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core2026/docs/architecture/todo.md
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Hide_D b46249dcbc feat: Implement admin router and orchestrator for managing profiles and builds
- Added `adminRouter` for handling profile management, including listing, upserting, and updating statuses.
- Introduced `BuildRunner` interface and `PnpmBuildRunner` class for executing build commands.
- Created `GatewayOrchestrator` to manage profile states, reconcile processes, and handle build queues.
- Implemented `Pm2ProcessManager` for managing processes using PM2.
- Developed `GatewayProfileRepository` for interacting with the database to manage profiles.
- Added utility functions for resolving workspace roots and managing process definitions.
- Included tests for profile reconciliation logic.
2026-01-01 10:38:28 +00:00

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# Architecture TODOs
This list tracks optional extensions and follow-up items for documentation.
Move items into the main docs once they are finalized.
## Runtime and Operations
- [AI suggestion] Implement full turn engine pipeline parity with legacy: time gate, distributed lock, catch-up monthly loop, partial progress persistence, and post-turn maintenance (traffic/statistics/auction/tournament).
- [AI suggestion] Implement command continuation/alternate flow (LastTurn/term stack/pre/post requirements/next_execute) and integrate into reserved turn processing.
- [AI suggestion] Integrate trigger preprocessing + attempt/execute phases into turn resolution (parity with legacy trigger composition).
- [AI suggestion] Add AI/autorun and inactivity (killturn/block) handling with NPC takeover/deletion policies.
- [AI suggestion] Add an event execution pipeline (initial + monthly + conditional) tied to tick/month transitions with deterministic RNG seeding.
- [AI suggestion] Add monthly economy/city/nation updates and hook them into the turn calendar handler.
- [AI suggestion] Implement diplomacy/state transitions and monthly/command-based updates beyond read-only maps.
- [AI suggestion] Integrate war/battle pipeline into turn processing (troop movement/war resolution hooks, not just isolated sim jobs).
- [AI suggestion] Expand turn command catalog beyond the current subset (general/nation commands).
## Runtime and Operations (Lower Priority)
- Document current turn daemon scheduling details and preemption rules (based on TurnDaemonLifecycle).
- Document in-memory state lifecycle and DB flush checkpoints (current InMemoryTurnWorld + databaseHooks flow).
- Document existing status/health endpoint requirements for ops and the current daemon loop behavior.
- Document tick budget settings (wall time, max generals, catch-up cap) and partial progress persistence.
- Document admin controls (pause/resume/manual run) and how they interact with lock/state.
- [AI suggestion] Define gateway admin build/daemon control approach (direct orchestration vs supervisor like systemd/pm2), security model, audit logging, and safe rollback/stop/start workflows.
- [AI suggestion] Specify single-host gateway orchestration: boot reconciliation from DB (완료/예약/가동중/정지됨/비활성화), desired-state mapping, and pm2-managed process lifecycles for api/daemon.
- Turn daemon vs API server priority policy under load
- Recovery behavior after partial flush or crash
- Observability: metrics, logs, and alerts for turn processing
- [AI suggestion] Define a stable in-memory AI state contract (snapshot + delta invalidation rules) aligned with `GeneralAI` inputs.
## Game Logic and Testing
- Input snapshot format (seed, scenario, trigger inputs, game time)
- Deterministic RNG test harness guidelines
- Output comparison rules (sorting, tolerances, diff granularity)
- Unit test vs simulation test split and responsibilities
## Trigger System
- Example trigger sets per scenario or rule pack
## Data and Profiles (Lower Priority)
- Profile selection workflow and deployment mapping
- "Next-turn intent" (예턴) data schema and lifecycle
## Legacy Engine Docs (Lower Priority)
- [AI suggestion] Expand monthly pipeline details (`preUpdateMonthly`, `postUpdateMonthly`, `turnDate`, `checkStatistic`) with concrete side effects and tables touched.
- [AI suggestion] Document `event` table schema and the static event handler map (`GameConst::$staticEventHandlers`) with command hook examples.
- [AI suggestion] Add per-command effect summaries (inputs, resource deltas, logs).
- [AI suggestion] Document per-command `Constraint` env payload keys and lifecycle.
- [AI suggestion] Document `ConquerCity()` resolution paths (nation collapse, officer handling, reward/penalty rules).
- [AI suggestion] Document auction scheduling (`registerAuction` call sites) and lifecycle timing rules.
- [AI suggestion] Document scenario-specific unit/map overrides and per-map city deltas.
- [AI suggestion] Document `MessageType` values and message table schema used by diplomacy/mailbox flows.
- [AI suggestion] Document `PenaltyKey` effects and the `GeneralBase` / `LazyVarAndAuxUpdater` state conventions.
- [AI suggestion] Document personality/special selection RNG thresholds and scenario overrides.