refactor: 턴 경계와 12턴 묶음을 보존하는 2배속 복구 구현

This commit is contained in:
2026-09-06 10:04:33 +00:00
parent 63da0921cb
commit d3443ec7f5
53 changed files with 1467 additions and 160 deletions
+1
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@@ -1,6 +1,7 @@
export * from './rng.js';
export * from './time/Clock.js';
export * from './time/GameClock.js';
export * from './time/TurnRecovery.js';
export * from './time/ServerDateTime.js';
export * from './util/BytesLike.js';
export * from './util/convertBytesLikeToArrayBuffer.js';
+99 -6
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@@ -1,11 +1,21 @@
export const GAME_TICKS_PER_TURN = 36_000_000;
import {
observeTurnRecovery,
nextTurnBoundary,
planTurnRecovery,
projectRecoveryDeadline,
validateTurnRecovery,
type TurnRecoveryWindow,
} from './TurnRecovery.js';
import { GAME_TICKS_PER_TURN, asGameTick, type GameTick } from './gameTimeUnits.js';
export { GAME_TICKS_PER_TURN, asGameTick, type GameTick } from './gameTimeUnits.js';
export const MAX_SAFE_GAME_TICK = Number.MAX_SAFE_INTEGER;
export type GameClockMode = 'realtime' | 'manual';
export type GameClockPhase = 'PREOPEN' | 'RUNNING' | 'SUSPENDED' | 'RECONCILING' | 'MANUAL' | 'COMPLETED';
export type ClockAlignmentPolicy = 'EXACT' | 'LEGACY_COMPLETE_TURNS' | 'CATCH_UP' | 'PRESERVE_SCHEDULE';
export type ClockAlignmentPolicy =
'EXACT' | 'LEGACY_COMPLETE_TURNS' | 'CATCH_UP' | 'PRESERVE_SCHEDULE' | 'RECOVER_TURNS' | 'TURN_BOUNDARY';
declare const gameTickBrand: unique symbol;
declare const observedGameInstantBrand: unique symbol;
declare const scheduleInstantBrand: unique symbol;
declare const clockRevisionBrand: unique symbol;
@@ -13,7 +23,6 @@ declare const deadlineGenerationBrand: unique symbol;
declare const wallInstantBrand: unique symbol;
declare const monotonicDurationBrand: unique symbol;
export type GameTick = number & { readonly [gameTickBrand]: 'GameTick' };
export type ObservedGameInstant = GameTick & { readonly [observedGameInstantBrand]: 'ObservedGameInstant' };
export type ScheduleInstant = GameTick & { readonly [scheduleInstantBrand]: 'ScheduleInstant' };
export type ClockRevision = number & { readonly [clockRevisionBrand]: 'ClockRevision' };
@@ -31,6 +40,8 @@ export interface ClockAlignmentPlan {
catchUpTicks: GameTick;
shiftTicks: GameTick;
alignedTick: GameTick;
recovery?: TurnRecoveryWindow | null;
resumeAnchor?: Date;
}
export interface GameClockState {
@@ -41,6 +52,7 @@ export interface GameClockState {
turnSeconds: number;
phase?: GameClockPhase;
revision?: number;
recovery?: TurnRecoveryWindow | null;
}
const requireSafeTick = (tick: number): number => {
@@ -50,8 +62,6 @@ const requireSafeTick = (tick: number): number => {
return tick;
};
export const asGameTick = (tick: number): GameTick => requireSafeTick(tick) as GameTick;
export const asObservedGameInstant = (tick: number): ObservedGameInstant =>
requireSafeTick(tick) as ObservedGameInstant;
@@ -108,6 +118,8 @@ const CLOCK_ALIGNMENT_POLICIES: readonly ClockAlignmentPolicy[] = [
'LEGACY_COMPLETE_TURNS',
'CATCH_UP',
'PRESERVE_SCHEDULE',
'RECOVER_TURNS',
'TURN_BOUNDARY',
];
export const parseClockAlignmentPolicy = (value: string): ClockAlignmentPolicy => {
