redis?: RuntimeSettingsRedisClient;
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}): Promise<GatewayAdminActionResult> => {
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const { action, profileName, db, redis } = options;
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if (!action.id) return { status: 'FAILED', detail: '런타임 설정 action ID가 없습니다.' };
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const settings = normalizeSettings(action.payload?.settings);
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if (!settings) return { status: 'FAILED', detail: '런타임 설정 payload가 올바르지 않습니다.' };
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const engine = await ensureEngineCommand(db, action.id, settings);
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if (engine.failed) return { status: 'FAILED', detail: engine.failed };
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if (!engine.result) return { status: 'REQUESTED', detail: `게임 엔진 처리 대기 중: ${engine.requestId}` };
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if (engine.result.type !== 'updateRuntimeSettings' || !engine.result.ok) {
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return {
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status: 'FAILED',
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detail:
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engine.result.type === 'updateRuntimeSettings'
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? engine.result.reason
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: '게임 엔진이 다른 결과를 반환했습니다.',
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};
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}
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if (engine.result.termChanged && !redis) {
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return {
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status: 'PARTIAL',
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detail: `DB 설정은 적용됐지만 Redis 토너먼트 시각 동기화를 기다리는 중입니다: ${engine.requestId}`,
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};
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}
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const tournamentReprojected =
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engine.result.termChanged && redis
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? await reprojectTournamentClock(redis, profileName, action.id, engine.result)
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: false;
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const summary = [
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`턴 ${engine.result.turnTermMinutes}분`,
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settings.blockGeneralCreate === undefined ? null : `장수 생성 ${settings.blockGeneralCreate}`,
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settings.autorunUser === undefined
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? null
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: settings.autorunUser === null
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? '유저 자동턴 끔'
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: `유저 자동턴 ${settings.autorunUser.limitMinutes}분`,
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engine.result.termChanged ? `장수 ${engine.result.shiftedGenerals}명 시각 보정` : null,
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tournamentReprojected ? '토너먼트 시각 보정' : null,
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].filter((entry): entry is string => entry !== null);
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return { status: 'APPLIED', detail: summary.join(' · ') };
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};
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