중단 후 대기와 2배속 복구 경계 및 전체 공지 적용
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@@ -241,6 +241,7 @@ export const buildClockAlignmentPlan = (input: {
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catchUpTicks: asGameTick(Math.max(0, (input.normalTick ?? exact.alignedTick) - input.cutTick - shiftTicks)),
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alignedTick: recovery.initialTick,
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recovery: recovery.recovery,
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...(recovery.recovery ? { resumeAnchor: recovery.recovery.startWallAt } : {}),
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...(recovery.initialTick > (input.normalTick ?? exact.alignedTick)
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? {
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resumeAnchor: new Date(
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@@ -380,8 +381,8 @@ export class GameClock {
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normalNowTick(wallNow: Date): number {
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if (this.recovery) {
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return this.addTicks(
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(this.recovery.startTick + this.recovery.endTick) / 2,
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this.ticksBetween(this.recovery.startWallAt, wallNow)
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this.recovery.endTick,
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this.ticksBetween(this.tickToWallDate(this.recovery.endTick), wallNow)
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);
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}
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return this.addTicks(this.tick, this.ticksBetween(this.wallAnchor, wallNow));
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@@ -1,6 +1,6 @@
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import { asGameTick, GAME_TICKS_PER_TURN, type GameTick } from './gameTimeUnits.js';
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/** 정상 시간표는 바꾸지 않고, 정수 턴의 지연만 두 배 속도로 소진한다. */
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/** 정상 시간표를 유지하며 대기 후 두 배 속도로 월 경계에 합류한다. */
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export interface TurnRecoveryWindow {
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startTick: GameTick;
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endTick: GameTick;
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@@ -68,9 +68,12 @@ export const turnShiftTicks = (turns: number): GameTick => {
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return asGameTick(turns * GAME_TICKS_PER_TURN);
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};
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/** 즉시 처리 여부는 12턴 묶음 생략 전의 전체 지연으로 판정한다. */
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export const immediateRecoveryLimitSeconds = (turnSeconds: number): number => Math.min(600, turnSeconds / 10);
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/**
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* observedTick은 중단 전에 저장한 관측 지점, normalTick은 기존 시간표의 현재 지점이다.
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* 잔여 한 턴 미만은 정상 실행하고, 다음 경계부터 정수 턴 지연을 두 배속으로 처리한다.
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* 짧은 전체 지연만 즉시 처리한다. 그 외에는 나머지도 생략하지 않고 대기 후 두 배속으로 처리한다.
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* 반환한 skip은 호출자가 미래 일정과 실행 cursor에 원자적으로 적용해야 한다.
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*/
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export const planTurnRecovery = (input: {
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@@ -86,26 +89,32 @@ export const planTurnRecovery = (input: {
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throw new Error('Recovery requires a representable positive turn length.');
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}
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if (!Number.isFinite(wallNow.getTime())) throw new Error('Recovery wall instant is invalid.');
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const overdueTurns = Math.max(0, Math.floor((normalTick - observedTick) / GAME_TICKS_PER_TURN));
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const skippedTurns = Math.floor(overdueTurns / 12) * 12;
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const recoveryTurns = overdueTurns % 12;
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const initialTick = asGameTick(
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Math.max(observedTick + turnShiftTicks(skippedTurns), normalTick - turnShiftTicks(recoveryTurns))
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);
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if (recoveryTurns === 0) return { skippedTurns, recoveryTurns, initialTick, recovery: null };
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const boundary = nextTurnBoundary(normalTick);
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const startWallAt = new Date(
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wallNow.getTime() + Math.ceil(((boundary - normalTick) * turnSeconds * 1_000) / GAME_TICKS_PER_TURN)
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);
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const gap = Math.max(0, normalTick - observedTick);
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const ticksPerSecond = GAME_TICKS_PER_TURN / turnSeconds;
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const immediateLimit = immediateRecoveryLimitSeconds(turnSeconds) * ticksPerSecond;
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if (gap < immediateLimit) {
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return {
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skippedTurns: 0,
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recoveryTurns: 0,
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initialTick: asGameTick(Math.max(observedTick, normalTick)),
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recovery: null,
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};
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}
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const skippedTurns = Math.floor(gap / (12 * GAME_TICKS_PER_TURN)) * 12;
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const initialTick = asGameTick(observedTick + turnShiftTicks(skippedTurns));
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const remaining = normalTick - initialTick;
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if (remaining === 0) return { skippedTurns, recoveryTurns: 0, initialTick, recovery: null };
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// 즉시 2배속으로 따라잡을 수 있는 가장 이른 지점 이후의 월 경계를 고른다.
