Files
core2026/app/game-api/src/auction/worker.ts
T
2026-08-04 02:51:27 +00:00

261 lines
10 KiB
TypeScript

import {
createGamePostgresConnector,
createRedisConnector,
GamePrisma,
type GamePrismaClient,
resolvePostgresConfigFromEnv,
resolveRedisConfigFromEnv,
} from '@sammo-ts/infra';
import { resolveGameApiConfigFromEnv } from '../config.js';
import { createBestEffortResourceCloser } from '../services/bestEffortResourceCloser.js';
import { loadCurrentGameTime } from '../services/gameClock.js';
import { createPollingWorkerControl, waitForWorkerPoll } from '../services/pollingWorkerLifecycle.js';
import { buildAuctionTimerKeys } from './keys.js';
import { resolveAuctionTimerScore, seedAuctionTimers } from './scheduler.js';
interface RedisTimerClient {
zRangeByScore(
key: string,
min: number,
max: number,
options?: { LIMIT?: { offset: number; count: number } }
): Promise<string[]>;
zRangeWithScores(key: string, start: number, stop: number): Promise<Array<{ value: string; score: number }>>;
zAdd(key: string, values: Array<{ score: number; value: string }>): Promise<number>;
zRem(key: string, values: string | string[]): Promise<number>;
zRemRangeByScore(key: string, min: number, max: number): Promise<number>;
}
const AUCTION_FINALIZE_RECOVERY_LIMIT = 1;
const buildAuctionFinalizeRequestId = (auctionId: number, closeAt: Date, retry = 0): string => {
const generation = closeAt.getTime();
const base = `auction:finalize:${auctionId}:${generation}`;
return retry > 0 ? `${base}:retry:${retry}` : base;
};
const isMatchingAuctionFinalizeEvent = (
event: { target: string; eventType: string; payload: unknown },
command: { type: 'auctionFinalize'; requestId: string; auctionId: number }
): boolean => {
const payload = event.payload;
const payloadRecord =
payload !== null && typeof payload === 'object' && !Array.isArray(payload)
? (payload as Record<string, unknown>)
: null;
return (
event.target === 'ENGINE' &&
event.eventType === command.type &&
payloadRecord?.type === command.type &&
payloadRecord.requestId === command.requestId &&
payloadRecord.auctionId === command.auctionId
);
};
const isSuccessfulAuctionFinalizeResult = (result: unknown, auctionId: number): boolean => {
if (result === null || typeof result !== 'object' || Array.isArray(result)) return false;
const resultRecord = result as Record<string, unknown>;
return resultRecord.type === 'auctionFinalize' && resultRecord.ok === true && resultRecord.auctionId === auctionId;
};
const popDueAuctionIds = async (
redis: RedisTimerClient,
timerKey: string,
nowMs: number,
batchSize: number
): Promise<string[]> => {
const ids = await redis.zRangeByScore(timerKey, 0, nowMs, { LIMIT: { offset: 0, count: batchSize } });
if (ids.length > 0) {
await redis.zRem(timerKey, ids);
}
return ids;
};
const getNextDueMs = async (redis: RedisTimerClient, timerKey: string): Promise<number | null> => {
const next = await redis.zRangeWithScores(timerKey, 0, 0);
if (!next.length) {
return null;
}
return next[0]?.score ?? null;
};
export const processDueAuctionId = async (options: {
db: GamePrismaClient;
redis: RedisTimerClient;
timerKey: string;
historyKey: string;
id: string;
nowMs: number;
nowTick?: number | null;
}): Promise<'FINALIZING' | 'RESCHEDULED' | 'IGNORED'> => {
const { db, redis, timerKey, historyKey, id, nowMs, nowTick = null } = options;
const auctionId = Number(id);
if (!Number.isSafeInteger(auctionId) || auctionId < 1) {
return 'IGNORED';
}
const now = new Date(nowMs);
const outcome = await db.$transaction(async (transaction) => {
const updated = await transaction.$executeRaw(
GamePrisma.sql`
UPDATE auction
SET status = 'FINALIZING',
finalizing_at = ${now},
updated_at = ${now}
WHERE id = ${auctionId}
AND status = 'OPEN'
AND (
(close_tick IS NOT NULL AND close_tick <= ${nowTick === null ? null : BigInt(nowTick)})
OR (close_tick IS NULL AND close_at <= ${now})
)
`
);
const current = await transaction.auction.findUnique({
where: { id: auctionId },
select: { status: true, closeAt: true, closeTick: true },
});
if (!current) {
if (updated > 0) {
throw new Error(`Auction disappeared after FINALIZING transition: ${auctionId}`);
}
return { status: 'IGNORED' as const };
}
if (current.status === 'OPEN') {
