Files
core2026/app/game-engine/src/lifecycle/databaseCommandQueue.ts
T

393 lines
18 KiB
TypeScript

import { randomUUID } from 'node:crypto';
import { performance } from 'node:perf_hooks';
import { asRecord } from '@sammo-ts/common';
import { GamePrisma, readInputEventClockCoordinate, type GamePrismaClient } from '@sammo-ts/infra';
import { normalizeTurnDaemonCommand } from '../turn/commandRegistry.js';
import type {
TurnDaemonCommand,
TurnDaemonCommandResponder,
TurnDaemonCommandResult,
TurnDaemonControlQueue,
TurnDaemonStatus,
} from './types.js';
const delay = (ms: number): Promise<void> => new Promise((resolve) => setTimeout(resolve, ms));
const serializeResult = (value: unknown): string =>
JSON.stringify(value, (_key, item: unknown) => (typeof item === 'bigint' ? item.toString() : item)) ?? 'null';
export class DatabaseTurnDaemonCommandQueue implements TurnDaemonControlQueue, TurnDaemonCommandResponder {
private readonly localQueue: TurnDaemonCommand[] = [];
private readonly workerId = randomUUID();
private readonly leaseDurationMs = 60_000;
private readonly maxAttempts = 3;
constructor(private readonly db: GamePrismaClient) {}
async initialize(): Promise<void> {
await this.recoverExpiredLeases();
}
enqueue(command: TurnDaemonCommand): void {
this.localQueue.push(command);
}
async drain(): Promise<TurnDaemonCommand[]> {
const local = this.localQueue.splice(0, this.localQueue.length);
// 종료 직후 실행하지 않을 명령을 PROCESSING으로 선점하면 새 daemon은
// lease 만료까지 기다려야 한다. 종료 batch에서는 DB 명령을 가져오지 않는다.
if (local.some((command) => command.type === 'shutdown')) {
return local;
}
const remote = await this.claimPending();
return local.concat(remote);
}
async waitFor(timeoutMs: number | null): Promise<TurnDaemonCommand | null> {
const deadline = timeoutMs === null ? null : performance.now() + Math.max(0, timeoutMs);
while (deadline === null || performance.now() < deadline) {
const local = this.localQueue.shift();
if (local) {
return local;
}
const remote = await this.claimPending(1);
if (remote[0]) {
return remote[0];
}
const remaining = deadline === null ? 100 : Math.max(1, Math.min(100, deadline - performance.now()));
await delay(remaining);
}
return null;
}
getDepth(): number {
return this.localQueue.length;
}
async publishStatus(requestId: string, status: TurnDaemonStatus): Promise<void> {
await this.complete(requestId, { status });
}
async publishCommandResult(requestId: string, result: TurnDaemonCommandResult): Promise<void> {
await this.complete(requestId, result);
}
async publishCommandError(requestId: string, error: unknown): Promise<void> {
const message = error instanceof Error ? error.message : 'Unknown command error.';
await this.db.$transaction(async (transaction) => {
const event = await transaction.inputEvent.findUnique({
where: { requestId },
select: {
status: true,
target: true,
lockedBy: true,
attempts: true,
},
});
if (
!event ||
event.target !== 'ENGINE' ||
event.status !== 'PROCESSING' ||
event.lockedBy !== this.workerId
) {
return;
}
const terminal = event.attempts >= this.maxAttempts;
await transaction.$executeRaw(GamePrisma.sql`
UPDATE input_event
SET status = ${terminal ? 'FAILED' : 'PENDING'}::"InputEventStatus",
processing_at = NULL,
locked_by = NULL,
lease_until = NULL,
completed_at = CASE
WHEN ${terminal} THEN CURRENT_TIMESTAMP AT TIME ZONE 'UTC'
ELSE NULL
END,
result = NULL,
error = ${message}
WHERE request_id = ${requestId}
AND target = 'ENGINE'::"InputEventTarget"
AND status = 'PROCESSING'::"InputEventStatus"
AND locked_by = ${this.workerId}
AND attempts = ${event.attempts}
`);
});
}
private async claimPending(limit = 100): Promise<TurnDaemonCommand[]> {
await this.recoverExpiredLeases();
return this.db.$transaction(async (transaction) => {
const claimCoordinate = await readInputEventClockCoordinate(transaction);
const world = await transaction.worldState.findFirst({
orderBy: { id: 'asc' },
select: {
clockPhase: true,
clockRevision: true,
deadlineGeneration: true,
clockTick: true,
meta: true,
},
});
// 가오픈도 장수 생성·삭제·거병·예약 등 사용자 명령은 처리한다.
