감사 수집과 저장 장애를 게임 진행에서 분리한다
This commit is contained in:
@@ -1,3 +1,4 @@
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import { collectPlayAudit } from '../playAudit/bestEffort.js';
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import { auditDecisionIdentity, normalizeAuditCodeVersion, type PendingAuditDecision } from '../playAudit/decision.js';
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import { auditPolicyHash, AUDIT_POLICY_AREAS } from '../playAudit/policy.js';
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import type { AiDecisionTraceEvent, AiExecutionAttempt, AiExecutionCheck } from './ai/generalAi/trace.js';
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@@ -1085,46 +1086,61 @@ export const createReservedTurnHandler = async (options: {
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const onDecisionTrace: AiDecisionTraceObserver | undefined =
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collectDecisions || options.onDecisionTrace
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? (event) => {
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if (collectDecisions) {
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if (event.kind === 'DECISION_START') {
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decisionSteps.set(event.phase, []);
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const heads = asRecord(currentNation?.meta._playAuditPolicy);
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decisionPolicyRefs.set(
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event.phase,
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Object.fromEntries(
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AUDIT_POLICY_AREAS.flatMap((area) => {
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const head = asRecord(heads[area]);
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return head.serverId === auditServerId && typeof head.id === 'string'
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? [[area, head.id]]
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: [];
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})
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)
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);
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}
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decisionSteps
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.get(event.phase)
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?.push({ ...structuredClone(event), sequence: storedDecisionSequence++ });
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}
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if (collectDecisions && worldRef)
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collectPlayAudit(
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worldRef,
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'decision-trace',
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() => {
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if (event.kind === 'DECISION_START') {
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decisionSteps.set(event.phase, []);
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const heads = asRecord(currentNation?.meta._playAuditPolicy);
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decisionPolicyRefs.set(
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event.phase,
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Object.fromEntries(
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AUDIT_POLICY_AREAS.flatMap((area) => {
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const head = asRecord(heads[area]);
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return head.serverId === auditServerId &&
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typeof head.id === 'string'
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? [[area, head.id]]
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: [];
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})
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)
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);
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}
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decisionSteps
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.get(event.phase)
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?.push({ ...structuredClone(event), sequence: storedDecisionSequence++ });
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},
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undefined
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);
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options.onDecisionTrace?.(event);
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}
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: undefined;
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const recordExecution = (phase: 'general' | 'nation', attempt: AiExecutionAttempt): void => {
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const steps = decisionSteps.get(phase);
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const first = steps?.[0];
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if (!collectDecisions || !first || !steps) return;
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const { generalId, nationId, cityId, npcState, year, month, tick } = first;
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steps.push({
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...attempt,
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sequence: storedDecisionSequence++,
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phase,
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generalId,
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nationId,
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cityId,
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npcState,
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year,
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month,
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tick,
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});
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if (!worldRef) return;
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collectPlayAudit(
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worldRef,
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'decision-summary',
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() => {
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const steps = decisionSteps.get(phase);
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const first = steps?.[0];
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if (!collectDecisions || !first || !steps) return;
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const { generalId, nationId, cityId, npcState, year, month, tick } = first;
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steps.push({
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...attempt,
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sequence: storedDecisionSequence++,
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phase,
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generalId,
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nationId,
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cityId,
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npcState,
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year,
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month,
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tick,
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});
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},
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undefined
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);
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};
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const finishDecision = (
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phase: 'general' | 'nation',
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@@ -1135,64 +1151,72 @@ export const createReservedTurnHandler = async (options: {
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blockedReason?: string;
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}
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): void => {
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const steps = decisionSteps.get(phase);
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const first = steps?.[0];
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const last = steps?.find((step) => step.kind === 'DECISION_END');
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if (
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!collectDecisions ||
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!auditServerId ||
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!worldRef ||
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!steps ||
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first?.kind !== 'DECISION_START' ||
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last?.kind !== 'DECISION_END'