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// 대기도 추가 지연이므로 경계까지 여유의 절반만 기다린다. 밀리초 반올림은 종료 시각을 보존한다.
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const endTick = nextTurnBoundary(normalTick + remaining);
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const endWallMs = wallNow.getTime() + Math.ceil(((endTick - normalTick) * 1_000) / ticksPerSecond);
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const durationMs = Math.ceil(((endTick - initialTick) * 1_000) / (2 * ticksPerSecond));
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return {
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skippedTurns,
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recoveryTurns,
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recoveryTurns: remaining / GAME_TICKS_PER_TURN,
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initialTick,
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recovery: {
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startTick: asGameTick(boundary - turnShiftTicks(recoveryTurns)),
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endTick: asGameTick(boundary + turnShiftTicks(recoveryTurns)),
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startWallAt,
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},
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recovery: { startTick: initialTick, endTick, startWallAt: new Date(endWallMs - durationMs) },
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};
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};
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@@ -115,23 +124,32 @@ export const validateTurnRecovery = (window: TurnRecoveryWindow): void => {
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const span = window.endTick - window.startTick;
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if (
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!Number.isFinite(window.startWallAt.getTime()) ||
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window.startTick % GAME_TICKS_PER_TURN !== 0 ||
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window.endTick % GAME_TICKS_PER_TURN !== 0 ||
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span <= 0 ||
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span % (2 * GAME_TICKS_PER_TURN) !== 0 ||
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span >= 24 * GAME_TICKS_PER_TURN
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span >= 25 * GAME_TICKS_PER_TURN
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)
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throw new Error('Recovery must join turn boundaries after one to eleven turns at double speed.');
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throw new Error('Recovery must end at a turn boundary with a positive span below twenty-five turns.');
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};
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/** 경계 전에는 정상 속도, 복구 구간은 두 배, 합류 경계 이후는 정상 속도이다. */
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export const observeTurnRecovery = (window: TurnRecoveryWindow, wallNow: Date, ticksPerSecond: number): GameTick => {
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validateTurnRecovery(window);
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const elapsed = asGameTick(
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Math.trunc(((wallNow.getTime() - window.startWallAt.getTime()) * ticksPerSecond) / 1_000)
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Math.trunc(
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((wallNow.getTime() - window.startWallAt.getTime()) *
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ticksPerSecond *
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(wallNow < window.startWallAt ? 1 : 2)) /
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1_000
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)
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);
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const halfSpan = (window.endTick - window.startTick) / 2;
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return asGameTick(window.startTick + elapsed + Math.max(0, Math.min(elapsed, halfSpan)));
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const endWallAt = projectRecoveryDeadline(window, window.endTick, ticksPerSecond);
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if (wallNow >= endWallAt) {
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return asGameTick(
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window.endTick + Math.trunc(((wallNow.getTime() - endWallAt.getTime()) * ticksPerSecond) / 1_000)
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);
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}
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// 이전 복구 창은 시작 전 1배속이었다. 새 창은 GameClock의 저장 tick 하한으로 대기한다.