@@ -192,7 +204,56 @@ export const buildClockAlignmentPlan = (input: {
resumeWall: Date;
ticksPerSecond: number;
catchUpTicks?: number;
normalTick?: number;
}): ClockAlignmentPlan => {
if (input.policy === 'TURN_BOUNDARY') {
if (input.cutTick % GAME_TICKS_PER_TURN !== 0 || (input.catchUpTicks ?? 0) !== 0) {
throw new Error('Planned resume requires a suspended turn boundary and no catch-up.');
}
const exact = buildAlignmentPlan({ ...input, catchUpTicks: 0 });
const normalTick = input.normalTick ?? exact.alignedTick;
const alignedTick = nextTurnBoundary(Math.max(input.cutTick, normalTick));
return {
...exact,
alignedTick,
shiftTicks: asGameTick(alignedTick - input.cutTick),
catchUpTicks: asGameTick(0),
resumeAnchor: new Date(
input.resumeWall.getTime() + Math.ceil(((alignedTick - normalTick) * 1_000) / input.ticksPerSecond)
),
recovery: null,
};
}
if (input.policy === 'RECOVER_TURNS') {
if ((input.catchUpTicks ?? 0) !== 0)
throw new Error('Turn recovery derives its backlog from the saved observation.');
const exact = buildAlignmentPlan({ ...input, catchUpTicks: 0 });
const recovery = planTurnRecovery({
observedTick: input.cutTick,
normalTick: input.normalTick ?? exact.alignedTick,
wallNow: input.resumeWall,
turnSeconds: GAME_TICKS_PER_TURN / input.ticksPerSecond,
});
const shiftTicks = asGameTick(recovery.skippedTurns * GAME_TICKS_PER_TURN);
return {
...exact,
shiftTicks,
catchUpTicks: asGameTick(Math.max(0, (input.normalTick ?? exact.alignedTick) - input.cutTick - shiftTicks)),
alignedTick: recovery.initialTick,
recovery: recovery.recovery,
...(recovery.initialTick > (input.normalTick ?? exact.alignedTick)
? {
resumeAnchor: new Date(
input.resumeWall.getTime() +
Math.ceil(
((recovery.initialTick - (input.normalTick ?? exact.alignedTick)) * 1_000) /
input.ticksPerSecond
)
),
}
: {}),
};
}
if (input.policy === 'PRESERVE_SCHEDULE') {
if ((input.catchUpTicks ?? 0) !== 0) {
throw new Error('PRESERVE_SCHEDULE derives catch-up from the complete wall gap.');
@@ -239,6 +300,7 @@ export class GameClock {
readonly ticksPerSecond: number;
readonly phase: GameClockPhase;
readonly revision: ClockRevision;
readonly recovery: TurnRecoveryWindow | null;
constructor(state: GameClockState) {
if (!Number.isInteger(state.turnSeconds) || state.turnSeconds <= 0) {
@@ -261,6 +323,10 @@ export class GameClock {
this.ticksPerSecond = GAME_TICKS_PER_TURN / state.turnSeconds;
this.phase = state.phase ?? inferClockPhase(state.mode);
this.revision = asClockRevision(state.revision ?? 1);
this.recovery = state.recovery
? { ...state.recovery, startWallAt: new Date(state.recovery.startWallAt) }
: null;
if (this.recovery) validateTurnRecovery(this.recovery);
}
static baseTimeForProjection(projectedTime: Date, tick: number, turnSeconds: number): Date {
@@ -291,6 +357,9 @@ export class GameClock {
) {
return this.tick;
}
if (this.recovery && this.phase === 'RUNNING') {
return Math.max(this.tick, observeTurnRecovery(this.recovery, wallNow, this.ticksPerSecond));
}
const elapsedTicks = this.ticksBetween(this.wallAnchor, wallNow);
// A future realtime anchor represents the formal opening at anchor tick.
