feat: 메인 현재 시각을 최근 통신 기준으로 갱신

완료 턴 시각 대신 lobby serverTime을 분 경계에 맞춰 표시한다. 게임 API 응답과 SSE 및 같은 계정 탭 전달을 최근 통신으로 기록하고, 45초 공백에는 시계를 멈춘다. 공통 시계 투영과 단위 및 Chromium 회귀 검증을 추가한다.
This commit is contained in:
2026-08-21 17:19:46 +00:00
parent b82492e6d1
commit 1e14320911
10 changed files with 374 additions and 35 deletions
@@ -3,6 +3,7 @@ import { computed, onUnmounted, ref, watch } from 'vue';
import { addMinutes } from 'date-fns';
import ReservedCommandEditor from '../command/ReservedCommandEditor.vue';
import { formatLocalDateTime, formatLocalTimeSeconds } from '../../utils/legacyDateTime';
import { projectServerClock, sampleServerClock, type SampledServerClock } from '../../utils/serverClockProjection';
import type {
CommandMapData,
CommandMapLayout,
@@ -90,27 +91,20 @@ const autonomousUntil = computed(() => {
const currentServerTime = ref('--:--:--');
const MAX_SERVER_CLOCK_TIMER_DELAY_MS = 60_000;
let sampledServerTimeMs: number | null = null;
let sampledClientTimeMs = 0;
let sampledStartDelayMs: number | null = 0;
let serverClockSample: SampledServerClock | null = null;
let serverClockTimer: ReturnType<typeof setTimeout> | undefined;
const updateServerClock = () => {
if (serverClockTimer !== undefined) clearTimeout(serverClockTimer);
serverClockTimer = undefined;
if (sampledServerTimeMs === null) {
if (serverClockSample === null) {
currentServerTime.value = '--:--:--';
return;
}
const clientElapsedMs = Math.max(0, Date.now() - sampledClientTimeMs);
const elapsedGameMs =
props.clockMode === 'manual' || sampledStartDelayMs === null
? 0
: Math.max(0, clientElapsedMs - sampledStartDelayMs);
const projectedTime = new Date(sampledServerTimeMs + elapsedGameMs);
const { clientElapsedMs, time: projectedTime } = projectServerClock(serverClockSample);
currentServerTime.value = formatLocalTimeSeconds(projectedTime);
if (props.clockMode !== 'manual' && sampledStartDelayMs !== null) {
const untilStartMs = sampledStartDelayMs - clientElapsedMs;
if (serverClockSample.clockMode !== 'manual' && serverClockSample.startDelayMs !== null) {
const untilStartMs = serverClockSample.startDelayMs - clientElapsedMs;
serverClockTimer = setTimeout(
updateServerClock,
untilStartMs > 0
@@ -123,21 +117,7 @@ const updateServerClock = () => {
watch(
() => [props.serverTime, props.serverWallTime, props.clockMode, props.clockRunning, props.clockStartsAt] as const,
([serverTime, serverWallTime, clockMode, clockRunning, clockStartsAt]) => {
const parsed = serverTime ? new Date(serverTime).getTime() : Number.NaN;
sampledServerTimeMs = Number.isFinite(parsed) ? parsed : null;
sampledClientTimeMs = Date.now();
if (clockMode === 'manual') {
sampledStartDelayMs = null;
} else if (clockRunning !== false) {
sampledStartDelayMs = 0;
} else {
const wallTimeMs = serverWallTime ? new Date(serverWallTime).getTime() : Number.NaN;
const startsAtMs = clockStartsAt ? new Date(clockStartsAt).getTime() : Number.NaN;
sampledStartDelayMs =
Number.isFinite(wallTimeMs) && Number.isFinite(startsAtMs)
? Math.max(0, startsAtMs - wallTimeMs)
: null;
}
serverClockSample = sampleServerClock({ serverTime, serverWallTime, clockMode, clockRunning, clockStartsAt });
updateServerClock();
},
{ immediate: true }
@@ -1,10 +1,26 @@
<script setup lang="ts">
import { formatServerDateTime } from '@sammo-ts/common/time/ServerDateTime';
import { computed } from 'vue';
import { computed, onUnmounted, ref, watch } from 'vue';
import { resolveTournamentStageName } from '../../utils/tournamentStatus';
