수뇌 국가 설정과 NPC 정책을 actor-bound ENGINE mutation으로 옮기고, 추방·등용·점령·멸망·아이템 폐기의 특수 분기를 Ref와 맞춘다. 요청 ID를 사용자·프로필별로 격리하고 토너먼트 손상 projection을 fail-closed하며 실제 DB 및 Ref 차등 회귀를 보강한다.
327 lines
12 KiB
TypeScript
327 lines
12 KiB
TypeScript
import { asNumber, asRecord, isRecord, JosaUtil, LiteHashDRBG, RandUtil } from '@sammo-ts/common';
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import { GamePrisma } from '@sammo-ts/infra';
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import { LogCategory, LogFormat, LogScope, type MessageDraft, type MessagePayload } from '@sammo-ts/logic';
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import type { InMemoryTurnWorld } from './inMemoryWorld.js';
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import { createRaiseInvaderHandler } from './monthlyInvaderAction.js';
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import type { ImmediateGeneralActionExecutor } from './reservedTurnHandler.js';
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import { buildCommandEnv } from './reservedTurnCommands.js';
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import type { InMemoryReservedTurnStore } from './reservedTurnStore.js';
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import type { TurnEvent } from './types.js';
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type ActionableMessageType = 'scout' | 'raiseInvader';
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interface MessageRow {
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id: number;
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mailbox: number;
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type: string;
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time: Date;
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validUntil: Date;
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message: unknown;
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}
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export interface ActionableMessageResponseResult {
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ok: boolean;
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action?: ActionableMessageType;
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reason: string;
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}
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const parsePayload = (value: unknown): MessagePayload | null => {
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let parsed: unknown;
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try {
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parsed = typeof value === 'string' ? JSON.parse(value) : value;
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} catch {
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return null;
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}
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const payload = asRecord(parsed);
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const src = asRecord(payload.src);
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const dest = asRecord(payload.dest);
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const isTarget = (target: Record<string, unknown>): boolean =>
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Number.isSafeInteger(target.generalId) &&
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Number.isSafeInteger(target.nationId) &&
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typeof target.generalName === 'string' &&
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typeof target.nationName === 'string' &&
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typeof target.color === 'string' &&
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typeof target.icon === 'string';
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if (!isTarget(src) || !isTarget(dest) || typeof payload.text !== 'string') {
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return null;
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}
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if (payload.option !== undefined && payload.option !== null && !isRecord(payload.option)) {
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return null;
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}
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return payload as unknown as MessagePayload;
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};
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const systemTarget: MessageDraft['src'] = {
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generalId: 0,
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generalName: '',
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nationId: 0,
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nationName: 'System',
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color: '#000000',
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icon: '',
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};
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const isLegacyTruthy = (value: unknown): boolean => {
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if (value === undefined || value === null || value === false || value === 0 || value === '' || value === '0') {
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return false;
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}
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if (Array.isArray(value)) {
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return value.length > 0;
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}
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return true;
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};
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const queuePrivateNotice = (
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world: InMemoryTurnWorld,
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destination: MessagePayload['dest'],
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text: string,
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time: Date
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): void => {
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world.queueMessage({
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msgType: 'private',
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src: systemTarget,
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dest: destination,
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text,
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time,
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validUntil: new Date('9999-12-31T00:00:00.000Z'),
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option: {},
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sendDestOnly: true,
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});
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};
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const invalidateMessageIds = async (
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db: GamePrisma.TransactionClient,
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world: InMemoryTurnWorld,
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ids: number[],
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now: Date
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): Promise<void> => {
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const uniqueIds = [...new Set(ids.filter((id) => Number.isInteger(id) && id > 0))];
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if (uniqueIds.length === 0) return;
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await db.message.updateMany({
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where: { id: { in: uniqueIds } },
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data: {
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validUntil: now,
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validUntilTick: BigInt(world.dateToGameTick(now)),
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},
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});
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};
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const validateActor = async (options: {
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db: GamePrisma.TransactionClient;
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world: InMemoryTurnWorld;
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requestId?: string;
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userId: string;
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generalId: number;
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}): Promise<Date> => {
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const actor = options.world.getGeneralById(options.generalId);
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if (!actor || actor.userId !== options.userId) {
