feat: 게임 시계 reconciliation 권위 기반 추가
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{
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"schemaVersion": 1,
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"authority": "game-tick",
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"tickPerTurn": 36000000,
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"policies": ["SHIFT", "KEEP", "REBUILD", "FORBID"],
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"coveredFields": [
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"input_event.accepted_game_tick",
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"input_event.accepted_clock_revision",
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"world_state.clock_tick",
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"world_state.last_turn_tick",
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"world_state.clock_revision",
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"world_state.deadline_generation",
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"general.turn_tick",
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"general.recent_war_tick",
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"select_pool.reserved_until_tick",
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"select_npc_token.valid_until_tick",
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"select_npc_token.pick_more_from_tick",
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"message.time_tick",
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"message.valid_until_tick",
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"auction.open_tick",
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"auction.close_tick",
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"vote_poll.start_tick",
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"vote_poll.end_tick",
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"clock_suspension.source_revision",
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"clock_suspension.target_revision",
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"clock_suspension.cut_tick",
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"clock_suspension.catch_up_ticks",
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"clock_suspension.gap_ticks",
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"clock_suspension.shift_ticks",
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"clock_suspension.aligned_tick",
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"clock_projection_outbox.target_revision"
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],
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"participants": [
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{
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"key": "world-clock",
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"policy": "REBUILD",
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"authorityFields": ["world_state.clock_tick", "world_state.clock_revision"],
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"projectionFields": ["world_state.clock_base_time", "world_state.clock_wall_anchor"],
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"owner": "game-engine/clock-operation"
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},
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{
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"key": "turn-cursor",
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"policy": "SHIFT",
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"authorityFields": ["world_state.last_turn_tick"],
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"projectionFields": ["world_state.meta.lastTurnTime", "in-memory.checkpoint.turnTime"],
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"owner": "game-engine/turn-daemon"
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},
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{
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"key": "general-next-turn",
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"policy": "SHIFT",
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"authorityFields": ["general.turn_tick"],
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"projectionFields": ["general.turn_time"],
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"owner": "game-engine/turn-daemon"
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},
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{
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"key": "general-recent-war-occurrence",
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"policy": "KEEP",
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"authorityFields": ["general.recent_war_tick"],
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"projectionFields": ["general.recent_war_time"],
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"owner": "game-engine/battle"
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},
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{
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"key": "auction-open-occurrence",
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"policy": "KEEP",
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"authorityFields": ["auction.open_tick"],
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"projectionFields": ["auction.created_at"],
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"owner": "game-api/auction"
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},
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{
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"key": "auction-deadline",
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"policy": "SHIFT",
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"authorityFields": ["auction.close_tick"],
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"projectionFields": ["auction.close_at"],
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"owner": "game-api/auction-worker"
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},
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{
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"key": "auction-finalizing-recovery",
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"policy": "REBUILD",
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"authorityFields": ["auction.status", "world_state.deadline_generation"],
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"projectionFields": ["redis.auction.timer"],
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"owner": "game-api/auction-worker"
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},
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{
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"key": "message-occurrence",
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"policy": "KEEP",
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"authorityFields": ["message.time_tick"],
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"projectionFields": ["message.time"],
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"owner": "game-engine/message"
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},
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{
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"key": "message-expiry",
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"policy": "SHIFT",
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"authorityFields": ["message.valid_until_tick"],
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"projectionFields": ["message.valid_until"],
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"owner": "game-engine/message"
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},
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{
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"key": "vote-start-occurrence",
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"policy": "KEEP",
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"authorityFields": ["vote_poll.start_tick"],
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"projectionFields": ["vote_poll.start_at"],
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"owner": "game-api/vote"
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},
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{
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"key": "vote-end-deadline",
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"policy": "SHIFT",
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"authorityFields": ["vote_poll.end_tick"],
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"projectionFields": ["vote_poll.end_at"],
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"owner": "game-api/vote"
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},
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{
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"key": "select-pool-reservation",
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"policy": "SHIFT",
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"authorityFields": ["select_pool.reserved_until_tick"],
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"projectionFields": ["select_pool.reserved_until"],
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"owner": "game-engine/select-pool"
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},
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{
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"key": "npc-selection-window",
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"policy": "SHIFT",
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"authorityFields": ["select_npc_token.valid_until_tick", "select_npc_token.pick_more_from_tick"],
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"projectionFields": ["select_npc_token.valid_until", "select_npc_token.pick_more_from"],
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"owner": "game-engine/npc-selection"
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},
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{
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"key": "accepted-command-coordinate",
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"policy": "KEEP",
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"authorityFields": ["input_event.accepted_game_tick", "input_event.accepted_clock_revision"],
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"projectionFields": [],
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"owner": "game-api/input-event"
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},
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{
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"key": "tournament-deadlines",
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"policy": "REBUILD",
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"authorityFields": ["redis.tournament.state.nextTick", "redis.tournament.state.bettingCloseTick"],
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"projectionFields": ["redis.tournament.state.nextAt", "redis.tournament.state.bettingCloseAt"],
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"owner": "game-api/tournament-worker",
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"migration": "Redis-only legacy dates must dual-write ticks before exact reconciliation is enabled."
