refactor: 턴 경계와 12턴 묶음을 보존하는 2배속 복구 구현

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2026-09-06 10:04:33 +00:00
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@@ -18,6 +18,16 @@ effect; those are two facts, never one fallback clock.
`createdAt`/`updatedAt` fields remain wall audit timestamps unless this inventory
explicitly calls them game projections.
## Recovery execution rate
A turn always contains 36,000,000 GAME ticks. The configured normal duration
remains unchanged during outage recovery. A persisted boundary-to-boundary
window projects GAME time at 2x wall speed, then 1x after rejoining the normal
schedule. The window and its wall anchor belong to clock authority; they are
not gameplay deadlines or wall audit occurrences. See
[reconciliation](./game-clock-reconciliation.md) for the 12-turn skip rule,
planned-start boundaries, readiness fencing and deployment compatibility.
## Game database inventory
PREOPEN user commands are executable even though scheduled turns are stopped.