fix(engine): 서버 재개 시 게임 시계를 Ref 기준으로 보정한다
짧은 중단은 순서대로 따라잡고 장기 중단은 턴 간격별 Ref 한도를 넘어선 완전 턴을 일괄 이동한다. 장수와 미완료 경매 시각을 같은 트랜잭션에서 저장하고 표시 시각 지연을 복구한다.
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@@ -1,6 +1,7 @@
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import { describe, expect, it, vi } from 'vitest';
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import type { GamePrismaClient } from '@sammo-ts/infra';
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import { GAME_TICKS_PER_TURN } from '@sammo-ts/common';
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import { InMemoryTurnWorld } from '../src/turn/inMemoryWorld.js';
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import { applyRuntimeClockShift } from '../src/turn/runtimeClockShift.js';
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import { applyRuntimeGameSettings } from '../src/turn/runtimeGameSettings.js';
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@@ -172,6 +173,119 @@ describe('runtime clock shift', () => {
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expect(world.getGeneralById(1)?.turnTick).toBe(beforeTurnTick);
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expect(world.getGameClockState().wallAnchor).toEqual(resumedAt);
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});
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it.each([
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[5, 6],
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[10, 3],
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[20, 1],
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])('uses the Ref catch-up threshold for a %i-minute turn', (turnMinutes, threshold) => {
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const wallAnchor = new Date('2026-07-30T10:00:00.000Z');
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const world = buildWorld({
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tickSeconds: turnMinutes * 60,
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clockBaseTime: wallAnchor,
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clockTick: 0,
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clockMode: 'realtime',
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clockWallAnchor: wallAnchor,
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lastTurnTick: 0,
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lastTurnTime: wallAnchor,
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});
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expect(
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world.shouldRebaseRealtimeBacklog(new Date(wallAnchor.getTime() + threshold * turnMinutes * 60_000))
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).toBe(false);
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expect(
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world.shouldRebaseRealtimeBacklog(new Date(wallAnchor.getTime() + (threshold + 1) * turnMinutes * 60_000))
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).toBe(true);
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});
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it('skips a long realtime backlog while preserving the turn phase and wall-clock display', () => {
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const wallAnchor = new Date('2026-07-30T10:00:00.000Z');
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const resumedAt = new Date('2026-07-30T10:35:00.000Z');
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const world = buildWorld({
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tickSeconds: 300,
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clockBaseTime: wallAnchor,
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clockTick: 0,
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clockMode: 'realtime',
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clockWallAnchor: wallAnchor,
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lastTurnTick: 0,
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lastTurnTime: wallAnchor,
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});
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world.setCheckpoint({
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turnTime: '2026-07-30T10:10:00.000Z',
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turnTick: 2 * GAME_TICKS_PER_TURN,
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generalId: 1,
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year: 190,
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month: 1,
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});
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const result = world.rebaseRealtimeBacklog(resumedAt);
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expect(result).toMatchObject({
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skippedTurns: 7,
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shiftedTicks: 7 * GAME_TICKS_PER_TURN,
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lastTurnTime: resumedAt.toISOString(),
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});
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expect(world.getGameNow(resumedAt)).toEqual(resumedAt);
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expect(world.getState()).toMatchObject({
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clockTick: 7 * GAME_TICKS_PER_TURN,
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clockWallAnchor: resumedAt,
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lastTurnTick: 7 * GAME_TICKS_PER_TURN,
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meta: {
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turntime: '2026-07-30 10:35:00.123456',
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starttime: '2026-07-01 00:35:00',
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},
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});
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expect(world.getGeneralById(1)).toMatchObject({
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turnTick: 9 * GAME_TICKS_PER_TURN,
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turnTime: new Date('2026-07-30T10:45:00.000Z'),
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});
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expect(world.getCheckpoint()).toMatchObject({
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turnTick: 9 * GAME_TICKS_PER_TURN,
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turnTime: '2026-07-30T10:45:00.000Z',
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});
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expect(world.peekDirtyState()).toMatchObject({
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realtimeBacklogShiftTicks: 7 * GAME_TICKS_PER_TURN,
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generals: [],
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});
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});
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it('repairs an already accumulated realtime projection lag during a long rebase', () => {
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const base = new Date('2026-07-30T10:00:00.000Z');
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const staleAnchor = new Date('2026-07-30T11:00:00.000Z');
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const resumedAt = new Date('2026-07-30T11:50:00.000Z');
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const world = buildWorld({
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tickSeconds: 300,
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clockBaseTime: base,
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clockTick: 5 * GAME_TICKS_PER_TURN,
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clockMode: 'realtime',
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clockWallAnchor: staleAnchor,
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lastTurnTick: 0,
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lastTurnTime: base,
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});
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expect(world.getGameNow(resumedAt).toISOString()).toBe('2026-07-30T11:15:00.000Z');
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expect(world.rebaseRealtimeBacklog(resumedAt)).toMatchObject({ skippedTurns: 22 });
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expect(world.getGameNow(resumedAt)).toEqual(resumedAt);
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});
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it('does not lose realtime elapsed time when an overdue target is committed later', () => {
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const base = new Date('2026-07-30T10:00:00.000Z');
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const world = buildWorld({
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tickSeconds: 300,
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clockBaseTime: base,
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clockTick: 0,
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clockMode: 'realtime',
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clockWallAnchor: base,
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lastTurnTick: 0,
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lastTurnTime: base,
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});
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const completedAt = new Date('2026-07-30T10:07:00.000Z');
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world.advanceGameClockTo(new Date('2026-07-30T10:05:00.000Z'), completedAt);
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expect(world.getGameNow(completedAt)).toEqual(completedAt);
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expect(world.getGameClockState().tick).toBe(50_400_000);
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});
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});
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describe('runtime turn term change', () => {
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