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},
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{
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"key": "movable-json-rule-anchors",
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"policy": "FORBID",
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"authorityFields": ["world_state.meta.turntime", "world_state.meta.starttime", "world_state.meta.tnmt_time"],
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"projectionFields": [],
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"owner": "game-engine/world-meta",
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"migration": "Register typed columns or explicit participant adapters before exact reconciliation can complete."
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},
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{
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"key": "unification-wait",
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"policy": "FORBID",
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"authorityFields": ["world_state.meta.isunited", "world_state.meta.lastTurnTime"],
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"projectionFields": [],
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"owner": "game-engine/unification",
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"migration": "Replace the lastTurnTime workaround with a durable UNIFICATION_WAIT suspension."
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},
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{
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"key": "clock-operation-ledger",
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"policy": "KEEP",
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"authorityFields": [
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"clock_suspension.source_revision",
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"clock_suspension.target_revision",
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"clock_suspension.cut_tick",
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"clock_suspension.catch_up_ticks",
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"clock_suspension.gap_ticks",
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"clock_suspension.shift_ticks",
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"clock_suspension.aligned_tick",
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"clock_projection_outbox.target_revision"
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],
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"projectionFields": [],
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"owner": "game-engine/clock-operation"
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}
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],
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"redis": [
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{
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"keyPattern": "sammo:{profile}:clock:active-revision",
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"policy": "REBUILD",
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"status": "planned"
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},
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{
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"keyPattern": "sammo:{profile}:auction:timer",
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"policy": "REBUILD",
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"status": "implemented-without-clock-revision-fence"
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},
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{
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"keyPattern": "sammo:{profile}:tournament:state",
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"policy": "REBUILD",
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"status": "legacy-date-dual-write-required"
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}
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],
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"wallOnly": [
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"input_event.created_at",
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"input_event.processing_at",
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"input_event.completed_at",
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"input_event.lease_until",
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"turn_daemon_lease.lease_until",
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"turn_daemon_lease.heartbeat_at",
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"clock_suspension.cut_wall_at",
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"clock_suspension.resume_wall_at",
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"clock_projection_outbox.available_at",
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"clock_projection_outbox.locked_at",
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"clock_projection_outbox.applied_at",
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"*.created_at",
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"*.updated_at"
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]
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}
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@@ -0,0 +1,107 @@
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# Game clock reconciliation
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## Product contract
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Gameplay time is an integer `GameTick`; one turn is permanently `36,000,000`
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ticks. Wall time is an observation and operational-control input, never the
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authority for gameplay ordering. A long suspension advances the observed game
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coordinate to the resume wall instant without replaying skipped turns, monthly
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events, RNG, auctions, or tournaments. Every movable future schedule is shifted
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by the same exact tick delta, including the sub-turn remainder.
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The clock state is stored in `world_state`:
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- `clock_phase` gates gameplay commits.
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- `clock_revision` identifies the coordinate conversion generation.
