fix(game-ui): 도시정보 예약 명령 요약을 복원
도시정보 API가 앞 5턴의 action과 args를 함께 투영하고 공용 Ref식 brief formatter로 표시한다. 인증과 NPC 공개 경계, desktop/mobile Chromium 회귀를 함께 검증한다.
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import { describe, expect, it, vi } from 'vitest';
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import type { GameSessionTokenPayload } from '@sammo-ts/common/auth/gameToken';
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import type { RedisConnector } from '@sammo-ts/infra';
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import { RedisAccessTokenStore } from '../src/auth/accessTokenStore.js';
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import { InMemoryFlushStore } from '../src/auth/flushStore.js';
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import type { DatabaseClient, GameApiContext, GeneralRow } from '../src/context.js';
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import { appRouter } from '../src/router.js';
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vi.mock('../src/maps/mapLayout.js', () => ({
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loadMapLayout: vi.fn(async () => ({
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mapName: 'che',
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cityList: [{ id: 1, name: '업', level: 8, region: 1, x: 0, y: 0, path: [] }],
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regionMap: { 1: '하북' },
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levelMap: { 8: '특' },
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})),
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}));
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vi.mock('@sammo-ts/game-engine/scenario/unitSetLoader.js', () => ({
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loadUnitSetDefinitionByName: vi.fn(async () => ({ crewTypes: [{ id: 1, name: '보병' }] })),
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}));
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const now = new Date('2026-01-01T01:02:00Z');
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const general = (overrides: Partial<GeneralRow> = {}): GeneralRow => ({
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id: 1,
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userId: 'u1',
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name: '장수',
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nationId: 1,
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cityId: 1,
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troopId: 0,
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npcState: 0,
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affinity: null,
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bornYear: 180,
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deadYear: 300,
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picture: null,
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imageServer: 0,
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leadership: 70,
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strength: 60,
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intel: 50,
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injury: 0,
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experience: 900,
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dedication: 100,
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officerLevel: 1,
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gold: 1000,
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rice: 2000,
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crew: 300,
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crewTypeId: 1,
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train: 90,
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atmos: 90,
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weaponCode: 'None',
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bookCode: 'None',
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horseCode: 'None',
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itemCode: 'None',
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turnTime: now,
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recentWarTime: null,
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age: 20,
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startAge: 20,
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personalCode: 'None',
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specialCode: 'None',
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special2Code: 'None',
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lastTurn: {},
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meta: { defence_train: 80 },
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penalty: {},
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createdAt: now,
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updatedAt: now,
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...overrides,
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});
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const token = (): GameSessionTokenPayload => ({
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version: 1,
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profile: 'che:default',
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issuedAt: now.toISOString(),
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expiresAt: new Date(now.getTime() + 86_400_000).toISOString(),
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sessionId: 'session-1',
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user: { id: 'u1', username: 'u1', displayName: '장수', roles: [] },
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sanctions: {},
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});
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const fixture = (authenticated = true) => {
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const actor = general();
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const npc = general({ id: 2, userId: null, name: 'NPC', npcState: 2 });
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const city = {
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id: 1,
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name: '업',
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nationId: 1,
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level: 8,
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region: 1,
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population: 150_000,
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populationMax: 620_500,
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agriculture: 1_000,
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agricultureMax: 12_500,
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commerce: 1_000,
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commerceMax: 11_300,
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security: 1_000,
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securityMax: 10_000,
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trust: 80,
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trade: 100,
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defence: 5_000,
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defenceMax: 11_700,
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wall: 5_000,
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wallMax: 12_200,
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};
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const db = {
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general: {
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findFirst: vi.fn(async () => actor),
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findMany: vi.fn(async ({ where }: { where: Record<string, unknown> }) => {
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if ('cityId' in where) return [actor, npc];
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if ('officerLevel' in where) return [];
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if ('nationId' in where) return [actor, npc];
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return [];
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}),
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},
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nation: {
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findUnique: vi.fn(async () => ({ id: 1, name: '위', color: '#008000', level: 1, meta: {} })),
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findMany: vi.fn(async () => [{ id: 1, name: '위', color: '#008000', level: 1, meta: {} }]),
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},
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city: { findMany: vi.fn(async () => [city]) },
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worldState: {
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findFirst: vi.fn(async () => ({ config: {}, meta: { turntime: '2026-01-01 10:02:00' } })),
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},
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generalTurn: {
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findMany: vi.fn(async () => [
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{
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generalId: 1,
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turnIdx: 0,
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actionCode: 'che_징병',
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arg: { crewType: 1, amount: 300 },
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},
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]),
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},
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};
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const redis = { get: vi.fn(async () => null), set: vi.fn(async () => null) } as unknown as RedisConnector['client'];
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const context: GameApiContext = {
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db: db as unknown as DatabaseClient,
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redis,
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turnDaemon: {} as GameApiContext['turnDaemon'],
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battleSim: {} as GameApiContext['battleSim'],
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profile: { id: 'che', scenario: 'default', name: 'che:default' },
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auth: authenticated ? token() : null,
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uploadDir: 'uploads',
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uploadPath: '/uploads',
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uploadPublicUrl: null,
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accessTokenStore: new RedisAccessTokenStore(redis, 'che:default'),
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flushStore: new InMemoryFlushStore(),
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gameTokenSecret: 'secret',
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};
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return { caller: appRouter.createCaller(context), db };
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};
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describe('world current-city command projection', () => {
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it('returns the first five own-user turns as canonical action and args while redacting NPC turns', async () => {
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const { caller, db } = fixture();
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const result = await caller.world.getCurrentCity();
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expect(result.generals.find((entry) => entry.id === 1)?.turns).toEqual([
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{ action: 'che_징병', args: { crewType: 1, amount: 300 } },
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]);
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expect(result.generals.find((entry) => entry.id === 2)?.turns).toEqual([]);
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expect(db.generalTurn.findMany).toHaveBeenCalledWith(
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expect.objectContaining({
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where: { generalId: { in: [1] }, turnIdx: { lt: 5 } },
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select: { generalId: true, turnIdx: true, actionCode: true, arg: true },
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})
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);
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});
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it('keeps authentication and input validation in front of the city read model', async () => {
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await expect(fixture(false).caller.world.getCurrentCity()).rejects.toMatchObject({ code: 'UNAUTHORIZED' });
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await expect(fixture().caller.world.getCurrentCity({ cityId: 0 })).rejects.toMatchObject({
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code: 'BAD_REQUEST',
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});
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});
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});
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