Files
core2026/app/game-engine/src/turn/reservedTurnStore.ts
T
Hide_D a9609dcc19 feat: add database schema support for gateway and game profiles
- Introduced `dbSchema` configuration option in GatewayApiConfig and GatewayOrchestratorConfig.
- Implemented schema resolution logic in environment configuration functions.
- Updated context and orchestrator factory to use GatewayPrismaClient instead of PrismaClient.
- Refactored orchestrator server and profile repository to accommodate new database schema handling.
- Created separate Prisma schemas for game and gateway in the infra package.
- Enhanced Postgres connector to support schema overrides in database URLs.
- Updated documentation to reflect changes in database schema handling.
- Added new Prisma generation and database push scripts for game and gateway schemas.
2026-01-03 14:47:28 +00:00

287 lines
9.3 KiB
TypeScript

import {
createGamePostgresConnector,
type InputJsonValue,
type TurnEngineDatabaseClient,
} from '@sammo-ts/infra';
export interface ReservedTurnEntry {
action: string;
args: Record<string, unknown>;
}
export interface ReservedTurnStoreOptions {
databaseUrl: string;
maxGeneralTurns?: number;
maxNationTurns?: number;
}
export interface ReservedTurnStoreHandle {
store: InMemoryReservedTurnStore;
close(): Promise<void>;
}
const DEFAULT_TURN_ACTION = '휴식';
const DEFAULT_GENERAL_TURNS = 30;
const DEFAULT_NATION_TURNS = 12;
const asJson = (value: unknown): InputJsonValue => value as InputJsonValue;
const isRecord = (value: unknown): value is Record<string, unknown> =>
value !== null && typeof value === 'object' && !Array.isArray(value);
const normalizeAction = (action: string | null | undefined): string =>
action && action.length > 0 ? action : DEFAULT_TURN_ACTION;
const normalizeArgs = (args: unknown): Record<string, unknown> =>
isRecord(args) ? args : {};
const createDefaultEntry = (): ReservedTurnEntry => ({
action: DEFAULT_TURN_ACTION,
args: {},
});
const buildDefaultTurns = (length: number): ReservedTurnEntry[] =>
Array.from({ length }, () => createDefaultEntry());
const applyShift = (
turns: ReservedTurnEntry[],
amount: number
): ReservedTurnEntry[] => {
if (amount === 0) {
return turns.slice();
}
if (amount > 0) {
const shift = Math.min(turns.length, amount);
const padding = Array.from({ length: shift }, () => createDefaultEntry());
const sliced = turns.slice(0, Math.max(0, turns.length - shift));
return padding.concat(sliced);
}
const shift = Math.min(turns.length, Math.abs(amount));
const padding = Array.from({ length: shift }, () => createDefaultEntry());
const sliced = turns.slice(shift);
return sliced.concat(padding);
};
const buildTurnListFromRows = (
rows: Array<{ turnIdx: number; actionCode: string; arg: unknown }>,
maxTurns: number
): ReservedTurnEntry[] => {
const result = buildDefaultTurns(maxTurns);
for (const row of rows) {
if (row.turnIdx < 0 || row.turnIdx >= maxTurns) {
continue;
}
result[row.turnIdx] = {
action: normalizeAction(row.actionCode),
args: normalizeArgs(row.arg),
};
}
return result;
};
const buildNationKey = (nationId: number, officerLevel: number): string =>
`${nationId}:${officerLevel}`;
type ReservedTurnDatabaseClient = Pick<
TurnEngineDatabaseClient,
'generalTurn' | 'nationTurn'
>;
export class InMemoryReservedTurnStore {
private readonly generalTurns = new Map<number, ReservedTurnEntry[]>();
private readonly nationTurns = new Map<string, ReservedTurnEntry[]>();
private readonly dirtyGeneralIds = new Set<number>();
private readonly dirtyNationKeys = new Set<string>();
private readonly maxGeneralTurns: number;
private readonly maxNationTurns: number;
constructor(
private readonly prisma: ReservedTurnDatabaseClient,
options: { maxGeneralTurns: number; maxNationTurns: number }
) {
this.maxGeneralTurns = options.maxGeneralTurns;
this.maxNationTurns = options.maxNationTurns;
}
async loadAll(): Promise<void> {
const [generalRows, nationRows] = await Promise.all([
this.prisma.generalTurn.findMany(),
this.prisma.nationTurn.findMany(),
]);
const generalGroups = new Map<number, typeof generalRows>();
for (const row of generalRows) {
const list = generalGroups.get(row.generalId);
if (list) {
list.push(row);
} else {
generalGroups.set(row.generalId, [row]);
}
}
for (const [generalId, rows] of generalGroups.entries()) {