return { status: 'RESCHEDULED' as const, closeAt: current.closeAt, closeTick: current.closeTick };
}
if (current.status !== 'FINALIZING') {
return { status: 'IGNORED' as const };
}
for (let retry = 0; retry <= AUCTION_FINALIZE_RECOVERY_LIMIT; retry += 1) {
const requestId = buildAuctionFinalizeRequestId(auctionId, current.closeAt, retry);
const command = { type: 'auctionFinalize' as const, requestId, auctionId };
const existing = await transaction.inputEvent.findUnique({
where: { requestId },
select: { target: true, eventType: true, payload: true, status: true, result: true },
});
if (!existing) {
await transaction.inputEvent.create({
data: {
requestId,
target: 'ENGINE',
eventType: command.type,
payload: command,
},
});
return { status: 'FINALIZING' as const };
}
if (!isMatchingAuctionFinalizeEvent(existing, command)) {
throw new Error(`Conflicting durable auction finalization event: ${requestId}`);
}
if (existing.status === 'PENDING' || existing.status === 'PROCESSING') {
return { status: 'FINALIZING' as const };
}
if (existing.status === 'SUCCEEDED' && isSuccessfulAuctionFinalizeResult(existing.result, auctionId)) {
throw new Error(`Auction remained FINALIZING after successful durable event: ${requestId}`);
}
}
throw new Error(`Auction finalization recovery exhausted: ${auctionId}`);
});
if (outcome.status === 'FINALIZING') {
await redis.zAdd(historyKey, [{ score: nowMs, value: id }]);
return 'FINALIZING';
}
if (outcome.status === 'RESCHEDULED') {
const gameTime = await loadCurrentGameTime(db, now);
await redis.zAdd(timerKey, [
{
score: resolveAuctionTimerScore(gameTime, outcome.closeAt, outcome.closeTick),
value: String(auctionId),
},
]);
return 'RESCHEDULED';
}
return 'IGNORED';
};
export interface AuctionWorkerOptions {
signal?: AbortSignal;
}
export const runAuctionWorker = async (options: AuctionWorkerOptions = {}): Promise<void> => {
const config = resolveGameApiConfigFromEnv();
const postgres = createGamePostgresConnector(resolvePostgresConfigFromEnv({ schema: config.profile }));
const redis = createRedisConnector(resolveRedisConfigFromEnv());
await postgres.connect();
await redis.connect();
const keys = buildAuctionTimerKeys(config.profileName);
const control = createPollingWorkerControl(options.signal);
const closeResources = createBestEffortResourceCloser([
{ name: 'auction-worker-redis', run: () => redis.disconnect() },
{ name: 'auction-worker-postgres', run: () => postgres.disconnect() },
]);
let nextResyncAt = Date.now();
try {
while (!control.signal.aborted) {
const operationalNowMs = Date.now();
const gameTime = await loadCurrentGameTime(postgres.prisma, new Date(operationalNowMs));
const gameNowMs = gameTime.now.getTime();
const dueScore = gameTime.tick ?? gameNowMs;
const historyTrimBefore = operationalNowMs - config.auctionTimerRetentionSeconds * 1000;
if (historyTrimBefore > 0) {
await redis.client.zRemRangeByScore(keys.historyKey, 0, historyTrimBefore);
}
if (operationalNowMs >= nextResyncAt) {
await seedAuctionTimers(postgres.prisma, redis.client, keys);
nextResyncAt = operationalNowMs + config.auctionTimerResyncMs;
}
const dueIds = await popDueAuctionIds(redis.client, keys.timerKey, dueScore, 100);
if (dueIds.length > 0) {
for (const id of dueIds) {
try {
await processDueAuctionId({
db: postgres.prisma,
redis: redis.client,
timerKey: keys.timerKey,
historyKey: keys.historyKey,
id,
nowMs: gameNowMs,
nowTick: gameTime.tick,
});
} catch (error) {
const message = error instanceof Error ? error.message : 'Unknown auction worker error';
const trace = error instanceof Error ? error.stack : undefined;
try {
await postgres.prisma.errorLog.create({
data: {
category: 'AUCTION',
source: 'auction-worker',
message,
trace,
context: { auctionId: id },
},
});
} catch (logError) {
console.error('[auction-worker] failed to record auction error', logError);
}
}
}
continue;
}
const nextDueMs = await getNextDueMs(redis.client, keys.timerKey);
const waitMs =
gameTime.tick === null && nextDueMs !== null
? Math.max(0, Math.min(config.auctionTimerPollMs, nextDueMs - gameNowMs))
: config.auctionTimerPollMs;
await waitForWorkerPoll(control.signal, waitMs);
}
} finally {
control.dispose();
await closeResources();
}
};