import {
GAME_SERVER_ACTIVITY_FRESHNESS_MS,
gameServerActivity,
isRecentGameServerActivity,
} from '../../utils/gameServerActivity';
import {
millisecondsUntilNextMinute,
projectServerClock,
sampleServerClock,
type SampledServerClock,
} from '../../utils/serverClockProjection';
const props = defineProps<{
tournamentStage: number;
serverTime?: string;
serverWallTime?: string;
clockMode?: 'realtime' | 'manual';
clockRunning?: boolean;
clockStartsAt?: string | null;
status: {
onlineUserCount: number;
onlineNations: string;
@@ -20,16 +36,75 @@ const props = defineProps<{
}>();
const tournamentStatus = computed(() => resolveTournamentStageName(props.tournamentStage));
const lastExecutedStatus = computed(() =>
formatServerDateTime(props.status?.lastExecuted, { format: 'monthDayTime', fallback: '기록 없음' })
const currentServerTime = ref('기록 없음');
const hasServerClock = ref(false);
const serverClockFresh = ref(false);
const serverClockTitle = computed(() => {
if (!hasServerClock.value) return '서버 시각을 아직 받지 못했습니다.';
if (!serverClockFresh.value) return '최근 45초 동안 서버 통신이 없어 시각 갱신을 멈췄습니다.';
return undefined;
});
let serverClockSample: SampledServerClock | null = null;
let serverClockTimer: ReturnType<typeof setTimeout> | undefined;
const updateServerClock = () => {
if (serverClockTimer !== undefined) clearTimeout(serverClockTimer);
serverClockTimer = undefined;
if (serverClockSample === null) {
currentServerTime.value = '기록 없음';
hasServerClock.value = false;
serverClockFresh.value = false;
return;
}
const now = Date.now();
const projection = projectServerClock(serverClockSample, now);
currentServerTime.value = formatServerDateTime(projection.time, {
format: 'monthDayTime',
fallback: '기록 없음',
});
hasServerClock.value = true;
const lastContactAt = gameServerActivity.lastContactAt.value;
serverClockFresh.value = isRecentGameServerActivity(lastContactAt, now);
if (!serverClockFresh.value || lastContactAt === null) return;
const nextDelays = [lastContactAt + GAME_SERVER_ACTIVITY_FRESHNESS_MS - now + 1];
if (serverClockSample.clockMode !== 'manual' && serverClockSample.startDelayMs !== null) {
const untilStartMs = serverClockSample.startDelayMs - projection.clientElapsedMs;
nextDelays.push(untilStartMs > 0 ? untilStartMs : millisecondsUntilNextMinute(projection.time));
}
serverClockTimer = setTimeout(updateServerClock, Math.max(1, Math.min(...nextDelays)));
};
watch(
() => [props.serverTime, props.serverWallTime, props.clockMode, props.clockRunning, props.clockStartsAt] as const,
([serverTime, serverWallTime, clockMode, clockRunning, clockStartsAt]) => {
serverClockSample = sampleServerClock({ serverTime, serverWallTime, clockMode, clockRunning, clockStartsAt });
updateServerClock();
},
{ immediate: true }
);
watch(() => gameServerActivity.lastContactAt.value, updateServerClock);
onUnmounted(() => {
if (serverClockTimer !== undefined) clearTimeout(serverClockTimer);
});
</script>
<template>
<section class="front-status" aria-label="접속 현황과 국가 방침">
<div class="activity-status" aria-label="동작 시각, 토너먼트와 설문 진행 현황">
<div class="status-row execution-status" :class="{ 'execution-status--empty': !status?.lastExecuted }">
동작 시각: {{ lastExecutedStatus }}
<div class="activity-status" aria-label="현재 시각, 토너먼트와 설문 진행 현황">
<div
class="status-row execution-status"
:class="{
'execution-status--empty': !hasServerClock,
'execution-status--stale': hasServerClock && !serverClockFresh,
}"
:title="serverClockTitle"
>
현재 시각: {{ currentServerTime }}
</div>
