fix(engine): 서버 재개 시 게임 시계를 Ref 기준으로 보정한다

짧은 중단은 순서대로 따라잡고 장기 중단은 턴 간격별 Ref 한도를 넘어선 완전 턴을 일괄 이동한다. 장수와 미완료 경매 시각을 같은 트랜잭션에서 저장하고 표시 시각 지연을 복구한다.
This commit is contained in:
2026-08-23 02:00:45 +00:00
parent ade543f936
commit eaf7ef8c22
10 changed files with 596 additions and 47 deletions
@@ -14,6 +14,103 @@ import {
const addMinutes = (time: Date, minutes: number): Date => new Date(time.getTime() + minutes * 60_000);
describe('TurnDaemonLifecycle', () => {
it('durably rebases a long realtime backlog before executing another turn', async () => {
const wallNow = new Date('2026-08-23T01:35:00.000Z');
const clock = new ManualClock(wallNow.getTime());
const controlQueue = new InMemoryControlQueue();
const processor = { run: vi.fn() };
let needsRebase = true;
const flushChanges = vi.fn(async () => {});
const publishEvents = vi.fn(async () => {
controlQueue.enqueue({ type: 'shutdown', reason: 'rebase verified' });
});
const lifecycle = new TurnDaemonLifecycle(
{
clock,
controlQueue,
getNextTickTime: (value) => addMinutes(value, 5),
stateStore: {
loadLastTurnTime: async () => new Date('2026-08-22T16:35:00.000Z'),
loadNextGeneralTurnTime: async () => new Date('2026-08-22T16:36:00.000Z'),
saveLastTurnTime: async () => {},
loadCheckpoint: async () => undefined,
saveCheckpoint: async () => {},
loadGameClock: async () => ({ mode: 'realtime', now: wallNow }),
shouldRebaseRealtimeBacklog: async () => needsRebase,
rebaseRealtimeBacklog: async () => {
needsRebase = false;
return {
skippedTurns: 108,
shiftedTicks: 108 * 36_000_000,
lastTurnTime: '2026-08-23T01:35:00.000Z',
};
},
},
processor,
hooks: { flushChanges, publishEvents },
},
{
profile: 'realtime-resume-rebase',
defaultBudget: { budgetMs: 100, maxGenerals: 10, catchUpCap: 1 },
}
);
await lifecycle.start();
expect(flushChanges).toHaveBeenCalledOnce();
expect(publishEvents).toHaveBeenCalledOnce();
expect(processor.run).not.toHaveBeenCalled();
expect(lifecycle.getStatus().lastTurnTime).toBe('2026-08-23T01:35:00.000Z');
});
it('does not execute overdue turns when the realtime backlog rebase fails to flush', async () => {
const wallNow = new Date('2026-08-23T01:35:00.000Z');
const clock = new ManualClock(wallNow.getTime());
const controlQueue = new InMemoryControlQueue();
const processor = { run: vi.fn() };
const failure = new Error('rebase flush failed');
const onRunError = vi.fn(async () => {
controlQueue.enqueue({ type: 'shutdown', reason: 'failure verified' });
});
const lifecycle = new TurnDaemonLifecycle(
{
clock,
controlQueue,
getNextTickTime: (value) => addMinutes(value, 5),
stateStore: {
loadLastTurnTime: async () => new Date('2026-08-22T16:35:00.000Z'),
loadNextGeneralTurnTime: async () => new Date('2026-08-22T16:36:00.000Z'),
saveLastTurnTime: async () => {},
loadCheckpoint: async () => undefined,
saveCheckpoint: async () => {},
loadGameClock: async () => ({ mode: 'realtime', now: wallNow }),
shouldRebaseRealtimeBacklog: async () => true,
rebaseRealtimeBacklog: async () => ({
skippedTurns: 108,
shiftedTicks: 108 * 36_000_000,
lastTurnTime: wallNow.toISOString(),
}),
},
processor,
hooks: {
flushChanges: async () => {
throw failure;
},
onRunError,
},
},
{
profile: 'realtime-resume-rebase-flush-failure',
defaultBudget: { budgetMs: 100, maxGenerals: 10, catchUpCap: 1 },
}
);
await lifecycle.start();
expect(onRunError).toHaveBeenCalledWith(failure);
expect(processor.run).not.toHaveBeenCalled();
});
it('does not schedule another processor run after the world reaches a terminal united state', async () => {
const clock = new ManualClock(new Date('2026-01-01T00:00:00.000Z').getTime());
const controlQueue = new InMemoryControlQueue();