Files
core2026/app/game-engine/src/turn/databaseHooks.ts
T

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TypeScript

import type { Prisma } from '@prisma/client';
import { createPostgresConnector } from '@sammo-ts/infra';
import { finalizeLogEntry, type LogEntryDraft } from '@sammo-ts/logic';
import type { TurnDaemonHooks } from '../lifecycle/types.js';
import type { InMemoryTurnWorld } from './inMemoryWorld.js';
import type { InMemoryReservedTurnStore } from './reservedTurnStore.js';
export interface DatabaseTurnHooks {
hooks: TurnDaemonHooks;
close(): Promise<void>;
}
const asJson = (value: unknown): Prisma.InputJsonValue =>
value as Prisma.InputJsonValue;
const toCode = (value: string | null | undefined): string =>
value && value !== 'None' ? value : 'None';
const buildGeneralUpdate = (
general: ReturnType<InMemoryTurnWorld['consumeDirtyState']>['generals'][number]
): Prisma.GeneralUpdateInput => ({
name: general.name,
nationId: general.nationId,
cityId: general.cityId,
troopId: general.troopId,
leadership: general.stats.leadership,
strength: general.stats.strength,
intel: general.stats.intelligence,
experience: general.experience,
dedication: general.dedication,
officerLevel: general.officerLevel,
injury: general.injury,
gold: general.gold,
rice: general.rice,
crew: general.crew,
crewTypeId: general.crewTypeId,
train: general.train,
age: general.age,
npcState: general.npcState,
horseCode: toCode(general.role.items.horse),
weaponCode: toCode(general.role.items.weapon),
bookCode: toCode(general.role.items.book),
itemCode: toCode(general.role.items.item),
personalCode: toCode(general.role.personality),
specialCode: toCode(general.role.specialDomestic),
special2Code: toCode(general.role.specialWar),
meta: asJson(general.meta),
turnTime: general.turnTime,
recentWarTime: general.recentWarTime ?? null,
});
const buildGeneralCreate = (
general: ReturnType<InMemoryTurnWorld['consumeDirtyState']>['generals'][number]
): Prisma.GeneralCreateManyInput => ({
id: general.id,
name: general.name,
nationId: general.nationId,
cityId: general.cityId,
troopId: general.troopId,
npcState: general.npcState,
leadership: general.stats.leadership,
strength: general.stats.strength,
intel: general.stats.intelligence,
experience: general.experience,
dedication: general.dedication,
officerLevel: general.officerLevel,
injury: general.injury,
gold: general.gold,
rice: general.rice,
crew: general.crew,
crewTypeId: general.crewTypeId,
train: general.train,
age: general.age,
horseCode: toCode(general.role.items.horse),
weaponCode: toCode(general.role.items.weapon),
bookCode: toCode(general.role.items.book),
itemCode: toCode(general.role.items.item),
personalCode: toCode(general.role.personality),
specialCode: toCode(general.role.specialDomestic),
special2Code: toCode(general.role.specialWar),
meta: asJson(general.meta),
turnTime: general.turnTime,
recentWarTime: general.recentWarTime ?? null,
});
const buildCityUpdate = (
city: ReturnType<InMemoryTurnWorld['consumeDirtyState']>['cities'][number]
): Prisma.CityUpdateInput => ({
name: city.name,
nationId: city.nationId,
level: city.level,
population: city.population,
populationMax: city.populationMax,
agriculture: city.agriculture,
agricultureMax: city.agricultureMax,
commerce: city.commerce,
commerceMax: city.commerceMax,
security: city.security,
securityMax: city.securityMax,
supplyState: city.supplyState,
frontState: city.frontState,
defence: city.defence,
defenceMax: city.defenceMax,
wall: city.wall,
wallMax: city.wallMax,
meta: asJson(city.meta),
});
const buildNationUpdate = (