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throw new Error('messageRespond general owner does not match command user.');
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}
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if (!options.requestId) return new Date();
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const event = await options.db.inputEvent.findUnique({
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where: { requestId: options.requestId },
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select: { actorUserId: true, target: true, eventType: true, createdAt: true },
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});
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if (!event) throw new Error(`ENGINE input event ${options.requestId} is missing.`);
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if (event.actorUserId !== options.userId || event.target !== 'ENGINE' || event.eventType !== 'messageRespond') {
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throw new Error('ENGINE input event actor or type does not match messageRespond.');
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}
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return event.createdAt;
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};
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const fetchMessageForUpdate = async (
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db: GamePrisma.TransactionClient,
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world: InMemoryTurnWorld,
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messageId: number,
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now: Date
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): Promise<MessageRow | null> => {
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const currentTick = BigInt(world.dateToGameTick(now));
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const rows = await db.$queryRaw<MessageRow[]>(GamePrisma.sql`
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SELECT id, mailbox, type, time, valid_until AS "validUntil", message
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FROM message
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WHERE id = ${messageId}
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AND (
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(valid_until_tick IS NOT NULL AND valid_until_tick > ${currentTick})
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OR (valid_until_tick IS NULL AND valid_until > ${now})
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)
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LIMIT 1
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FOR UPDATE
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`);
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return rows[0] ?? null;
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};
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const respondToScout = async (options: {
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db: GamePrisma.TransactionClient;
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world: InMemoryTurnWorld;
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executor: ImmediateGeneralActionExecutor;
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actorId: number;
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response: boolean;
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row: MessageRow;
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payload: MessagePayload;
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now: Date;
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}): Promise<ActionableMessageResponseResult> => {
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const { db, world, executor, actorId, response, row, payload, now } = options;
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if (row.type !== 'private' || row.mailbox !== actorId || payload.dest.generalId !== actorId) {
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return { ok: false, action: 'scout', reason: '올바른 수신자가 아닙니다.' };
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}
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if (row.validUntil.getTime() <= row.time.getTime() || isLegacyTruthy(asRecord(payload.option).used)) {
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return { ok: false, action: 'scout', reason: '유효하지 않은 등용장입니다.' };
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}
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const sourceNationName = payload.src.nationName;
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const sourceNationJosaRo = JosaUtil.pick(sourceNationName, '로');
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if (response) {
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const execution = await executor.execute({
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actionKey: 'che_등용수락',
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generalId: actorId,
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args: {
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destNationId: payload.src.nationId,
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destGeneralId: payload.src.generalId,
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},
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rng: new RandUtil(new LiteHashDRBG(`messageRespond:scout:${row.id}`)),
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});
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if (!execution.ok) {
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return { ok: true, action: 'scout', reason: execution.reason ?? '등용 수락 불가.' };
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}
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const otherRows = await db.$queryRaw<Array<{ id: number }>>(GamePrisma.sql`
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SELECT id
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FROM message
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WHERE mailbox = ${payload.src.generalId}
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AND type = 'private'
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AND dest = mailbox
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AND id <> ${row.id}
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AND (
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(valid_until_tick IS NOT NULL AND valid_until_tick > ${BigInt(world.dateToGameTick(now))})
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OR (valid_until_tick IS NULL AND valid_until > ${now})
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)
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AND message->'option'->>'action' = 'scout'
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FOR UPDATE
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`);
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await invalidateMessageIds(db, world, [row.id, ...otherRows.map(({ id }) => id)], now);
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world.queueMessage({
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msgType: 'private',
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src: payload.src,
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dest: payload.dest,
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text: `${sourceNationName}${sourceNationJosaRo} 등용 제의 수락`,
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time: now,
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validUntil: new Date('9999-12-31T00:00:00.000Z'),
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option: { delete: row.id },
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sendDestOnly: true,
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});
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return { ok: true, action: 'scout', reason: 'success' };
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}
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const destinationJosaYi = JosaUtil.pick(payload.dest.generalName, '이');
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world.pushLog({
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scope: LogScope.GENERAL,
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category: LogCategory.ACTION,
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format: LogFormat.PLAIN,
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generalId: actorId,
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text: `${sourceNationName}${sourceNationJosaRo} 망명을 거부했습니다.`,
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});
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world.pushLog({
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scope: LogScope.GENERAL,
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category: LogCategory.ACTION,