<div class="status-row tournament-status">
<RouterLink to="/tournament">
@@ -120,6 +195,10 @@ const lastExecutedStatus = computed(() =>
color: magenta;
}
.execution-status--stale {
color: magenta;
}
.vote-label {
color: cyan;
}
@@ -21,6 +21,7 @@ import {
import { createBroadcastTabCoordinator, type BroadcastTabCoordinator } from '../utils/broadcastTabCoordinator';
import { resolveWithReadModelSnapshotFallback } from '../utils/readModelDeltaRecovery';
import { createRealtimeRequestOptions } from '../utils/realtimeAccessGrant';
import { markGameServerContact } from '../utils/gameServerActivity';
const REALTIME_FULL_REFRESH_MIN_INTERVAL_MS = 5_000;
@@ -1097,10 +1098,12 @@ export const useMainDashboardStore = defineStore('mainDashboard', () => {
onPayload: (message) => {
if (!isRealtimeParticipant()) return;
if (message.kind === 'patch') {
markGameServerContact();
applyDashboardPatch(message.patch);
return;
}
realtimeStatus.value = message.status;
if (message.status === 'connected') markGameServerContact();
},
});
realtimeCoordinator.start();
@@ -1153,6 +1156,7 @@ export const useMainDashboardStore = defineStore('mainDashboard', () => {
realtimeSource = source;
source.addEventListener('open', () => {
markGameServerContact();
realtimeStatus.value = 'connected';
realtimeCoordinator?.postFromLeader({ kind: 'status', status: 'connected' });
});
@@ -1166,6 +1170,7 @@ export const useMainDashboardStore = defineStore('mainDashboard', () => {
if (!payload || payload.type !== 'readModelInvalidated') {
return;
}
markGameServerContact();
readModelRefreshQueue.request(payload.invalidation, payload.refreshGrant);
});
source.addEventListener('messagesInvalidated', (event) => {
@@ -1174,6 +1179,7 @@ export const useMainDashboardStore = defineStore('mainDashboard', () => {
if (!payload || payload.type !== 'messagesInvalidated') {
return;
}
markGameServerContact();
void refreshMessages(payload.refreshGrant);
});
@@ -1182,14 +1188,17 @@ export const useMainDashboardStore = defineStore('mainDashboard', () => {
for (const legacyEventType of ['turnCompleted', 'readModelChanged'] as const) {
source.addEventListener(legacyEventType, () => {
if (realtimeCoordinator !== null && !realtimeCoordinator.isLeader()) return;
markGameServerContact();
realtimeRefreshQueue.request();
});
}
source.addEventListener('messageCreated', () => {
if (realtimeCoordinator !== null && !realtimeCoordinator.isLeader()) return;
markGameServerContact();
void refreshMessages();
});
source.addEventListener('ping', () => {
markGameServerContact();
if (realtimeEnabled.value) {
realtimeStatus.value = 'connected';
realtimeCoordinator?.postFromLeader({ kind: 'status', status: 'connected' });
@@ -0,0 +1,34 @@
import { readonly, ref, type Ref } from 'vue';
export const GAME_SERVER_ACTIVITY_FRESHNESS_MS = 45_000;
export type GameServerActivityTracker = {
lastContactAt: Readonly<Ref<number | null>>;
markContact: (contactAt?: number) => void;
};
export const createGameServerActivityTracker = (): GameServerActivityTracker => {
const lastContactAt = ref<number | null>(null);
return {
lastContactAt: readonly(lastContactAt),
markContact(contactAt = Date.now()) {
if (!Number.isFinite(contactAt)) return;
lastContactAt.value = contactAt;
},
};
};
export const isRecentGameServerActivity = (
lastContactAt: number | null,
now = Date.now(),
freshnessMs = GAME_SERVER_ACTIVITY_FRESHNESS_MS
): boolean =>
lastContactAt !== null &&
Number.isFinite(lastContactAt) &&
Number.isFinite(now) &&
