5.3 KiB
5.3 KiB
Architecture TODOs
This list tracks optional extensions and follow-up items for documentation. Move items into the main docs once they are finalized.
Runtime and Operations
- [AI suggestion] Implement full turn engine pipeline parity with legacy: time gate, distributed lock, catch-up monthly loop, partial progress persistence, and post-turn maintenance (traffic/statistics/auction/tournament).
- [AI suggestion] Implement command continuation/alternate flow (LastTurn/term stack/pre/post requirements/next_execute) and integrate into reserved turn processing.
- [AI suggestion] Integrate trigger preprocessing + attempt/execute phases into turn resolution (parity with legacy trigger composition).
- [AI suggestion] Add AI/autorun and inactivity (killturn/block) handling with NPC takeover/deletion policies.
- [AI suggestion] Add an event execution pipeline (initial + monthly + conditional) tied to tick/month transitions with deterministic RNG seeding.
- [AI suggestion] Add monthly economy/city/nation updates and hook them into the turn calendar handler.
- [AI suggestion] Implement diplomacy/state transitions and monthly/command-based updates beyond read-only maps.
- [AI suggestion] Integrate war/battle pipeline into turn processing (troop movement/war resolution hooks, not just isolated sim jobs).
- [AI suggestion] Expand turn command catalog beyond the current subset (general/nation commands).
Runtime and Operations (Lower Priority)
- Document current turn daemon scheduling details and preemption rules (based on TurnDaemonLifecycle).
- Document in-memory state lifecycle and DB flush checkpoints (current InMemoryTurnWorld + databaseHooks flow).
- Document existing status/health endpoint requirements for ops and the current daemon loop behavior.
- Document tick budget settings (wall time, max generals, catch-up cap) and partial progress persistence.
- Document admin controls (pause/resume/manual run) and how they interact with lock/state.
- [AI suggestion] Define gateway admin build/daemon control approach (direct orchestration vs supervisor like systemd/pm2), security model, audit logging, and safe rollback/stop/start workflows.
- [AI suggestion] Specify single-host gateway orchestration: boot reconciliation from DB (완료/예약/가동중/정지됨/비활성화), desired-state mapping, and pm2-managed process lifecycles for api/daemon.
- Turn daemon vs API server priority policy under load
- Recovery behavior after partial flush or crash
- Observability: metrics, logs, and alerts for turn processing
- [AI suggestion] Define a stable in-memory AI state contract (snapshot + delta invalidation rules) aligned with
GeneralAIinputs.
Game Logic and Testing
- Input snapshot format (seed, scenario, trigger inputs, game time)
- Deterministic RNG test harness guidelines
- Output comparison rules (sorting, tolerances, diff granularity)
- Unit test vs simulation test split and responsibilities
- [AI suggestion] Add a test helper that runs commands through parseArgs + constraint evaluation with a deterministic RNG (e.g., LiteHashDRBG) to mirror legacy execution paths.
- [AI suggestion] Expand command tests to assert legacy side effects (exp/ded/stat-exp, gold/rice deltas, betray/inventory/troop cleanup) for key commands (e.g., 하야/강행/농지개간).
- [AI suggestion] Replace smoke/placeholder tests with concrete assertions for success/failure outcomes (e.g., 등용, NPC능동 invalid args, 출병 troop creation).
- [AI suggestion] Document che출병 parity gaps vs legacy (city state/term=43, fallback to che이동 when friendly, nation.war/AllowWar check, post-war static events/unique-item lottery, missing route data when map/diplomacy not provided).
- [AI suggestion] Verify that "이호경식" followed by "출병" is correctly blocked with the new reserved-turn overlay (diplomacy state sync).
Trigger System
- Example trigger sets per scenario or rule pack
- [AI suggestion] Define item/equipment effect modeling for war triggers (equip vs carry, stacking, consumable/breakable) and hook into WarActionPipeline/trigger registry.
Data and Profiles (Lower Priority)
- Profile selection workflow and deployment mapping
- "Next-turn intent" (예턴) data schema and lifecycle
Legacy Engine Docs (Lower Priority)
- [AI suggestion] Expand monthly pipeline details (
preUpdateMonthly,postUpdateMonthly,turnDate,checkStatistic) with concrete side effects and tables touched. - [AI suggestion] Document
eventtable schema and the static event handler map (GameConst::$staticEventHandlers) with command hook examples. - [AI suggestion] Add per-command effect summaries (inputs, resource deltas, logs).
- [AI suggestion] Document per-command
Constraintenv payload keys and lifecycle. - [AI suggestion] Document
ConquerCity()resolution paths (nation collapse, officer handling, reward/penalty rules). - [AI suggestion] Document auction scheduling (
registerAuctioncall sites) and lifecycle timing rules. - [AI suggestion] Document scenario-specific unit/map overrides and per-map city deltas.
- [AI suggestion] Document
MessageTypevalues and message table schema used by diplomacy/mailbox flows. - [AI suggestion] Document
PenaltyKeyeffects and theGeneralBase/LazyVarAndAuxUpdaterstate conventions. - [AI suggestion] Document personality/special selection RNG thresholds and scenario overrides.