this.generalTurns.set(
generalId,
buildTurnListFromRows(rows, this.maxGeneralTurns)
);
}
const nationGroups = new Map<string, typeof nationRows>();
for (const row of nationRows) {
const key = buildNationKey(row.nationId, row.officerLevel);
const list = nationGroups.get(key);
if (list) {
list.push(row);
} else {
nationGroups.set(key, [row]);
}
}
for (const [key, rows] of nationGroups.entries()) {
this.nationTurns.set(
key,
buildTurnListFromRows(rows, this.maxNationTurns)
);
}
}
async refreshGeneralTurns(generalId: number): Promise<void> {
if (this.dirtyGeneralIds.has(generalId)) {
return;
}
const rows = await this.prisma.generalTurn.findMany({
where: { generalId },
orderBy: [{ turnIdx: 'asc' }],
});
this.generalTurns.set(
generalId,
buildTurnListFromRows(rows, this.maxGeneralTurns)
);
}
async refreshNationTurns(
nationId: number,
officerLevel: number
): Promise<void> {
const key = buildNationKey(nationId, officerLevel);
if (this.dirtyNationKeys.has(key)) {
return;
}
const rows = await this.prisma.nationTurn.findMany({
where: { nationId, officerLevel },
orderBy: [{ turnIdx: 'asc' }],
});
this.nationTurns.set(
key,
buildTurnListFromRows(rows, this.maxNationTurns)
);
}
getGeneralTurns(generalId: number): ReservedTurnEntry[] {
const current = this.generalTurns.get(generalId);
if (current) {
return current;
}
const created = buildDefaultTurns(this.maxGeneralTurns);
this.generalTurns.set(generalId, created);
return created;
}
getNationTurns(
nationId: number,
officerLevel: number
): ReservedTurnEntry[] {
const key = buildNationKey(nationId, officerLevel);
const current = this.nationTurns.get(key);
if (current) {
return current;
}
const created = buildDefaultTurns(this.maxNationTurns);
this.nationTurns.set(key, created);
return created;
}
getGeneralTurn(generalId: number, turnIdx: number): ReservedTurnEntry {
const list = this.getGeneralTurns(generalId);
return list[turnIdx] ?? createDefaultEntry();
}
getNationTurn(
nationId: number,
officerLevel: number,
turnIdx: number
): ReservedTurnEntry {
const list = this.getNationTurns(nationId, officerLevel);
return list[turnIdx] ?? createDefaultEntry();
}
shiftGeneralTurns(generalId: number, amount: number): void {
const list = this.getGeneralTurns(generalId);
this.generalTurns.set(generalId, applyShift(list, amount));
this.dirtyGeneralIds.add(generalId);
}
shiftNationTurns(nationId: number, officerLevel: number, amount: number): void {
const key = buildNationKey(nationId, officerLevel);
const list = this.getNationTurns(nationId, officerLevel);
this.nationTurns.set(key, applyShift(list, amount));
this.dirtyNationKeys.add(key);
}
async flushChanges(): Promise<void> {
const generalIds = Array.from(this.dirtyGeneralIds);
for (const generalId of generalIds) {
const turns = this.getGeneralTurns(generalId);
await this.prisma.generalTurn.deleteMany({ where: { generalId } });
await this.prisma.generalTurn.createMany({
data: turns.map((entry, turnIdx) => ({
generalId,
turnIdx,
actionCode: normalizeAction(entry.action),
arg: asJson(normalizeArgs(entry.args)),
})),
});
}
const nationKeys = Array.from(this.dirtyNationKeys);
for (const key of nationKeys) {
const [nationIdRaw, officerLevelRaw] = key.split(':');
const nationId = Number(nationIdRaw);
const officerLevel = Number(officerLevelRaw);
const turns = this.getNationTurns(nationId, officerLevel);
await this.prisma.nationTurn.deleteMany({
where: { nationId, officerLevel },
});
await this.prisma.nationTurn.createMany({
data: turns.map((entry, turnIdx) => ({
nationId,
officerLevel,
turnIdx,
actionCode: normalizeAction(entry.action),
arg: asJson(normalizeArgs(entry.args)),
})),
});
}
this.dirtyGeneralIds.clear();
this.dirtyNationKeys.clear();
}
}
export const createReservedTurnStore = async (
options: ReservedTurnStoreOptions
): Promise<ReservedTurnStoreHandle> => {
const connector = createGamePostgresConnector({ url: options.databaseUrl });
await connector.connect();
const store = new InMemoryReservedTurnStore(
connector.prisma as unknown as ReservedTurnDatabaseClient,
{
maxGeneralTurns: options.maxGeneralTurns ?? DEFAULT_GENERAL_TURNS,
maxNationTurns: options.maxNationTurns ?? DEFAULT_NATION_TURNS,
}
);
await store.loadAll();
return {
store,
close: () => connector.disconnect(),
};
};