// Before that instant Ref exposes the elapsed offset as a negative tick,
@@ -307,6 +376,30 @@ export class GameClock {
return this.tickToDate(this.nowTick(wallNow));
}
/** 가속·대기와 별개로 유저가 익숙한 기존 시간표의 현재 좌표를 구한다. */
normalNowTick(wallNow: Date): number {
if (this.recovery) {
return this.addTicks(
(this.recovery.startTick + this.recovery.endTick) / 2,
this.ticksBetween(this.recovery.startWallAt, wallNow)
);
}
return this.addTicks(this.tick, this.ticksBetween(this.wallAnchor, wallNow));
}
/** tickToDate는 안정된 게임 좌표이며 이 메서드만 실제 실행 예정 시각을 반환한다. */
tickToWallDate(tick: number): Date {
return this.recovery
? projectRecoveryDeadline(this.recovery, tick, this.ticksPerSecond)
: new Date(this.wallAnchor.getTime() + tickOffsetMilliseconds(tick - this.tick, this.ticksPerSecond));
}
executionRate(wallNow: Date): 1 | 2 {
if (!this.recovery || this.phase !== 'RUNNING' || this.mode !== 'realtime') return 1;
const end = projectRecoveryDeadline(this.recovery, this.recovery.endTick, this.ticksPerSecond);
return wallNow >= this.recovery.startWallAt && wallNow < end ? 2 : 1;
}
dateToTick(date: Date): number {
return requireSafeTick(this.ticksBetween(this.baseTime, date));
}
+145
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@@ -0,0 +1,145 @@
import { asGameTick, GAME_TICKS_PER_TURN, type GameTick } from './gameTimeUnits.js';
/** 정상 시간표는 바꾸지 않고, 정수 턴의 지연만 두 배 속도로 소진한다. */
export interface TurnRecoveryWindow {
startTick: GameTick;
endTick: GameTick;
startWallAt: Date;
}
export const readTurnRecovery = (row: {
clockRecoveryStartTick?: bigint | number | null;
clockRecoveryEndTick?: bigint | number | null;
clockRecoveryStartWallAt?: Date | null;
}): TurnRecoveryWindow | null => {
const values = [row.clockRecoveryStartTick, row.clockRecoveryEndTick, row.clockRecoveryStartWallAt];
if (values.every((value) => value == null)) return null;
if (values.some((value) => value == null)) throw new Error('Incomplete durable turn recovery window.');
const window = {
startTick: asGameTick(Number(row.clockRecoveryStartTick)),
endTick: asGameTick(Number(row.clockRecoveryEndTick)),
startWallAt: new Date(row.clockRecoveryStartWallAt!),
};
validateTurnRecovery(window);
return window;
};
export const serializeTurnRecovery = (window: TurnRecoveryWindow | null) => ({
clockRecoveryStartTick: window?.startTick ?? null,
clockRecoveryEndTick: window?.endTick ?? null,
clockRecoveryStartWallAt: window?.startWallAt.toISOString() ?? null,
});
export const readSerializedTurnRecovery = (value: unknown): TurnRecoveryWindow | null => {
if (value == null) return null;
if (typeof value !== 'object' || Array.isArray(value)) throw new Error('Invalid serialized recovery window.');
const row = value as Record<string, unknown>;
if (row.clockRecoveryStartTick == null && row.clockRecoveryEndTick == null && row.clockRecoveryStartWallAt == null)
return null;
if (
typeof row.clockRecoveryStartTick !== 'number' ||
typeof row.clockRecoveryEndTick !== 'number' ||
typeof row.clockRecoveryStartWallAt !== 'string'
) {
throw new Error('Incomplete serialized recovery window.');
}
return readTurnRecovery({
clockRecoveryStartTick: row.clockRecoveryStartTick,
clockRecoveryEndTick: row.clockRecoveryEndTick,
clockRecoveryStartWallAt: new Date(row.clockRecoveryStartWallAt),
});
};
export interface TurnRecoveryPlan {
skippedTurns: number;
recoveryTurns: number;
initialTick: GameTick;
recovery: TurnRecoveryWindow | null;
}
export const nextTurnBoundary = (tick: number): GameTick => {
asGameTick(tick);
return asGameTick(Math.ceil(tick / GAME_TICKS_PER_TURN) * GAME_TICKS_PER_TURN);
};
/** 운영자 이동은 정수 턴으로만 받는다. 과거 실행의 취소를 뜻하지 않는다. */
export const turnShiftTicks = (turns: number): GameTick => {
if (!Number.isSafeInteger(turns)) throw new Error('Schedule movement requires an integer number of turns.');
return asGameTick(turns * GAME_TICKS_PER_TURN);
};
/**
* observedTick은 중단 전에 저장한 관측 지점, normalTick은 기존 시간표의 현재 지점이다.