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format: LogFormat.PLAIN,
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generalId: payload.src.generalId,
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text: `<Y>${payload.dest.generalName}</>${destinationJosaYi} 등용을 거부했습니다.`,
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});
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await invalidateMessageIds(db, world, [row.id], now);
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world.queueMessage({
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msgType: 'private',
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src: payload.src,
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dest: payload.dest,
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text: `${sourceNationName}${sourceNationJosaRo} 등용 제의 거부`,
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time: now,
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validUntil: new Date('9999-12-31T00:00:00.000Z'),
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option: { delete: row.id },
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sendDestOnly: true,
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});
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return { ok: true, action: 'scout', reason: 'success' };
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};
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const respondToRaiseInvader = async (options: {
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db: GamePrisma.TransactionClient;
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world: InMemoryTurnWorld;
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reservedTurns?: InMemoryReservedTurnStore;
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actorId: number;
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response: boolean;
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row: MessageRow;
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payload: MessagePayload;
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now: Date;
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loadArchivedNationMaxId?: (serverId: string) => Promise<number>;
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}): Promise<ActionableMessageResponseResult> => {
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const { db, world, reservedTurns, actorId, response, row, payload, now } = options;
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if (row.type !== 'private' || row.mailbox !== actorId || payload.dest.generalId !== actorId) {
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return { ok: false, action: 'raiseInvader', reason: '올바른 수신자가 아닙니다.' };
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}
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if (asRecord(payload.option).used === true) {
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return { ok: false, action: 'raiseInvader', reason: '이미 사용하였습니다.' };
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}
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if (!response) {
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await invalidateMessageIds(db, world, [row.id], now);
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return { ok: true, action: 'raiseInvader', reason: 'success' };
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}
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const state = world.getState();
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if (asNumber(state.meta.isunited ?? state.meta.isUnited, 0) !== 2) {
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const reason = '천하통일이 되지 않았습니다.';
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queuePrivateNotice(world, payload.dest, `${reason} 이민족 등장 불가.`, now);
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return { ok: false, action: 'raiseInvader', reason };
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}
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if (!reservedTurns) {
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throw new Error('RaiseInvader message response requires the reserved-turn store.');
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}
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const args = asRecord(payload.option).args;
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if (!Array.isArray(args) || args.length !== 4 || args.some((value) => typeof value !== 'number')) {
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return { ok: false, action: 'raiseInvader', reason: '이민족 소환 인자가 올바르지 않습니다.' };
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}
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const handler = createRaiseInvaderHandler({
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getWorld: () => world,
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reservedTurns,
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env: buildCommandEnv(world.getScenarioConfig(), world.getUnitSet()),
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loadArchivedNationMaxId: options.loadArchivedNationMaxId,
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});
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const event: TurnEvent = { id: 0, targetCode: 'month', priority: 0, condition: true, action: [], meta: {} };
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await handler(
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args,
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{
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year: state.currentYear,
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month: state.currentMonth,
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startyear: asNumber(state.meta.startYear, state.currentYear),
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currentEventID: 0,
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turnTime: now,
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},
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event
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);
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return { ok: true, action: 'raiseInvader', reason: 'success' };
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};
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export const respondToActionableMessage = async (options: {
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db: GamePrisma.TransactionClient;
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world: InMemoryTurnWorld;
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reservedTurns?: InMemoryReservedTurnStore;
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executor: ImmediateGeneralActionExecutor;
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requestId?: string;
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userId: string;
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generalId: number;
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messageId: number;
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response: boolean;
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loadArchivedNationMaxId?: (serverId: string) => Promise<number>;
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}): Promise<ActionableMessageResponseResult> => {
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const acceptedAt = await validateActor(options);
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const now = options.world.getGameNow(acceptedAt);
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const row = await fetchMessageForUpdate(options.db, options.world, options.messageId, now);
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if (!row) return { ok: false, reason: '존재하지 않는 메시지입니다.' };
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const payload = parsePayload(row.message);
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if (!payload) return { ok: false, reason: '응답할 수 없는 메시지입니다.' };
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const action = asRecord(payload.option).action;
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if (action === 'scout') {
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return await respondToScout({ ...options, actorId: options.generalId, row, payload, now });
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}
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if (action === 'raiseInvader') {
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return await respondToRaiseInvader({ ...options, actorId: options.generalId, row, payload, now });
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}
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return { ok: false, reason: '응답할 수 없는 메시지입니다.' };
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};
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