// 자동 턴의 RUNNING/MANUAL gate는 TurnDaemonLifecycle이 별도로 지킨다.
const gameplayAllowed =
!world ||
world.clockPhase === 'PREOPEN' ||
world.clockPhase === 'RUNNING' ||
world.clockPhase === 'MANUAL';
const suspendedTournamentBetCommand = world?.clockPhase === 'SUSPENDED';
const worldMeta = asRecord(world?.meta);
const postUnificationSurvey =
(world?.clockPhase === 'SUSPENDED' || world?.clockPhase === 'COMPLETED') &&
Number(worldMeta.isunited ?? worldMeta.isUnited ?? 0) >= 2;
const currentRevision = world?.clockRevision ?? null;
const maintenanceSuspended =
world?.clockPhase === 'SUSPENDED' &&
Boolean(
await transaction.clockSuspension.findFirst({
where: {
status: 'SUSPENDED',
source: 'MAINTENANCE',
sourceRevision: world.clockRevision,
},
select: { id: true },
})
);
const rows = await transaction.$queryRaw<
Array<{
sequence: bigint;
requestId: string;
eventType: string;
payload: unknown;
createdAt: Date;
acceptedGameTick: bigint | null;
acceptedClockRevision: bigint | null;
acceptedDeadlineGeneration: bigint | null;
}>
>(GamePrisma.sql`
SELECT
"sequence",
"request_id" AS "requestId",
"event_type" AS "eventType",
"payload",
"created_at" AS "createdAt",
"accepted_game_tick" AS "acceptedGameTick",
"accepted_clock_revision" AS "acceptedClockRevision",
"accepted_deadline_generation" AS "acceptedDeadlineGeneration"
FROM "input_event"
WHERE "target" = 'ENGINE'::"InputEventTarget"
AND "status" = 'PENDING'::"InputEventStatus"
AND (
${gameplayAllowed}
OR "event_type" = 'getStatus'
OR (
${world?.clockPhase === 'SUSPENDED' || world?.clockPhase === 'COMPLETED'}
AND "event_type" IN (
'joinCreateGeneral', 'npcPossessGeneral',
'selectPoolReserve', 'selectPoolCreate', 'selectPoolReselect'
)
)
OR (${postUnificationSurvey} AND "event_type" = 'voteReward')
OR (
${suspendedTournamentBetCommand}
AND "event_type" IN ('adjustGeneralResources', 'adjustGeneralMeta', 'tournamentAdjustGeneral')
AND "payload" ->> 'reason' IN ('tournamentBet', 'tournamentBetRollback')
)
OR (
${maintenanceSuspended}
AND "event_type" IN (
'inheritanceAction',
'dropItem',
'changePermission',
'appoint',
'setNationSetting',
'setNpcPolicy',
'shiftSchedule'
)
)
OR (
${maintenanceSuspended}
AND "event_type" = 'messageRespond'
AND "payload" ->> 'messageId' ~ '^[1-9][0-9]*$'
AND EXISTS (
SELECT 1
FROM "message_action" AS pending_action
WHERE pending_action."message_id" = ("input_event"."payload" ->> 'messageId')::integer
AND pending_action."status" = 'PENDING'
AND pending_action."clock_revision" = ${currentRevision}
AND pending_action."deadline_generation" = ${world?.deadlineGeneration ?? null}
)
)
OR (
${world?.clockPhase === 'SUSPENDED'}
AND "event_type" = 'messageRespond'
AND "payload" ->> 'messageId' ~ '^[1-9][0-9]*$'
AND EXISTS (
SELECT 1
FROM "message" AS pending_message
JOIN "message_action" AS pending_action
ON pending_action."message_id" = pending_message."id"
WHERE pending_message."id" = ("input_event"."payload" ->> 'messageId')::integer
AND pending_message."message" #>> '{option,action}' = 'raiseInvader'
AND pending_action."action_type" = 'raiseInvader'
AND pending_action."status" = 'PENDING'
AND pending_action."clock_revision" = ${currentRevision}
AND pending_action."deadline_generation" = ${world?.deadlineGeneration ?? null}
)
AND EXISTS (
SELECT 1
FROM "clock_suspension" AS active_suspension
WHERE active_suspension."status" = 'SUSPENDED'
AND active_suspension."source" = 'UNIFICATION_WAIT'
AND active_suspension."source_revision" = ${currentRevision}
)
)
)
ORDER BY "sequence" ASC
FOR UPDATE SKIP LOCKED
LIMIT ${limit}
`);
if (rows.length === 0) {
return [];
}
const appliedSuspensions = currentRevision
? await transaction.clockSuspension.findMany({
where: { status: 'APPLIED', targetRevision: { lte: currentRevision } },
orderBy: { sourceRevision: 'asc' },
select: { sourceRevision: true, targetRevision: true, shiftTicks: true },
})
: [];
const convertTick = (row: (typeof rows)[number]): bigint | null | undefined => {
if (row.eventType === 'getStatus') return row.acceptedGameTick ?? claimCoordinate.gameTick;
