329 lines
10 KiB
Markdown
329 lines
10 KiB
Markdown
# Turn Daemon Lifecycle
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This document defines the lifecycle of the turn daemon for the rewrite when a
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single daemon instance is responsible for turn resolution and all triggers come
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from the API server.
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## Assumptions
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- One daemon process per server+scenario profile.
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- API server is the only ingress for user/admin requests.
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- The daemon owns world-state mutations; the API server mutates reserved turns
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and messages inside the common API input-event transaction.
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## Current Implementation Status
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- The daemon loop handles scheduled runs plus PostgreSQL inbox control commands
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(run/pause/resume/shutdown/getStatus).
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- API mutation requests (troopJoin, vacation, etc.) are drained and handled by the daemon loop between turns.
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- `getStatus` and command results are stored durably on their input-event row.
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- API server currently writes reserved turns and messages directly to the DB.
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## Responsibilities
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- Maintain authoritative in-memory state.
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- Execute turn resolution when scheduled.
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- Flush state changes and checkpoints to the DBMS.
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- Expose status for ops and admin tooling.
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## Trigger Sources
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- Scheduled tick: next turn time is reached.
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- API poke: user/admin request asks the daemon to run now.
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- Admin control: pause/resume or manual catch-up.
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## State Model
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```
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Idle -> Running -> Flushing -> Idle
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\-> Paused (admin)
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\-> Stopping (shutdown)
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```
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- `running` flag prevents re-entrant execution when multiple triggers arrive.
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- `pendingReason` tracks why a run was requested (schedule, manual, poke).
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### Engine-owned state boundary
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`EngineStateManager` is the worker-local unit-of-work coordinator. It does not
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replace the daemon process or the PostgreSQL inbox transport:
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```text
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game-api
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-> PostgreSQL input_event
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-> game-engine worker
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-> EngineStateManager transaction
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- InMemoryTurnWorld
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- InMemoryReservedTurnStore
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- runtime calculation caches
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-> databaseHooks transaction/flush
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```
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Each participant provides a detached snapshot and a restore operation. The
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manager captures all participants before a command handler or scheduled turn
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calculation. A calculation exception restores the world entities, checkpoint,
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dirty journals, pending logs/messages/events, reserved-turn queues and
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calculation caches together. Successful calculations advance a monotonic
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worker-local revision.
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The runtime exposes `stateManager.inspect()` for deterministic diagnostics and
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tests. Inspection results are detached copies; modifying one cannot mutate the
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live world. Tests may also capture a reusable savepoint and restore it between
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cases. A savepoint is manager-specific and cannot be restored into another
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runtime.
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This is intentionally an in-process boundary. PostgreSQL remains the durable
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source of truth across worker restarts, and Redis remains best-effort realtime
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fan-out. No engine snapshot is sent through the API transport.
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## Main Loop Sketch
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The daemon interleaves API request handling between scheduled turn executions.
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API requests are drained until the next turn time is reached; once the turn
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starts, incoming requests are queued and processed after the run.
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The current implementation follows this interleaving model.
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```ts
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while (!stopping) {
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const signal = await waitForNextSignal(nextTurnTime, wakeSignal);
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if (signal.type === 'pause') {
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paused = true;
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}
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if (signal.type === 'resume') {
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paused = false;
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}
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if (paused || running) {
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continue;
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}
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await drainApiRequestsUntil(nextTurnTime);
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if (now() < nextTurnTime && signal.type !== 'run') {
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continue;
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}
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running = true;
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try {
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await runUntil(now(), budget);
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await flushChanges();
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publishTurnEvents();
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} finally {
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running = false;
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}
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}
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```
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- `drainApiRequestsUntil()` processes queued user/admin requests and applies
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them to in-memory state until the next scheduled turn time is reached.
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- During `running`, new API requests are enqueued and handled after the run.
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## Run Budget and Checkpoints
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Replace PHP `max_execution_time` with explicit limits to allow partial progress:
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- `budgetMs`: max wall-clock time per run.
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- `maxGenerals`: max generals processed per run.
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- `catchUpCap`: max turns (or months) processed in one run.
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When a limit is hit, persist a checkpoint so the next run resumes safely.
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Minimum checkpoint data:
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- `game_env.turntime` (last fully processed general turn time)
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- optional cursor (last processed general id) if you batch within a turntime
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- last known year/month if monthly transitions are mid-flight
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## API Server Interaction
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- API server inserts mutations and pokes into the PostgreSQL inbox.
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- Read-only queries can read from DBMS or a read model.
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- During `running`, incoming requests are queued and processed after the run.
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## Status and Admin Controls
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Expose a status endpoint to replace `proc.php` output:
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- `running`, `paused`, `lastRunAt`, `lastDurationMs`
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- `lastTurnTime`, `nextTurnTime`
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- `pendingReason`, `queueDepth`
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Admin controls should toggle `paused`, trigger manual run, and request catch-up.