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)
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return;
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const tick = context.general.turnTick ?? worldRef.dateToGameTick(context.general.turnTime);
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const revision = worldRef.getGameClockState().revision;
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const executionId = auditDecisionIdentity(auditServerId, context.general.id, tick, revision);
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const execution = steps.at(-1);
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auditDecisions.push({
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id: auditPolicyHash([executionId, phase]),
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serverId: auditServerId,
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executionId,
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phase,
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generalId: first.generalId,
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nationId: first.nationId,
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cityId: first.cityId,
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npcState: first.npcState,
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year: first.year,
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month: first.month,
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tick,
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summary: {
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schemaVersion: 1,
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coverage: 'PROCEDURES',
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executionCoverage: 'ATTEMPTS',
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executionStatus:
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execution?.kind === 'EXECUTION_ATTEMPT' && execution.preparation
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? 'PREPARING'
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: execution?.kind === 'EXECUTION_ATTEMPT' &&
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execution.checks.some((check) => check.stage === 'BLOCK')
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? 'BLOCKED'
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: 'RESOLVED',
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clockRevision: revision,
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codeVersion: auditCodeVersion ?? null,
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policyRefs: decisionPolicyRefs.get(phase) ?? {},
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requestedAction: first.reservedAction,
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selectedAction: last.action,
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selectedReason: last.reason,
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executedAction: outcome.actionKey,
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completed: outcome.completed ?? null,
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usedFallback:
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outcome.usedFallback ||
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steps.some(
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(step) =>
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step.kind === 'EXECUTION_ATTEMPT' &&
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(step.usedFallback || step.alternativeAction !== null)
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),
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blockedReason: outcome.blockedReason ?? null,
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if (!worldRef) return;
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collectPlayAudit(
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worldRef,
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'decision-summary',
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() => {
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const steps = decisionSteps.get(phase);
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const first = steps?.[0];
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const last = steps?.find((step) => step.kind === 'DECISION_END');
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if (
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!collectDecisions ||
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!auditServerId ||
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!worldRef ||
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!steps ||
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first?.kind !== 'DECISION_START' ||
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last?.kind !== 'DECISION_END'
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)
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return;
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const tick = context.general.turnTick ?? worldRef.dateToGameTick(context.general.turnTime);
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const revision = worldRef.getGameClockState().revision;
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const executionId = auditDecisionIdentity(auditServerId, context.general.id, tick, revision);
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const execution = steps.at(-1);
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auditDecisions.push({
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id: auditPolicyHash([executionId, phase]),
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serverId: auditServerId,
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executionId,
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phase,
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generalId: first.generalId,
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nationId: first.nationId,
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cityId: first.cityId,
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npcState: first.npcState,
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year: first.year,
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month: first.month,
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tick,
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summary: {
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schemaVersion: 1,
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coverage: 'PROCEDURES',
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executionCoverage: 'ATTEMPTS',
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executionStatus:
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execution?.kind === 'EXECUTION_ATTEMPT' && execution.preparation
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? 'PREPARING'
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: execution?.kind === 'EXECUTION_ATTEMPT' &&
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execution.checks.some((check) => check.stage === 'BLOCK')
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? 'BLOCKED'
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: 'RESOLVED',
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clockRevision: revision,
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codeVersion: auditCodeVersion ?? null,
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policyRefs: decisionPolicyRefs.get(phase) ?? {},
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requestedAction: first.reservedAction,
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selectedAction: last.action,
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selectedReason: last.reason,
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executedAction: outcome.actionKey,
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completed: outcome.completed ?? null,
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usedFallback:
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outcome.usedFallback ||
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steps.some(
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(step) =>
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step.kind === 'EXECUTION_ATTEMPT' &&
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(step.usedFallback || step.alternativeAction !== null)
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),
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blockedReason: outcome.blockedReason ?? null,
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},
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steps,
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});
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},
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steps,
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});
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undefined
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);
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};
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// Ref는 장수와 첫 커맨드를 만들 때 getNationStaticInfo 캐시를 채운다.
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