* 잔여 한 턴 미만은 정상 실행하고, 다음 경계부터 정수 턴 지연을 두 배속으로 처리한다.
* 반환한 skip은 호출자가 미래 일정과 실행 cursor에 원자적으로 적용해야 한다.
*/
export const planTurnRecovery = (input: {
observedTick: number;
normalTick: number;
wallNow: Date;
turnSeconds: number;
}): TurnRecoveryPlan => {
const { observedTick, normalTick, wallNow, turnSeconds } = input;
asGameTick(observedTick);
asGameTick(normalTick);
if (!Number.isInteger(turnSeconds) || turnSeconds <= 0 || GAME_TICKS_PER_TURN % turnSeconds !== 0) {
throw new Error('Recovery requires a representable positive turn length.');
}
if (!Number.isFinite(wallNow.getTime())) throw new Error('Recovery wall instant is invalid.');
const overdueTurns = Math.max(0, Math.floor((normalTick - observedTick) / GAME_TICKS_PER_TURN));
const skippedTurns = Math.floor(overdueTurns / 12) * 12;
const recoveryTurns = overdueTurns % 12;
const initialTick = asGameTick(
Math.max(observedTick + turnShiftTicks(skippedTurns), normalTick - turnShiftTicks(recoveryTurns))
);
if (recoveryTurns === 0) return { skippedTurns, recoveryTurns, initialTick, recovery: null };
const boundary = nextTurnBoundary(normalTick);
const startWallAt = new Date(
wallNow.getTime() + Math.ceil(((boundary - normalTick) * turnSeconds * 1_000) / GAME_TICKS_PER_TURN)
);
return {
skippedTurns,
recoveryTurns,
initialTick,
recovery: {
startTick: asGameTick(boundary - turnShiftTicks(recoveryTurns)),
endTick: asGameTick(boundary + turnShiftTicks(recoveryTurns)),
startWallAt,
},
};
};
export const validateTurnRecovery = (window: TurnRecoveryWindow): void => {
asGameTick(window.startTick);
asGameTick(window.endTick);
const span = window.endTick - window.startTick;
if (
!Number.isFinite(window.startWallAt.getTime()) ||
window.startTick % GAME_TICKS_PER_TURN !== 0 ||
window.endTick % GAME_TICKS_PER_TURN !== 0 ||
span <= 0 ||
span % (2 * GAME_TICKS_PER_TURN) !== 0 ||
span >= 24 * GAME_TICKS_PER_TURN
)
throw new Error('Recovery must join turn boundaries after one to eleven turns at double speed.');
};
/** 경계 전에는 정상 속도, 복구 구간은 두 배, 합류 경계 이후는 정상 속도이다. */
export const observeTurnRecovery = (window: TurnRecoveryWindow, wallNow: Date, ticksPerSecond: number): GameTick => {
validateTurnRecovery(window);
const elapsed = asGameTick(
Math.trunc(((wallNow.getTime() - window.startWallAt.getTime()) * ticksPerSecond) / 1_000)
);
const halfSpan = (window.endTick - window.startTick) / 2;
return asGameTick(window.startTick + elapsed + Math.max(0, Math.min(elapsed, halfSpan)));
};
/** 게임 좌표의 예정 시각을 사용자에게 표시할 실제 실행 시각으로 투영한다. */
export const projectRecoveryDeadline = (window: TurnRecoveryWindow, tick: number, ticksPerSecond: number): Date => {
validateTurnRecovery(window);
asGameTick(tick);
const offset = tick - window.startTick;
const span = window.endTick - window.startTick;