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return asGameTick(Math.min(window.endTick, window.startTick + elapsed));
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};
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/** 게임 좌표의 예정 시각을 사용자에게 표시할 실제 실행 시각으로 투영한다. */
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@@ -140,6 +158,10 @@ export const projectRecoveryDeadline = (window: TurnRecoveryWindow, tick: number
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asGameTick(tick);
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const offset = tick - window.startTick;
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const span = window.endTick - window.startTick;
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const elapsed = offset < 0 ? offset : offset <= span ? offset / 2 : offset - span / 2;
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if (offset > span) {
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const endWallMs = window.startWallAt.getTime() + Math.ceil((span * 1_000) / (2 * ticksPerSecond));
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return new Date(endWallMs + Math.ceil(((offset - span) * 1_000) / ticksPerSecond));
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}
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const elapsed = offset < 0 ? offset : offset / 2;
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return new Date(window.startWallAt.getTime() + Math.ceil((elapsed * 1_000) / ticksPerSecond));
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};
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@@ -35,6 +35,21 @@ describe('turn-aligned double-speed recovery', () => {
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expect(reloaded.executionRate(wall(8))).toBe(1);
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});
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it('preserves pre-start normal speed for an existing serialized window', () => {
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const old = new GameClock({
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baseTime: wall(0),
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tick: T / 3,
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wallAnchor: wall(4 + 1 / 3),
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mode: 'realtime',
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turnSeconds: 3600,
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recovery: { startTick: nextTurnBoundary(T), endTick: nextTurnBoundary(9 * T), startWallAt: wall(5) },
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});
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expect(old.nowTick(wall(4.5))).toBe(T / 2);
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expect(old.nowTick(wall(5))).toBe(T);
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expect(old.nowTick(wall(9))).toBe(9 * T);
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expect(old.normalNowTick(wall(4.5))).toBe(4.5 * T);
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});
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it('resumes a planned wait at a whole-turn boundary without changing purchased phase', () => {
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const plan = buildClockAlignmentPlan({
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policy: 'TURN_BOUNDARY',
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@@ -102,18 +117,104 @@ describe('turn-aligned double-speed recovery', () => {
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expect(observeTurnRecovery(recovery!, wall(9), 10_000)).toBe(9 * T);
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});
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it('retains the fractional phase and begins acceleration at the next boundary', () => {
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it.each([
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[14, 11, 60],
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[49, 6, 120],
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[59, 26, 180],
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[100, 15, 240],
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[240, 25, 540],
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[400, 15, 840],
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[700, 15, 1440],
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])('waits then runs 2x after stopping at 00:10 for %i minutes', (delay, wait, endMinute) => {
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const observed = T / 6;
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const resumed = wall((10 + delay) / 60);
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const plan = planTurnRecovery({
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observedTick: 0,
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normalTick: 4 * T + T / 3,
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wallNow: wall(4 + 1 / 3),
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observedTick: observed,
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normalTick: ((10 + delay) * T) / 60,
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wallNow: resumed,
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turnSeconds: 3600,
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});
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expect(plan.initialTick).toBe(T / 3);
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expect(plan.recovery!.startWallAt).toEqual(wall(5));
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expect(observeTurnRecovery(plan.recovery!, wall(4.5), 10_000)).toBe(T / 2);
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expect(observeTurnRecovery(plan.recovery!, wall(5), 10_000)).toBe(T);
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expect(observeTurnRecovery(plan.recovery!, wall(9), 10_000)).toBe(9 * T);
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const recovery = plan.recovery!;
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const start = recovery.startWallAt;
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const end = wall(endMinute / 60);
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const clock = new GameClock({
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baseTime: wall(0),
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tick: plan.initialTick,
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wallAnchor: start,
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mode: 'realtime',
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turnSeconds: 3600,
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recovery,
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});
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expect(plan.initialTick).toBe(observed);
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expect(start.getTime() - resumed.getTime()).toBeCloseTo(wait * 60000, 0);
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expect(clock.nowTick(resumed)).toBe(observed);
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expect(clock.nowTick(new Date(start.getTime() - 1))).toBe(observed);
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expect(clock.nowTick(start)).toBe(observed);
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expect(clock.nowTick(new Date(start.getTime() + 1))).toBe(observed + 20);
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expect(clock.tickToWallDate(recovery.endTick)).toEqual(end);
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expect(recovery.endTick % T).toBe(0);
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expect(clock.nowTick(new Date(end.getTime() - 1))).toBe(recovery.endTick - 20);
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expect(clock.nowTick(end)).toBe(clock.normalNowTick(end));
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expect(clock.nowTick(new Date(end.getTime() + 1))).toBe(recovery.endTick + 10);
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expect(clock.executionRate(new Date(end.getTime() - 1))).toBe(2);
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expect(clock.executionRate(end)).toBe(1);
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});
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it.each([300, 3600, 6000, 7200])('uses the strict whole-delay threshold for a %i second turn', (turnSeconds) => {
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const rate = T / turnSeconds;
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const limitMs = Math.min(600, turnSeconds / 10) * 1000;
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for (const delta of [-1, 0, 1]) {
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const delayMs = limitMs + delta;
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const normal = Math.trunc((delayMs * rate) / 1000);
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const plan = planTurnRecovery({
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observedTick: 0,
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normalTick: normal,
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wallNow: new Date(base + delayMs),
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turnSeconds,
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});
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expect(plan.recovery === null).toBe(delta < 0);
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expect(plan.initialTick).toBe(delta < 0 ? normal : 0);
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}
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// 장시간 중단의 작은 나머지에는 즉시 처리 예외를 다시 적용하지 않는다.
