fix: 게임 시계 완료 감사 경계 보강
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@@ -300,6 +300,7 @@ const respondToRaiseInvader = async (options: {
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authority: options.clockOperationAuthority,
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});
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world.applyClockReconciliation(alignment);
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const alignedState = world.getState();
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const args = asRecord(payload.option).args;
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if (!Array.isArray(args) || args.length !== 4 || args.some((value) => typeof value !== 'number')) {
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return { ok: false, action: 'raiseInvader', reason: '이민족 소환 인자가 올바르지 않습니다.' };
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@@ -315,14 +316,14 @@ const respondToRaiseInvader = async (options: {
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await handler(
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args,
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{
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year: state.currentYear,
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month: state.currentMonth,
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startyear: asNumber(state.meta.startYear, state.currentYear),
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year: alignedState.currentYear,
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month: alignedState.currentMonth,
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startyear: asNumber(alignedState.meta.startYear, alignedState.currentYear),
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currentEventID: 0,
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// Ref uses the frozen game_env.turntime while unification is paused.
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// `now` is the realtime game projection and can be hours ahead after
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// a long response wait, delaying every newly summoned invader turn.
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turnTime: state.lastTurnTime,
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// The exact reconciliation snapshot is the authority even when the
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// turn rate stays unchanged. Using the pre-reconciliation cursor here
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// would create immediately overdue invader turns after a long wait.
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turnTime: alignedState.lastTurnTime,
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},
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event
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);
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@@ -1193,12 +1193,17 @@ export const createDatabaseTurnHooks = async (
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clock_phase: string;
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clock_revision: bigint;
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deadline_generation: bigint;
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clock_initialized: boolean;
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opening_reached: boolean;
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}>
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>(GamePrisma.sql`
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SELECT clock_phase,
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clock_revision,
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deadline_generation,
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clock_base_time IS NOT NULL
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AND clock_tick IS NOT NULL
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AND clock_wall_anchor IS NOT NULL
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AND last_turn_tick IS NOT NULL AS clock_initialized,
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clock_wall_anchor <= CURRENT_TIMESTAMP AS opening_reached
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FROM world_state
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WHERE id = ${state.id}
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@@ -1211,33 +1216,43 @@ export const createDatabaseTurnHooks = async (
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const expectedPhase = state.clockPhase ?? (state.clockMode === 'realtime' ? 'RUNNING' : 'MANUAL');
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const expectedRevision = BigInt(state.clockRevision ?? 1);
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const expectedGeneration = BigInt(state.deadlineGeneration ?? 1);
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// Match worldLoader's dual-read boundary: a legacy row is not an
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// authoritative RUNNING clock merely because the newly-added phase
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// column has its database default. Its first fenced flush installs
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// the complete MANUAL snapshot atomically.
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const durablePhase = durableClock.clock_initialized ? durableClock.clock_phase : 'MANUAL';
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const stateMeta = asRecord(state.meta);
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const unificationSuspensionId =
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typeof stateMeta.unificationClockSuspensionId === 'string'
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? stateMeta.unificationClockSuspensionId
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: null;
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const openingPhaseTransition =
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durableClock.clock_phase === 'PREOPEN' && expectedPhase === 'RUNNING' && durableClock.opening_reached;
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durableClock.clock_initialized &&
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durablePhase === 'PREOPEN' &&
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expectedPhase === 'RUNNING' &&
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durableClock.opening_reached;
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const unificationSuspensionTransition =
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durableClock.clock_phase === 'RUNNING' &&
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durableClock.clock_initialized &&
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durablePhase === 'RUNNING' &&
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expectedPhase === 'SUSPENDED' &&
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Number(stateMeta.isunited ?? stateMeta.isUnited ?? 0) === 2 &&
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Boolean(unificationSuspensionId);
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const completionPhaseTransition =
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durableClock.clock_phase === 'RUNNING' &&
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durableClock.clock_initialized &&
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durablePhase === 'RUNNING' &&
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expectedPhase === 'COMPLETED' &&
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Number(stateMeta.isunited ?? stateMeta.isUnited ?? 0) >= 2;
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if (
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(!openingPhaseTransition &&
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!unificationSuspensionTransition &&
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!completionPhaseTransition &&
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durableClock.clock_phase !== expectedPhase) ||
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durablePhase !== expectedPhase) ||
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durableClock.clock_revision !== expectedRevision ||
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durableClock.deadline_generation !== expectedGeneration
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) {
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throw new Error(
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`Game clock fence changed before flush: expected ${expectedPhase}@${expectedRevision}/${expectedGeneration}, ` +
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`found ${durableClock.clock_phase}@${durableClock.clock_revision}/${durableClock.deadline_generation}.`
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`found ${durablePhase}@${durableClock.clock_revision}/${durableClock.deadline_generation}.`
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);
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}
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const unificationCutWallAt = unificationSuspensionTransition ? await readClockDatabaseWall(prisma) : null;
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