const elapsed = offset < 0 ? offset : offset <= span ? offset / 2 : offset - span / 2;
return new Date(window.startWallAt.getTime() + Math.ceil((elapsed * 1_000) / ticksPerSecond));
};
@@ -0,0 +1,9 @@
export const GAME_TICKS_PER_TURN = 36_000_000;
declare const gameTickBrand: unique symbol;
export type GameTick = number & { readonly [gameTickBrand]: 'GameTick' };
export const asGameTick = (tick: number): GameTick => {
if (!Number.isSafeInteger(tick)) throw new Error(`Game tick must be a safe integer: ${tick}`);
return tick as GameTick;
};
+144
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@@ -0,0 +1,144 @@
import { describe, expect, it } from 'vitest';
import { GAME_TICKS_PER_TURN as T, GameClock, buildClockAlignmentPlan } from '../src/time/GameClock.js';
import {
nextTurnBoundary,
observeTurnRecovery,
planTurnRecovery,
projectRecoveryDeadline,
turnShiftTicks,
} from '../src/time/TurnRecovery.js';
const base = Date.parse('2026-09-06T00:00:00Z');
const wall = (hours: number) => new Date(base + hours * 3_600_000);
describe('turn-aligned double-speed recovery', () => {
it('reloads midway through acceleration without restarting the recovery duration', () => {
const { recovery } = planTurnRecovery({
observedTick: 0,
normalTick: 4 * T,
wallNow: wall(4),
turnSeconds: 3600,
});
const reloaded = new GameClock({
baseTime: wall(0),
tick: 2 * T,
wallAnchor: wall(5),
mode: 'realtime',
turnSeconds: 3600,
recovery,
});
expect(reloaded.nowTick(wall(6))).toBe(4 * T);
expect(reloaded.nowTick(wall(8))).toBe(8 * T);
expect(reloaded.nowTick(wall(9))).toBe(9 * T);
expect(reloaded.normalNowTick(wall(6))).toBe(6 * T);
expect(reloaded.executionRate(wall(7))).toBe(2);
expect(reloaded.executionRate(wall(8))).toBe(1);
});
it('resumes a planned wait at a whole-turn boundary without changing purchased phase', () => {
const plan = buildClockAlignmentPlan({
policy: 'TURN_BOUNDARY',
sourceRevision: 1,
cutTick: 0,
cutWall: wall(0),
resumeWall: wall(4 + 1 / 3),
ticksPerSecond: 10_000,
});
expect(plan.shiftTicks).toBe(5 * T);
expect(plan.alignedTick).toBe(5 * T);
expect(plan.resumeAnchor).toEqual(wall(5));
expect((199_020 + plan.shiftTicks) % T).toBe(199_020);
});
it('preserves a normal schedule whose game epoch differs from the real opening date', () => {
const plan = buildClockAlignmentPlan({
policy: 'RECOVER_TURNS',
sourceRevision: 1,
cutTick: 0,
cutWall: wall(100),
resumeWall: wall(104),
ticksPerSecond: 10_000,
normalTick: 4 * T,
});
expect(plan.shiftTicks).toBe(0);
const clock = new GameClock({
baseTime: wall(0),
tick: plan.alignedTick,
wallAnchor: wall(104),
turnSeconds: 3600,
mode: 'realtime',
recovery: plan.recovery,
});
expect(clock.nowTick(wall(108))).toBe(8 * T);
expect(clock.tickToWallDate(8 * T + 199_020)).toEqual(new Date(wall(108).getTime() + 19_902));
