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.
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@@ -3,6 +3,7 @@ import { computed, onUnmounted, ref, watch } from 'vue';
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import { addMinutes } from 'date-fns';
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import ReservedCommandEditor from '../command/ReservedCommandEditor.vue';
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import { formatLocalDateTime, formatLocalTimeSeconds } from '../../utils/legacyDateTime';
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import { projectServerClock, sampleServerClock, type SampledServerClock } from '../../utils/serverClockProjection';
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import type {
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CommandMapData,
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CommandMapLayout,
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@@ -90,27 +91,20 @@ const autonomousUntil = computed(() => {
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const currentServerTime = ref('--:--:--');
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const MAX_SERVER_CLOCK_TIMER_DELAY_MS = 60_000;
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let sampledServerTimeMs: number | null = null;
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let sampledClientTimeMs = 0;
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let sampledStartDelayMs: number | null = 0;
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let serverClockSample: SampledServerClock | null = null;
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let serverClockTimer: ReturnType<typeof setTimeout> | undefined;
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const updateServerClock = () => {
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if (serverClockTimer !== undefined) clearTimeout(serverClockTimer);
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serverClockTimer = undefined;
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if (sampledServerTimeMs === null) {
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if (serverClockSample === null) {
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currentServerTime.value = '--:--:--';
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return;
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}
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const clientElapsedMs = Math.max(0, Date.now() - sampledClientTimeMs);
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const elapsedGameMs =
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props.clockMode === 'manual' || sampledStartDelayMs === null
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? 0
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: Math.max(0, clientElapsedMs - sampledStartDelayMs);
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const projectedTime = new Date(sampledServerTimeMs + elapsedGameMs);
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const { clientElapsedMs, time: projectedTime } = projectServerClock(serverClockSample);
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currentServerTime.value = formatLocalTimeSeconds(projectedTime);
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if (props.clockMode !== 'manual' && sampledStartDelayMs !== null) {
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const untilStartMs = sampledStartDelayMs - clientElapsedMs;
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if (serverClockSample.clockMode !== 'manual' && serverClockSample.startDelayMs !== null) {
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const untilStartMs = serverClockSample.startDelayMs - clientElapsedMs;
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serverClockTimer = setTimeout(
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updateServerClock,
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untilStartMs > 0
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@@ -123,21 +117,7 @@ const updateServerClock = () => {
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watch(
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() => [props.serverTime, props.serverWallTime, props.clockMode, props.clockRunning, props.clockStartsAt] as const,
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([serverTime, serverWallTime, clockMode, clockRunning, clockStartsAt]) => {
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const parsed = serverTime ? new Date(serverTime).getTime() : Number.NaN;
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sampledServerTimeMs = Number.isFinite(parsed) ? parsed : null;
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sampledClientTimeMs = Date.now();
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if (clockMode === 'manual') {
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sampledStartDelayMs = null;
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} else if (clockRunning !== false) {
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sampledStartDelayMs = 0;
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} else {
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const wallTimeMs = serverWallTime ? new Date(serverWallTime).getTime() : Number.NaN;
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const startsAtMs = clockStartsAt ? new Date(clockStartsAt).getTime() : Number.NaN;
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sampledStartDelayMs =
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Number.isFinite(wallTimeMs) && Number.isFinite(startsAtMs)
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? Math.max(0, startsAtMs - wallTimeMs)
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: null;
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}
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serverClockSample = sampleServerClock({ serverTime, serverWallTime, clockMode, clockRunning, clockStartsAt });
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updateServerClock();
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},
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{ immediate: true }
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@@ -1,10 +1,26 @@
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<script setup lang="ts">
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import { formatServerDateTime } from '@sammo-ts/common/time/ServerDateTime';
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import { computed } from 'vue';
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import { computed, onUnmounted, ref, watch } from 'vue';
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import { resolveTournamentStageName } from '../../utils/tournamentStatus';
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import {
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GAME_SERVER_ACTIVITY_FRESHNESS_MS,
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gameServerActivity,
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isRecentGameServerActivity,
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} from '../../utils/gameServerActivity';
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import {
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millisecondsUntilNextMinute,
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projectServerClock,
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sampleServerClock,
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type SampledServerClock,
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} from '../../utils/serverClockProjection';
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const props = defineProps<{
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tournamentStage: number;
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serverTime?: string;
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serverWallTime?: string;