if (row.acceptedGameTick === null || row.acceptedClockRevision === null || currentRevision === null) {
return claimCoordinate.gameTick;
}
if (row.acceptedClockRevision > currentRevision) return undefined;
let revision = row.acceptedClockRevision;
let tick = row.acceptedGameTick;
while (revision < currentRevision) {
const step = appliedSuspensions.find((entry) => entry.sourceRevision === revision);
if (!step || step.shiftTicks === null || step.targetRevision !== revision + 1n) return undefined;
tick += step.shiftTicks;
revision = step.targetRevision;
}
return tick;
};
const processableRows = rows
.map((row) => ({ row, processingGameTick: convertTick(row) }))
.filter(
(entry): entry is { row: (typeof rows)[number]; processingGameTick: bigint | null } =>
entry.processingGameTick !== undefined
);
for (const { row, processingGameTick } of processableRows) {
await transaction.$executeRaw(GamePrisma.sql`
UPDATE input_event
SET status = 'PROCESSING'::"InputEventStatus",
processing_at = CURRENT_TIMESTAMP AT TIME ZONE 'UTC',
accepted_game_tick = COALESCE(accepted_game_tick, ${processingGameTick}),
accepted_clock_revision = COALESCE(accepted_clock_revision, ${currentRevision}),
accepted_deadline_generation = COALESCE(
accepted_deadline_generation,
${world?.deadlineGeneration ?? null}
),
processing_game_tick = ${processingGameTick},
processing_clock_revision = ${currentRevision},
processing_deadline_generation = ${world?.deadlineGeneration ?? null},
locked_by = ${this.workerId},
lease_until = (CURRENT_TIMESTAMP AT TIME ZONE 'UTC')
+ ${this.leaseDurationMs} * INTERVAL '1 millisecond',
attempts = attempts + 1
WHERE sequence = ${row.sequence}
`);
}
const commands: TurnDaemonCommand[] = [];
for (const { row, processingGameTick } of processableRows) {
const command = normalizeTurnDaemonCommand({
requestId: row.requestId,
sentAt: row.createdAt.toISOString(),
command: row.payload as TurnDaemonCommand,
});
if (!command) {
await transaction.$executeRaw(GamePrisma.sql`
UPDATE input_event
SET status = 'FAILED'::"InputEventStatus",
error = ${`Invalid command payload for ${row.eventType}`},
completed_at = CURRENT_TIMESTAMP AT TIME ZONE 'UTC',
locked_by = NULL,
lease_until = NULL
WHERE sequence = ${row.sequence}
`);
continue;
}
if (processingGameTick !== null) {
const value = Number(processingGameTick);
if (!Number.isSafeInteger(value)) {
await transaction.$executeRaw(GamePrisma.sql`
UPDATE input_event
SET status = 'FAILED'::"InputEventStatus",
error = 'Converted processing game tick is outside the safe integer range.',
completed_at = CURRENT_TIMESTAMP AT TIME ZONE 'UTC',
locked_by = NULL,
lease_until = NULL
WHERE sequence = ${row.sequence}
`);
continue;
}
Reflect.set(command, 'processingGameTick', value);
}
Reflect.set(command, 'requestedAtWall', row.createdAt);
commands.push(command);
}
return commands;
});
}
private async complete(requestId: string, result: unknown): Promise<void> {
const completed = await this.db.$executeRaw(GamePrisma.sql`
UPDATE input_event
SET status = 'SUCCEEDED'::"InputEventStatus",
result = CAST(${serializeResult(result)} AS jsonb),
completed_at = CURRENT_TIMESTAMP AT TIME ZONE 'UTC',
error = NULL,
locked_by = NULL,
lease_until = NULL
WHERE request_id = ${requestId}
AND target = 'ENGINE'::"InputEventTarget"
AND status = 'PROCESSING'::"InputEventStatus"
AND locked_by = ${this.workerId}
`);
if (completed > 0) {
return;
}
// Database hooks commit mutation results atomically with game state and
// may already have set SUCCEEDED. Only the worker that still owns the
// lease may clear that committed row's claim metadata.
await this.db.inputEvent.updateMany({
where: {
requestId,
target: 'ENGINE',
status: 'SUCCEEDED',
lockedBy: this.workerId,
},
data: {
lockedBy: null,
leaseUntil: null,
},
});
}
private async recoverExpiredLeases(): Promise<void> {
await this.db.$executeRaw(GamePrisma.sql`
UPDATE input_event
SET status = 'PENDING'::"InputEventStatus",
processing_at = NULL,
locked_by = NULL,
lease_until = NULL
WHERE target = 'ENGINE'::"InputEventTarget"
AND status = 'PROCESSING'::"InputEventStatus"
AND lease_until < CURRENT_TIMESTAMP AT TIME ZONE 'UTC'
`);
}
}