});
it.each([0, 1, 4, 11, 12, 13, 23, 24, 28])('preserves twelve-turn blocks for %i overdue turns', (turns) => {
const plan = planTurnRecovery({
observedTick: 0,
normalTick: turns * T,
wallNow: wall(turns),
turnSeconds: 3600,
});
expect(plan.skippedTurns).toBe(Math.floor(turns / 12) * 12);
expect(plan.recoveryTurns).toBe(turns % 12);
expect(plan.initialTick).toBe(plan.skippedTurns * T);
if (!plan.recovery) return;
const end = turns + plan.recoveryTurns;
expect(observeTurnRecovery(plan.recovery, wall(end), 10_000)).toBe(end * T);
expect(observeTurnRecovery(plan.recovery, wall(end + 1), 10_000)).toBe((end + 1) * T);
});
it('executes four delayed turns over four hours and meets the original eight-hour boundary', () => {
const { recovery } = planTurnRecovery({
observedTick: 0,
normalTick: 4 * T,
wallNow: wall(4),
turnSeconds: 3600,
});
expect(recovery).not.toBeNull();
expect(observeTurnRecovery(recovery!, wall(4), 10_000)).toBe(0);
expect(observeTurnRecovery(recovery!, wall(5), 10_000)).toBe(2 * T);
expect(observeTurnRecovery(recovery!, wall(8), 10_000)).toBe(8 * T);
expect(observeTurnRecovery(recovery!, wall(9), 10_000)).toBe(9 * T);
});
it('retains the fractional phase and begins acceleration at the next boundary', () => {
const plan = planTurnRecovery({
observedTick: 0,
normalTick: 4 * T + T / 3,
wallNow: wall(4 + 1 / 3),
turnSeconds: 3600,
});
expect(plan.initialTick).toBe(T / 3);
expect(plan.recovery!.startWallAt).toEqual(wall(5));
expect(observeTurnRecovery(plan.recovery!, wall(4.5), 10_000)).toBe(T / 2);
expect(observeTurnRecovery(plan.recovery!, wall(5), 10_000)).toBe(T);
expect(observeTurnRecovery(plan.recovery!, wall(9), 10_000)).toBe(9 * T);
});
it('preserves purchased phase coordinates while projecting compressed wall deadlines', () => {
const { recovery } = planTurnRecovery({
observedTick: 0,
normalTick: 4 * T,
wallNow: wall(4),
turnSeconds: 3600,
});
const phase = 199_020; // 00:19.902 at normal speed
expect(projectRecoveryDeadline(recovery!, phase, 10_000).getTime()).toBe(wall(4).getTime() + 9951);
expect(projectRecoveryDeadline(recovery!, 8 * T + phase, 10_000).getTime()).toBe(wall(8).getTime() + 19902);
});
it('does not rewind a persisted observation when wall time moves backwards', () => {
const plan = planTurnRecovery({ observedTick: 5 * T, normalTick: 4 * T, wallNow: wall(4), turnSeconds: 3600 });
expect(plan.initialTick).toBe(5 * T);
expect(plan.recovery).toBeNull();
});
it('accepts signed whole-turn shifts and rejects fractional movement', () => {
expect(turnShiftTicks(-4)).toBe(-4 * T);
expect(turnShiftTicks(12)).toBe(12 * T);
expect(() => turnShiftTicks(0.5)).toThrow();
expect(nextTurnBoundary(4 * T + 1)).toBe(5 * T);
expect(nextTurnBoundary(4 * T)).toBe(4 * T);
});
});