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clockMode?: 'realtime' | 'manual';
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clockRunning?: boolean;
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clockStartsAt?: string | null;
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status: {
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onlineUserCount: number;
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onlineNations: string;
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@@ -20,16 +36,75 @@ const props = defineProps<{
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}>();
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const tournamentStatus = computed(() => resolveTournamentStageName(props.tournamentStage));
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const lastExecutedStatus = computed(() =>
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formatServerDateTime(props.status?.lastExecuted, { format: 'monthDayTime', fallback: '기록 없음' })
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const currentServerTime = ref('기록 없음');
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const hasServerClock = ref(false);
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const serverClockFresh = ref(false);
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const serverClockTitle = computed(() => {
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if (!hasServerClock.value) return '서버 시각을 아직 받지 못했습니다.';
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if (!serverClockFresh.value) return '최근 45초 동안 서버 통신이 없어 시각 갱신을 멈췄습니다.';
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return undefined;
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});
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let serverClockSample: SampledServerClock | null = null;
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let serverClockTimer: ReturnType<typeof setTimeout> | undefined;
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const updateServerClock = () => {
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if (serverClockTimer !== undefined) clearTimeout(serverClockTimer);
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serverClockTimer = undefined;
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if (serverClockSample === null) {
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currentServerTime.value = '기록 없음';
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hasServerClock.value = false;
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serverClockFresh.value = false;
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return;
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}
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const now = Date.now();
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const projection = projectServerClock(serverClockSample, now);
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currentServerTime.value = formatServerDateTime(projection.time, {
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format: 'monthDayTime',
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fallback: '기록 없음',
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});
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hasServerClock.value = true;
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const lastContactAt = gameServerActivity.lastContactAt.value;
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serverClockFresh.value = isRecentGameServerActivity(lastContactAt, now);
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if (!serverClockFresh.value || lastContactAt === null) return;
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const nextDelays = [lastContactAt + GAME_SERVER_ACTIVITY_FRESHNESS_MS - now + 1];
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if (serverClockSample.clockMode !== 'manual' && serverClockSample.startDelayMs !== null) {
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const untilStartMs = serverClockSample.startDelayMs - projection.clientElapsedMs;
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nextDelays.push(untilStartMs > 0 ? untilStartMs : millisecondsUntilNextMinute(projection.time));
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}
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serverClockTimer = setTimeout(updateServerClock, Math.max(1, Math.min(...nextDelays)));
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};
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watch(
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() => [props.serverTime, props.serverWallTime, props.clockMode, props.clockRunning, props.clockStartsAt] as const,
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([serverTime, serverWallTime, clockMode, clockRunning, clockStartsAt]) => {
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serverClockSample = sampleServerClock({ serverTime, serverWallTime, clockMode, clockRunning, clockStartsAt });
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updateServerClock();
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},
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{ immediate: true }
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);
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watch(() => gameServerActivity.lastContactAt.value, updateServerClock);
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onUnmounted(() => {
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if (serverClockTimer !== undefined) clearTimeout(serverClockTimer);
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});
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</script>
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<template>
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<section class="front-status" aria-label="접속 현황과 국가 방침">
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<div class="activity-status" aria-label="동작 시각, 토너먼트와 설문 진행 현황">
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<div class="status-row execution-status" :class="{ 'execution-status--empty': !status?.lastExecuted }">
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동작 시각: {{ lastExecutedStatus }}
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<div class="activity-status" aria-label="현재 시각, 토너먼트와 설문 진행 현황">
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<div
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class="status-row execution-status"
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:class="{
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'execution-status--empty': !hasServerClock,
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'execution-status--stale': hasServerClock && !serverClockFresh,
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}"
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:title="serverClockTitle"
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>
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현재 시각: {{ currentServerTime }}
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</div>
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<div class="status-row tournament-status">
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<RouterLink to="/tournament">
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@@ -120,6 +195,10 @@ const lastExecutedStatus = computed(() =>
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color: magenta;
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}
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.execution-status--stale {
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color: magenta;
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}
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.vote-label {
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color: cyan;
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}
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