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const long = planTurnRecovery({ observedTick: 0, normalTick: 12 * T + rate, wallNow: wall(20), turnSeconds });
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expect(long.skippedTurns).toBe(12);
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expect(long.initialTick).toBe(12 * T);
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expect(long.recovery).not.toBeNull();
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});
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it('keeps integer ticks and deadline ordering for sub-millisecond phases', () => {
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for (const turnSeconds of [300, 3600, 7200, 36000]) {
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const rate = T / turnSeconds;
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for (const observed of [1, T / 6 + 1, T - 1]) {
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const now = wall(4);
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const normal = observed + 4 * T + 1;
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const plan = planTurnRecovery({
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observedTick: observed,
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normalTick: normal,
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wallNow: now,
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turnSeconds,
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});
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const recovery = plan.recovery!;
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const clock = new GameClock({
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baseTime: wall(0),
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tick: observed,
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wallAnchor: recovery.startWallAt,
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mode: 'realtime',
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turnSeconds,
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recovery,
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});
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expect(recovery.startWallAt.getTime()).toBeGreaterThanOrEqual(now.getTime());
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const end = clock.tickToWallDate(recovery.endTick);
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expect(clock.nowTick(end)).toBe(recovery.endTick);
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expect(clock.nowTick(new Date(end.getTime() - 1))).toBeLessThan(recovery.endTick);
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expect(Math.abs(clock.normalNowTick(now) - normal)).toBeLessThanOrEqual(Math.ceil(rate / 1000));
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for (const tick of [observed + 1, observed + T, recovery.endTick - 1, recovery.endTick + 1]) {
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const deadline = clock.tickToWallDate(tick);
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expect(clock.nowTick(deadline)).toBeGreaterThanOrEqual(tick);
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expect(clock.nowTick(new Date(deadline.getTime() - 1))).toBeLessThan(tick);
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}
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}
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}
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});
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it('preserves purchased phase coordinates while projecting compressed wall deadlines', () => {
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@@ -0,0 +1,14 @@
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-- 복구 시작은 중단 당시 월 내부 좌표를 보존하고, 종료만 월 경계에 맞춘다.
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-- 기존 월 경계 시작 창도 그대로 유효하며 저장 좌표를 변경하지 않는다.
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ALTER TABLE "world_state"
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DROP CONSTRAINT "world_state_turn_recovery_window_check",
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ADD CONSTRAINT "world_state_turn_recovery_window_check" CHECK (
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("clock_recovery_start_tick" IS NULL AND "clock_recovery_end_tick" IS NULL AND "clock_recovery_start_wall_at" IS NULL)
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OR (
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"clock_recovery_start_tick" IS NOT NULL AND "clock_recovery_end_tick" IS NOT NULL AND "clock_recovery_start_wall_at" IS NOT NULL
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AND "clock_recovery_start_tick" BETWEEN -9007199254740991 AND 9007199254740991
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AND "clock_recovery_end_tick" BETWEEN -9007199254740991 AND 9007199254740991
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AND "clock_recovery_end_tick" % 36000000 = 0
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AND "clock_recovery_end_tick" - "clock_recovery_start_tick" BETWEEN 1 AND 899999999
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)
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);
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Block a user