토너먼트 NPC 개방 베팅을 복구하고 장수 DB 저장을 일괄 처리
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@@ -1,3 +1,4 @@
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import { persistGeneralAccessScores, persistGeneralUpdates } from './generalBatchPersistence.js';
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import { areSeasonRecordsFinalized } from './seasonRecords.js';
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import {
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acquireGameSchemaAdvisoryXactLock,
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@@ -1791,32 +1792,26 @@ export const createDatabaseTurnHooks = async (
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}
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await Promise.all([
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...generals
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.filter((general) => !createdIds.has(general.id))
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.map((general) =>
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prisma.general.update({
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where: { id: general.id },
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data: buildGeneralUpdate(general),
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})
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),
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...generals
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.filter(
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(general) =>
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typeof general.refreshScoreTotal === 'number' && Number.isFinite(general.refreshScoreTotal)
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)
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.map((general) =>
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prisma.generalAccessLog.upsert({
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where: { generalId: general.id },
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update: {
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refreshScoreTotal: Math.floor(general.refreshScoreTotal ?? 0),
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},
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create: {
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generalId: general.id,
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userId: general.userId ?? null,
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refreshScoreTotal: Math.floor(general.refreshScoreTotal ?? 0),
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},
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})
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),
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persistGeneralUpdates(
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prisma,
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generals
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.filter((general) => !createdIds.has(general.id))
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.map((general) => ({ id: general.id, data: buildGeneralUpdate(general) }))
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),
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persistGeneralAccessScores(
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prisma,
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generals
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.filter(
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(general) =>
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typeof general.refreshScoreTotal === 'number' &&
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Number.isFinite(general.refreshScoreTotal)
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)
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.map((general) => ({
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generalId: general.id,
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userId: general.userId ?? null,
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refreshScoreTotal: Math.floor(general.refreshScoreTotal ?? 0),
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}))
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),
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...cities.map((city) =>
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prisma.city.update({
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where: { id: city.id },
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@@ -0,0 +1,100 @@
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import { GamePrisma, type TurnEngineGeneralUpdateInput } from '@sammo-ts/infra';
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// Fixed schema identifiers only; all row values remain bound parameters.
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const columns = {
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userId: 'user_id',
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name: 'name',
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nationId: 'nation_id',
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cityId: 'city_id',
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troopId: 'troop_id',
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leadership: 'leadership',
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strength: 'strength',
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intel: 'intel',
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experience: 'experience',
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dedication: 'dedication',
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officerLevel: 'officer_level',
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injury: 'injury',
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gold: 'gold',
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rice: 'rice',
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crew: 'crew',
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crewTypeId: 'crew_type_id',
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train: 'train',
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atmos: 'atmos',
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age: 'age',
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npcState: 'npc_state',
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affinity: 'affinity',
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bornYear: 'born_year',
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deadYear: 'dead_year',
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picture: 'picture',
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imageServer: 'image_server',
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startAge: 'start_age',
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horseCode: 'horse_code',
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weaponCode: 'weapon_code',
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bookCode: 'book_code',
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itemCode: 'item_code',
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personalCode: 'personal_code',
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specialCode: 'special_code',
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special2Code: 'special2_code',
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lastTurn: 'last_turn',
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penalty: 'penalty',
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meta: 'meta',
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turnTime: 'turn_time',
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turnTick: 'turn_tick',
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recentWarTime: 'recent_war_time',
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recentWarTick: 'recent_war_tick',
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} satisfies Record<keyof TurnEngineGeneralUpdateInput, string>;
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export const GENERAL_UPDATE_BATCH_SIZE = 500;
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export const persistGeneralUpdates = async (
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database: { $executeRaw(query: GamePrisma.Sql): Promise<number> },
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updates: Array<{ id: number; data: TurnEngineGeneralUpdateInput }>
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): Promise<void> => {
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if (new Set(updates.map((entry) => entry.id)).size !== updates.length) {
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throw new Error('Duplicate general IDs in persistence batch.');
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}
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const assignments = Object.entries(columns).map(([key, column]) => {
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const identifier = GamePrisma.raw(`"${column}"`);
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// Prisma omits undefined optional birth/death years instead of clearing them.
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return key === 'bornYear' || key === 'deadYear'
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? GamePrisma.sql`${identifier} = COALESCE(source.${identifier}, target.${identifier})`
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: GamePrisma.sql`${identifier} = source.${identifier}`;
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});
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for (let offset = 0; offset < updates.length; offset += GENERAL_UPDATE_BATCH_SIZE) {
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const batch = updates.slice(offset, offset + GENERAL_UPDATE_BATCH_SIZE);
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const rows = batch.map(({ id, data }) => ({
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id,
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...Object.fromEntries(
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(Object.keys(columns) as Array<keyof typeof columns>).map((key) => [columns[key], data[key]])
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),
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}));
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const payload = JSON.stringify(rows, (_key, value: unknown) =>
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typeof value === 'bigint' ? value.toString() : value
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);
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const updated = await database.$executeRaw(GamePrisma.sql`
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UPDATE "general" AS target
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SET ${GamePrisma.join(assignments)}
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FROM jsonb_populate_recordset(NULL::"general", ${payload}::jsonb) AS source
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WHERE target."id" = source."id"
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`);
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// Preserve Prisma update's missing-row failure and transaction rollback.
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if (updated !== batch.length) {
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throw new Error(`General persistence batch expected ${batch.length} rows, updated ${updated}.`);
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}
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}
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};
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export const persistGeneralAccessScores = async (
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database: { $executeRaw(query: GamePrisma.Sql): Promise<number> },
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updates: Array<{ generalId: number; userId: string | null; refreshScoreTotal: number }>
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): Promise<void> => {
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for (let offset = 0; offset < updates.length; offset += GENERAL_UPDATE_BATCH_SIZE) {
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const batch = updates.slice(offset, offset + GENERAL_UPDATE_BATCH_SIZE);
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await database.$executeRaw(GamePrisma.sql`
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INSERT INTO "general_access_log" ("general_id", "user_id", "refresh_score_total")
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VALUES ${GamePrisma.join(batch.map((row) => GamePrisma.sql`(${row.generalId}, ${row.userId}, ${row.refreshScoreTotal})`))}
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ON CONFLICT ("general_id") DO UPDATE
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SET "refresh_score_total" = EXCLUDED."refresh_score_total"
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`);
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}
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};
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