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core2026/docs/architecture/runtime.md
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2025-12-26 18:29:23 +00:00

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Runtime and Build Profiles

Build outputs should be emitted to /dist/{serverName} per profile to keep deployments predictable.

Suggested Build Pattern

  • Wrapper script under tools/build-scripts
  • pnpm build:server --profile che
  • CI-friendly: PROFILE=che pnpm build:server

Deterministic RNG Policy

  • Gameplay randomness must be reproducible from a deterministic seed
  • Prefer legacy/hwe/ts/util/LiteHashDRBG.ts and legacy/hwe/ts/util/RNG.ts
  • Seed composition should include hidden base seed plus action context

Turn Daemon and API Server Behavior (Outline)

  • Turn daemon responsibilities: scheduling, turn resolution, state persistence
  • API server responsibilities: query/command intake, validation, response shaping
  • Concurrency model between daemon and API server

Engine Runtime Flow (Draft)

Turn Daemon Loop

  • The turn daemon runs as a single-threaded loop.
  • The daemon engine uses in-memory state as the primary working set.
  • The daemon waits on two conditions during the event loop.
    • Query/command requests from the external API server.
    • The scheduled start time of the next turn.
  • External requests are processed until the next turn start time is reached.
    • If no requests arrive, the daemon waits until the next turn start time.
    • When the next turn start time arrives, the daemon starts turn processing immediately even if requests remain queued.
  • While the daemon is resolving a turn, the API server queues incoming requests.

API Server Flow

  • The API server validates queries/commands and writes them to Redis Streams.
  • After a request is processed, the API server returns the result to clients.
  • Read-only queries may access the DBMS directly.

Queue and Rate Limits

  • API server requests are delivered to the daemon via Redis Streams.
  • Redis Stream mutation requests are rate-limited per user.
    • Each user can have up to 30 pending mutation requests.
    • Additional requests are rejected once the limit is exceeded.

In-Memory and DBMS Flush

  • The daemon processes actions against in-memory state by default.
  • DBMS writes are flushed in bulk after turn processing completes.
  • Frequently changing "next-turn intent" data is stored separately.
    • The API server persists this data in the DBMS.
    • The daemon loads only this data when the next turn begins.

Turn Daemon vs API Query Priority (Outline)

  • Expected priority order under load
  • Rules for preemption or deferral
  • Handling of write-heavy operations during turn resolution

In-Memory Processing and DBMS Flush (Outline)

  • When in-memory state is authoritative
  • Flush checkpoints and transactional boundaries
  • Recovery strategy after crash during flush

Testing and Observability (Outline)

  • Metrics and logs required to validate scheduling and flush behavior
  • Suggested test scenarios for concurrency and consistency

Game Logic Testing (Draft)

Deterministic Inputs

  • RNG seed composition (hidden server seed, turn info, general info).
  • Scenario selection and scenario data.
  • Trigger set inputs: nation, general, and city state.
  • Game time and tick schedule.
  • Prepare a deterministic test fixture (mock DB or in-memory state snapshot).
  • Execute game logic unit tests with fixed inputs and seeds.
  • Compare expected outputs against the pre-flush change set that would be written to the DBMS.

Notes

  • Deterministic RNG makes output comparison stable and repeatable.
  • Prefer snapshotting inputs/outputs so regressions are easy to track.