Math.max(0, now - lastContactAt) <= freshnessMs;
export const gameServerActivity = createGameServerActivityTracker();
export const markGameServerContact = (contactAt = Date.now()) => gameServerActivity.markContact(contactAt);
@@ -0,0 +1,67 @@
export type ServerClockProjectionInput = {
serverTime?: string;
serverWallTime?: string;
clockMode?: 'realtime' | 'manual';
clockRunning?: boolean;
clockStartsAt?: string | null;
};
export type SampledServerClock = {
serverTimeMs: number;
sampledClientTimeMs: number;
clockMode: 'realtime' | 'manual';
startDelayMs: number | null;
};
const parseInstant = (value?: string | null): number | null => {
if (!value) return null;
const parsed = new Date(value).getTime();
return Number.isFinite(parsed) ? parsed : null;
};
export const sampleServerClock = (
input: ServerClockProjectionInput,
sampledClientTimeMs = Date.now()
): SampledServerClock | null => {
const serverTimeMs = parseInstant(input.serverTime);
if (serverTimeMs === null) return null;
let startDelayMs: number | null;
if (input.clockMode === 'manual') {
startDelayMs = null;
} else if (input.clockRunning !== false) {
startDelayMs = 0;
} else {
const serverWallTimeMs = parseInstant(input.serverWallTime);
const clockStartsAtMs = parseInstant(input.clockStartsAt);
startDelayMs =
serverWallTimeMs !== null && clockStartsAtMs !== null
? Math.max(0, clockStartsAtMs - serverWallTimeMs)
: null;
}
return {
serverTimeMs,
sampledClientTimeMs,
clockMode: input.clockMode ?? 'realtime',
startDelayMs,
};
};
export const projectServerClock = (sample: SampledServerClock, clientTimeMs = Date.now()) => {
const clientElapsedMs = Math.max(0, clientTimeMs - sample.sampledClientTimeMs);
const elapsedGameMs =
sample.clockMode === 'manual' || sample.startDelayMs === null
? 0
: Math.max(0, clientElapsedMs - sample.startDelayMs);
return {
clientElapsedMs,
time: new Date(sample.serverTimeMs + elapsedGameMs),
};
};
export const millisecondsUntilNextMinute = (time: Date): number => {
const remainder = ((time.getTime() % 60_000) + 60_000) % 60_000;
return remainder === 0 ? 60_000 : 60_000 - remainder;
};
+6
View File
@@ -3,6 +3,7 @@ import { REALTIME_ACCESS_GRANT_HEADER } from '@sammo-ts/common/realtime/types';
import { createTRPCProxyClient, httpBatchLink } from '@trpc/client';
import type { AppRouter } from '@sammo-ts/game-api';
import { resolveBatchRealtimeAccessGrant } from './realtimeAccessGrant';
import { markGameServerContact } from './gameServerActivity';
const getGameToken = (): string | null => {
if (typeof window === 'undefined') {
@@ -17,6 +18,11 @@ export const trpc = createTRPCProxyClient<AppRouter>({
httpBatchLink({
url: import.meta.env.VITE_GAME_API_URL ?? '/api/trpc',
...trpcJsonBodyHttpClientOptions,
async fetch(input, init) {
const result = await globalThis.fetch(input, init);
markGameServerContact();
return result;
},
headers({ opList }) {
const token = getGameToken();
const refreshGrant = resolveBatchRealtimeAccessGrant(opList);
+9 -1
View File
@@ -243,7 +243,15 @@ watch(
</div>
<div data-main-target="policy">
<MainFrontStatus :status="frontStatus" :tournament-stage="tournamentStage" />
<MainFrontStatus
:status="frontStatus"
:tournament-stage="tournamentStage"
:server-time="lobbyInfo?.serverTime"
:server-wall-time="lobbyInfo?.serverWallTime"
:clock-mode="lobbyInfo?.clockMode"
:clock-running="lobbyInfo?.clockRunning"
:clock-starts-at="lobbyInfo?.clockStartsAt"
/>
</div>
<aside v-if="surveyNotice" class="survey-notice" role="status" aria-live="polite">