123 lines
5.6 KiB
Markdown
123 lines
5.6 KiB
Markdown
# Game clock reconciliation
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## Product contract
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Gameplay time is an integer `GameTick`; one turn is permanently `36,000,000`
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ticks. Wall time is an observation and operational-control input, never the
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authority for gameplay ordering. A long suspension advances the observed game
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coordinate to the resume wall instant without replaying skipped turns, monthly
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events, RNG, auctions, or tournaments. Every movable future schedule is shifted
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by the same exact tick delta, including the sub-turn remainder.
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The clock state is stored in `world_state`:
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- `clock_phase` gates gameplay commits.
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- `clock_revision` identifies the coordinate conversion generation.
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- `deadline_generation` fences worker deadlines rebuilt from that generation.
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- `clock_tick` and `clock_wall_anchor` form the durable observed-time snapshot.
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- `last_turn_tick` is the execution cursor and is independent from occurrence
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history.
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The phases are `PREOPEN`, `RUNNING`, `SUSPENDED`, `RECONCILING`, `MANUAL`, and
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`COMPLETED`. `PREOPEN` alone permits signed negative observed ticks and floors
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executable schedules at zero. `RUNNING` never projects below its durable tick
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when wall time moves backward. `SUSPENDED`, `RECONCILING`, and `COMPLETED` do not
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permit turn or monthly commits. `MANUAL` moves only through explicit engine
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progression.
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## Durable operation
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A suspension begins under the turn-daemon fence and schema-scoped clock lock.
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It records the cut tick, database wall instant, rate, source revision, and
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participant checksum in `clock_suspension`. Resume reads the database wall
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instant and builds an exact plan:
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```text
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gapTicks = max(0, ticksBetween(cutWall, resumeWall, rateAtCut))
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shiftTicks = gapTicks - catchUpTicks
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alignedTick = cutTick + gapTicks
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deadlineAfter = deadlineBefore + shiftTicks
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```
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Planned maintenance, delayed opening, and unification wait use zero catch-up.
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The compatibility-only complete-turn behavior is named
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`LEGACY_COMPLETE_TURNS`; it is not the exact policy.
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Every participant writes its `SHIFT`, `KEEP`, `REBUILD`, or `FORBID` decision,
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row count, and before/after checksum to `clock_reconciliation_participant`.
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The authoritative registry is
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[`game-clock-participants.json`](./game-clock-participants.json). The
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architecture gate rejects a new tick/revision field that is absent from that
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inventory.
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## DB to Redis boundary
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The database transaction leaves the phase `RECONCILING` and creates exactly one
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`clock_projection_outbox` row for the target revision. An outbox worker rebuilds
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auction and tournament projections and writes
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`sammo:{profile}:clock:active-revision` last. Only after checksum verification
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may the database transition to `RUNNING` for the same target revision and
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deadline generation.
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Workers must compare DB revision, Redis active revision, phase, and deadline
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generation before dequeue and again in their final database transaction. Due
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pop is one Redis operation: verify revision/phase, read `-inf..nowTick`, and
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remove the claimed members. A failed Redis rebuild therefore leaves the game in
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`RECONCILING`; process liveness alone is not readiness.
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`applyNextClockProjection()` claims rows with `FOR UPDATE SKIP LOCKED` and uses
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PostgreSQL UTC wall time for claim/retry timestamps. One Redis Lua operation
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compares the active source revision, rebuilds the auction timer, conditionally
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replaces the exact tournament source snapshot, and writes target revision plus
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deadline generation. The DB finalizer then re-acquires the clock-operation lock
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and changes `RECONCILING -> RUNNING` only when target revision and generation
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still match. If the process dies after the Lua commit, retry observes the
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already-active target revision and performs only the DB finalizer.
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An active legacy tournament containing only `nextAt`/`bettingCloseAt` is a
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fail-closed migration boundary. Reconciliation remains incomplete until its
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authoritative `nextTick`/`bettingCloseTick` dual-write exists.
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## Lock order
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All mutation paths use this order:
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```text
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turn-daemon fencing row
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-> game-clock:operation advisory transaction lock
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-> general-access:persistence advisory transaction lock (only if needed)
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-> world_state FOR UPDATE
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-> participant rows/tables in registry order
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-> DB commit
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-> Redis outbox projection
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```
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The ordinary turn flush already validates phase, revision, and deadline
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generation after taking this lock prefix. Clock operation participants will be
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added without changing that prefix.
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## Opening invariant
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Both production and direct seeding use the same scenario seeder. It stores
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`clock_tick = 0`, `last_turn_tick = 0`, and the scheduled opening as
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`clock_wall_anchor`. The metadata names `seededAtWall`, `scheduledOpenAtWall`,
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`projectedGameDateAtOpening`, and `calendarStart` separately. Precreated general
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turn ticks are calculated from zero and therefore cannot be negative. At the
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wall anchor the in-memory phase promotion refuses any PREOPEN clock whose stored
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tick is not exactly zero.
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## Compatibility and migration
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This branch begins with dual-read defaults for callers and fixtures built before
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the new columns. Database migration backfills manual profiles as `MANUAL`,
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future anchored realtime profiles as `PREOPEN`, and other profiles as
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`RUNNING`. Existing DateTime columns remain projections while tick columns are
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authoritative.
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Exact reconciliation stays disabled while an active registry participant is
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`FORBID`. Tournament writes now carry tick/revision/generation coordinates and
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are revision-fenced in Redis. The remaining unification wait participant must
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be moved from its `lastTurnTime` workaround to a durable suspension before that
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workflow can reach `RUNNING`. Removing this guard to make a partial operation
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pass is prohibited.
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