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- `deadline_generation` fences worker deadlines rebuilt from that generation.
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- `clock_tick` and `clock_wall_anchor` form the durable observed-time snapshot.
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- `last_turn_tick` is the execution cursor and is independent from occurrence
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history.
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The phases are `PREOPEN`, `RUNNING`, `SUSPENDED`, `RECONCILING`, `MANUAL`, and
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`COMPLETED`. `PREOPEN` alone permits signed negative observed ticks and floors
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executable schedules at zero. `RUNNING` never projects below its durable tick
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when wall time moves backward. `SUSPENDED`, `RECONCILING`, and `COMPLETED` do not
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permit turn or monthly commits. `MANUAL` moves only through explicit engine
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progression.
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## Durable operation
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A suspension begins under the turn-daemon fence and schema-scoped clock lock.
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It records the cut tick, database wall instant, rate, source revision, and
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participant checksum in `clock_suspension`. Resume reads the database wall
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instant and builds an exact plan:
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```text
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gapTicks = max(0, ticksBetween(cutWall, resumeWall, rateAtCut))
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shiftTicks = gapTicks - catchUpTicks
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alignedTick = cutTick + gapTicks
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deadlineAfter = deadlineBefore + shiftTicks
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```
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Planned maintenance, delayed opening, and unification wait use zero catch-up.
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The compatibility-only complete-turn behavior is named
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`LEGACY_COMPLETE_TURNS`; it is not the exact policy.
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Every participant writes its `SHIFT`, `KEEP`, `REBUILD`, or `FORBID` decision,
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row count, and before/after checksum to `clock_reconciliation_participant`.
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The authoritative registry is
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[`game-clock-participants.json`](./game-clock-participants.json). The
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architecture gate rejects a new tick/revision field that is absent from that
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inventory.
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## DB to Redis boundary
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The database transaction leaves the phase `RECONCILING` and creates exactly one
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`clock_projection_outbox` row for the target revision. An outbox worker rebuilds
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auction and tournament projections and writes
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`sammo:{profile}:clock:active-revision` last. Only after checksum verification
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may the database transition to `RUNNING` for the same target revision and
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deadline generation.
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Workers must compare DB revision, Redis active revision, phase, and deadline
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generation before dequeue and again in their final database transaction. Due
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pop is one Redis operation: verify revision/phase, read `-inf..nowTick`, and
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remove the claimed members. A failed Redis rebuild therefore leaves the game in
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`RECONCILING`; process liveness alone is not readiness.
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## Lock order
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All mutation paths use this order:
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```text
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turn-daemon fencing row
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-> game-clock:operation advisory transaction lock
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-> general-access:persistence advisory transaction lock (only if needed)
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-> world_state FOR UPDATE
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-> participant rows/tables in registry order
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-> DB commit
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-> Redis outbox projection
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```
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The ordinary turn flush already validates phase, revision, and deadline
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generation after taking this lock prefix. Clock operation participants will be
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added without changing that prefix.
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## Opening invariant
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Both production and direct seeding use the same scenario seeder. It stores
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`clock_tick = 0`, `last_turn_tick = 0`, and the scheduled opening as
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`clock_wall_anchor`. The metadata names `seededAtWall`, `scheduledOpenAtWall`,
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`projectedGameDateAtOpening`, and `calendarStart` separately. Precreated general
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turn ticks are calculated from zero and therefore cannot be negative. At the
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wall anchor the in-memory phase promotion refuses any PREOPEN clock whose stored
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tick is not exactly zero.
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## Compatibility and migration
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This branch begins with dual-read defaults for callers and fixtures built before
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the new columns. Database migration backfills manual profiles as `MANUAL`,
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future anchored realtime profiles as `PREOPEN`, and other profiles as
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`RUNNING`. Existing DateTime columns remain projections while tick columns are
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authoritative.
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Exact reconciliation stays disabled while any registry participant is
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`FORBID`. In particular, Redis-only tournament dates and unification wait must
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be moved to durable tick/revision contracts before the operation can reach
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`RUNNING`. Removing these guards to make a partial operation pass is prohibited.
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