nation: ReturnType<InMemoryTurnWorld['consumeDirtyState']>['nations'][number]
): Prisma.NationUpdateInput => ({
name: nation.name,
color: nation.color,
capitalCityId: nation.capitalCityId,
gold: nation.gold,
rice: nation.rice,
level: nation.level,
typeCode: nation.typeCode,
meta: asJson(nation.meta),
});
const buildTroopUpdate = (
troop: ReturnType<InMemoryTurnWorld['consumeDirtyState']>['troops'][number]
): Prisma.TroopUpdateInput => ({
nationId: troop.nationId,
name: troop.name,
});
const buildTroopCreate = (
troop: ReturnType<InMemoryTurnWorld['consumeDirtyState']>['troops'][number]
): Prisma.TroopCreateManyInput => ({
troopLeaderId: troop.id,
nationId: troop.nationId,
name: troop.name,
});
const buildLogCreateData = (
entry: LogEntryDraft,
context: { year: number; month: number; at: Date }
): Prisma.LogEntryCreateManyInput | null => {
const record = finalizeLogEntry(entry, {
year: context.year,
month: context.month,
at: context.at,
});
if (!record) {
return null;
}
return {
scope: record.scope,
category: record.category,
subType: record.subType ?? null,
year: record.year,
month: record.month,
text: record.text,
generalId: record.generalId ?? null,
nationId: record.nationId ?? null,
userId: record.userId ?? null,
meta: asJson(record.meta ?? {}),
createdAt: record.createdAt,
};
};
export const createDatabaseTurnHooks = async (
databaseUrl: string,
world: InMemoryTurnWorld,
options?: { reservedTurns?: InMemoryReservedTurnStore }
): Promise<DatabaseTurnHooks> => {
// 턴 처리 결과를 DB에 반영하는 훅을 만든다.
const connector = createPostgresConnector({ url: databaseUrl });
await connector.connect();
const hooks: TurnDaemonHooks = {
flushChanges: async () => {
const state = world.getState();
const {
generals,
cities,
nations,
troops,
logs,
createdGenerals,
createdTroops,
} = world.consumeDirtyState();
await connector.prisma.worldState.update({
where: { id: state.id },
data: {
currentYear: state.currentYear,
currentMonth: state.currentMonth,
tickSeconds: state.tickSeconds,
meta: asJson(state.meta),
},
});
const createdIds = new Set(
createdGenerals.map((general) => general.id)
);
const createdTroopIds = new Set(
createdTroops.map((troop) => troop.id)
);
if (createdGenerals.length > 0) {
await connector.prisma.general.createMany({
data: createdGenerals.map(buildGeneralCreate),
});
}
if (createdTroops.length > 0) {
await connector.prisma.troop.createMany({
data: createdTroops.map(buildTroopCreate),
});
}
await Promise.all([
...generals
.filter((general) => !createdIds.has(general.id))
.map((general) =>
connector.prisma.general.update({
where: { id: general.id },
data: buildGeneralUpdate(general),
})
),
...cities.map((city) =>
connector.prisma.city.update({
where: { id: city.id },
data: buildCityUpdate(city),
})
),
...nations.map((nation) =>
connector.prisma.nation.update({
where: { id: nation.id },
data: buildNationUpdate(nation),
})
),
...troops
.filter((troop) => !createdTroopIds.has(troop.id))
.map((troop) =>
connector.prisma.troop.update({
where: { troopLeaderId: troop.id },
data: buildTroopUpdate(troop),
})
),
]);
if (logs.length > 0) {
const logContext = {
year: state.currentYear,
month: state.currentMonth,
at: state.lastTurnTime,
};
const payload = logs
.map((entry) => buildLogCreateData(entry, logContext))
.filter(
(entry): entry is Prisma.LogEntryCreateManyInput =>
Boolean(entry)
);
if (payload.length > 0) {
await connector.prisma.logEntry.createMany({
data: payload,
});
}
}
if (options?.reservedTurns) {
await options.reservedTurns.flushChanges();
}
},
};
return {
hooks,
close: () => connector.disconnect(),
};
};