fix(game-engine): sync clock authority during pause
This commit is contained in:
@@ -0,0 +1,174 @@
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import { describe, expect, it, vi } from 'vitest';
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import type { GamePrisma } from '@sammo-ts/infra';
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import { InMemoryTurnWorld } from '../src/turn/inMemoryWorld.js';
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import { synchronizeRuntimeClockAuthorityUnderHeldLock } from '../src/turn/runtimeClockAuthoritySync.js';
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import type { TurnGeneral, TurnWorldSnapshot, TurnWorldState } from '../src/turn/types.js';
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const baseTime = new Date('2026-09-03T10:00:00.000Z');
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const buildWorld = (phase: 'RUNNING' | 'SUSPENDED' = 'RUNNING'): InMemoryTurnWorld => {
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const general = {
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id: 1,
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name: 'clock-sync-general',
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nationId: 1,
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cityId: 1,
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troopId: 0,
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stats: { leadership: 50, strength: 50, intelligence: 50 },
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turnTime: new Date('2026-09-03T10:10:00.000Z'),
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turnTick: 36_000_000,
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role: { items: { horse: null, weapon: null, book: null, item: null } },
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triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} },
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meta: { killturn: 24 },
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officerLevel: 5,
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experience: 0,
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dedication: 0,
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injury: 0,
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gold: 1000,
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rice: 1000,
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crew: 0,
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crewTypeId: 0,
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train: 0,
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atmos: 0,
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age: 30,
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npcState: 0,
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} as TurnGeneral;
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const state: TurnWorldState = {
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id: 1,
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currentYear: 190,
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currentMonth: 1,
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tickSeconds: 600,
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lastTurnTime: baseTime,
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clockBaseTime: baseTime,
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clockTick: 0,
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clockMode: 'realtime',
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clockWallAnchor: baseTime,
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lastTurnTick: 0,
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clockPhase: phase,
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clockRevision: 3,
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deadlineGeneration: 5,
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meta: { lastTurnTime: baseTime.toISOString() },
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};
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const snapshot: TurnWorldSnapshot = {
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generals: [general],
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cities: [],
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nations: [],
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troops: [],
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diplomacy: [],
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events: [],
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initialEvents: [],
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map: {
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id: 'clock-sync',
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name: 'clock-sync',
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cities: [],
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defaults: { trust: 50, trade: 100, supplyState: 1, frontState: 0 },
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},
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scenarioConfig: {
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stat: { total: 300, min: 10, max: 100, npcTotal: 150, npcMax: 50, npcMin: 10, chiefMin: 70 },
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iconPath: '',
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map: {},
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const: {},
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environment: { mapName: 'test', unitSet: 'default' },
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},
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};
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return new InMemoryTurnWorld(state, snapshot, {
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schedule: { entries: [{ startMinute: 0, tickMinutes: 10 }] },
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});
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};
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const buildDb = (worldState: Record<string, unknown>, ledgers: unknown[] = []): GamePrisma.TransactionClient =>
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({
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worldState: { findFirst: vi.fn().mockResolvedValue(worldState) },
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clockSuspension: { findMany: vi.fn().mockResolvedValue(ledgers) },
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}) as unknown as GamePrisma.TransactionClient;
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describe('runtime clock authority synchronization', () => {
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it('adopts a maintenance suspension cut without advancing the game schedule', async () => {
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const world = buildWorld('RUNNING');
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const cutWallAt = new Date('2026-09-03T10:02:00.000Z');
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const beforeTurnTick = world.getGeneralById(1)!.turnTick;
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const db = buildDb({
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id: 1,
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clockBaseTime: baseTime,
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clockTick: 7_200_000n,
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clockMode: 'realtime',
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clockWallAnchor: cutWallAt,
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lastTurnTick: 0n,
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clockPhase: 'SUSPENDED',
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clockRevision: 3n,
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deadlineGeneration: 5n,
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});
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await expect(synchronizeRuntimeClockAuthorityUnderHeldLock(db, world)).resolves.toBe(true);
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expect(world.getGameClockState()).toMatchObject({
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phase: 'SUSPENDED',
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tick: 7_200_000,
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revision: 3,
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deadlineGeneration: 5,
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wallAnchor: cutWallAt,
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});
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expect(world.getGeneralById(1)!.turnTick).toBe(beforeTurnTick);
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});
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it('replays the durable reconciliation shift before returning to RUNNING', async () => {
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const world = buildWorld('SUSPENDED');
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const resumeWallAt = new Date('2026-09-03T11:00:00.000Z');
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const shiftTicks = 5_000;
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const beforeTurnTick = world.getGeneralById(1)!.turnTick!;
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const db = buildDb(
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{
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id: 1,
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clockBaseTime: baseTime,
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clockTick: 5_000n,
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clockMode: 'realtime',
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clockWallAnchor: resumeWallAt,
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lastTurnTick: 5_000n,
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clockPhase: 'RUNNING',
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clockRevision: 4n,
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deadlineGeneration: 6n,
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},
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[
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{
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id: 'maintenance-revision-3',
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sourceRevision: 3n,
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targetRevision: 4n,
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shiftTicks: BigInt(shiftTicks),
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alignedTick: 5_000n,
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resumeWallAt,
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},
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]
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);
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await expect(synchronizeRuntimeClockAuthorityUnderHeldLock(db, world)).resolves.toBe(true);
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expect(world.getGameClockState()).toMatchObject({
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phase: 'RUNNING',
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tick: 5_000,
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lastTurnTick: 5_000,
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revision: 4,
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deadlineGeneration: 6,
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wallAnchor: resumeWallAt,
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});
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expect(world.getGeneralById(1)!.turnTick).toBe(beforeTurnTick + shiftTicks);
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});
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it('rejects a revision jump when the durable ledger chain is incomplete', async () => {
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const world = buildWorld('SUSPENDED');
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const db = buildDb({
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id: 1,
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clockBaseTime: baseTime,
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clockTick: 1n,
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clockMode: 'realtime',
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clockWallAnchor: baseTime,
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lastTurnTick: 1n,
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clockPhase: 'RUNNING',
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clockRevision: 4n,
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deadlineGeneration: 6n,
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});
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await expect(synchronizeRuntimeClockAuthorityUnderHeldLock(db, world)).rejects.toThrow(
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/ledger chain ended at 3\/5/
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);
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});
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});
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