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### Suggested Status Endpoint (Draft)
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`GET /admin/turn-daemon/status`
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```json
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{
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"profile": "che:default",
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"state": "idle",
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"running": false,
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"paused": false,
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"lastRunAt": "2026-01-01T12:00:00Z",
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"lastDurationMs": 842,
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"lastTurnTime": "2026-01-01 12:00:00",
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"nextTurnTime": "2026-01-01 12:10:00",
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"pendingReason": "schedule",
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"queueDepth": 3,
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"checkpoint": {
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"turnTime": "2026-01-01 12:00:00",
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"generalId": 1201,
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"year": 12,
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"month": 3
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}
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}
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```
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### Suggested Admin Endpoints (Draft)
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`POST /admin/turn-daemon/run`
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```json
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{
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"reason": "manual",
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"targetTime": "2026-01-01 12:10:00",
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"budgetMs": 2500,
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"catchUpCap": 3
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}
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```
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`POST /admin/turn-daemon/pause`
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```json
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{
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"reason": "maintenance"
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}
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```
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`POST /admin/turn-daemon/resume`
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```json
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{
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"reason": "maintenance complete"
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}
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```
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### Daemon Control Contract (Draft)
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API server to daemon control payloads (PostgreSQL inbox or in-process test
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channel):
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```ts
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export type RunReason = 'schedule' | 'manual' | 'poke';
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export type DaemonCommand =
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| { type: 'run'; reason: RunReason; targetTime?: string; budget?: TurnRunBudget }
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| { type: 'pause'; reason?: string }
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| { type: 'resume'; reason?: string }
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| { type: 'getStatus'; requestId: string };
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export type DaemonEvent =
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| { type: 'status'; requestId?: string; status: TurnDaemonStatus }
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| { type: 'runStarted'; at: string; reason: RunReason }
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| { type: 'runCompleted'; at: string; result: TurnRunResult }
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| { type: 'runFailed'; at: string; error: string };
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```
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## Recovery and Shutdown
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- On startup, load `game_env.turntime` and catch up to `now`.
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- Claim pending input events with `FOR UPDATE SKIP LOCKED`. A worker ID and
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expiry timestamp prevent another live consumer from claiming the same event;
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only expired processing leases return to `PENDING`.
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- A handler exception or transaction failure pauses the daemon without
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acknowledging the event. Restart/recovery reloads world state before retry.
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- On shutdown, stop accepting new triggers, finish the current run, flush, then
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exit cleanly.
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## Input Event Commit Boundary
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For engine-owned mutations the lifecycle opens one database-owned unit of work:
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```text
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claim input_event
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-> execute command against in-memory world
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-> specialized domain DB writes (auction/tournament)
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-> persist world/reserved turns/logs
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-> store command result and mark input_event SUCCEEDED
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-> commit
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-> acknowledge in-memory dirty sets
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-> respond
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```
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If any step before commit fails, PostgreSQL rolls back and dirty sets are not
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cleared. Realtime publication happens after commit and cannot roll gameplay
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state back.
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There are two distinct failure boundaries:
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- If command/turn calculation throws, `EngineStateManager` restores the
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pre-calculation in-memory snapshot, so a partially mutated handler is not
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observable to the next calculation.
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- If calculation succeeds but PostgreSQL persistence fails, the calculated
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dirty state remains in memory and the daemon pauses, preserving the existing
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restart/reload recovery contract. The input event is not acknowledged.
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State-manager restore does not attempt to compensate arbitrary external side
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effects. New engine components that own mutable in-memory state must register a
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participant; new database writes must remain inside `databaseHooks` or the
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command's supplied transaction client.
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## Testing with a Controlled Clock
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- Turn daemon tests should use a controllable `Clock` implementation (예: `ManualClock`) to
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advance time deterministically without relying on wall-clock time.
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- 기준 시간은 DB에 저장된 `game_env.turntime`을 우선으로 삼고, 테스트에서도 동일한 기준을
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사용해 스케줄 계산과 체크포인트 동작을 검증한다.
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- 상태 관련 단위 테스트는 `EngineStateManager.transaction()` 실패 전후의
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inspection을 비교해 entity 값뿐 아니라 dirty journal과 pending output도
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원복됐는지 확인한다.
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- persistence failure test는 계산 실패 test와 분리한다. 전자는 dirty state
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유지와 미acknowledge를, 후자는 완전한 in-memory restore를 검증한다.
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## TypeScript Sketch (Draft)
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```ts
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export type TurnDaemonState = 'idle' | 'running' | 'flushing' | 'paused' | 'stopping';
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export interface TurnRunBudget {
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budgetMs: number;
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maxGenerals: number;
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catchUpCap: number;
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}
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export interface TurnCheckpoint {
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turnTime: string;
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generalId?: number;
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year: number;
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month: number;
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}
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export interface TurnRunResult {
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lastTurnTime: string;
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processedGenerals: number;
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processedTurns: number;
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durationMs: number;
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partial: boolean;
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checkpoint?: TurnCheckpoint;
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}
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export interface TurnDaemonStatus {
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state: TurnDaemonState;
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running: boolean;
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paused: boolean;
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lastRunAt?: string;
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lastDurationMs?: number;
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lastTurnTime?: string;
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nextTurnTime?: string;
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pendingReason?: RunReason;
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queueDepth: number;
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checkpoint?: TurnCheckpoint;
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}
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export interface TurnRunner {
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getStatus(): Promise<TurnDaemonStatus>;
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requestRun(reason: RunReason, targetTime?: string, budget?: TurnRunBudget): Promise<void>;
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pause(reason?: string): Promise<void>;
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resume(reason?: string): Promise<void>;
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}
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```
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