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Game clock reconciliation

Product contract

Gameplay time is an integer GameTick; one turn is permanently 36,000,000 ticks. Wall time is separately authoritative for account, community, audit, lease, retry, notification, and operational rules. It is never projected into a game deadline. A suspension keeps the normal schedule and all within-turn phases. Whole 12-turn blocks of outage are moved without executing gameplay; the remaining one to eleven turns are executed at twice normal speed. Wall occurrences and deadlines are outside that operation.

The clock state is stored in world_state:

  • clock_phase gates gameplay commits.
  • clock_revision identifies the coordinate conversion generation.
  • deadline_generation fences worker deadlines rebuilt from that generation.
  • clock_tick and clock_wall_anchor form the durable observed-time snapshot.
  • last_turn_tick is the execution cursor and is independent from occurrence history.

The phases are PREOPEN, RUNNING, SUSPENDED, RECONCILING, MANUAL, and COMPLETED. PREOPEN alone permits signed negative observed ticks and floors executable schedules at zero. RUNNING never projects below its durable tick when wall time moves backward. SUSPENDED, RECONCILING, and COMPLETED do not permit turn or monthly commits. MANUAL moves only through explicit engine progression.

Durable operation

A suspension begins under the turn-daemon fence and schema-scoped clock lock. It records the cut tick, database wall instant, rate, source revision, and participant checksum in clock_suspension. Resume reads the database wall instant and builds a policy plan. The historical EXACT policy uses:

gapTicks = max(0, ticksBetween(cutWall, resumeWall, rateAtCut))
shiftTicks = gapTicks - catchUpTicks
alignedTick = cutTick + gapTicks
deadlineAfter = deadlineBefore + shiftTicks

From 2026-09-06, maintenance and crash recovery use RECOVER_TURNS. This supersedes the earlier same-day PRESERVE_SCHEDULE immediate catch-up policy. The base turn length does not change. One turn remains 36,000,000 ticks; a persisted TurnRecoveryWindow changes only the wall execution rate.

  • Count complete overdue turns from the durable observation to the normal timeline. Skip only floor(overdueTurns / 12) * 12 turns, moving future schedules and the execution cursor by the same integer delta.
  • Execute the sub-turn remainder immediately through the ordinary engine. Reach the next normal turn boundary at normal speed, then execute the remaining one to eleven turns of backlog at 2x speed.
  • Join the original schedule at the recorded end boundary and return to 1x. Four hours of backlog on a 60-minute server needs four hours at 2x; it runs eight turns in that time. Resources, RNG, commands and monthly handlers run normally for those turns, in the existing chronological order.
  • Purchased within-turn offsets remain logical offsets. Their wall offsets compress during recovery and return to the original minutes/seconds after the end boundary. The API and browser expose the recovery interval.

clock_recovery_start_tick, clock_recovery_end_tick, and clock_recovery_start_wall_at are an all-or-none durable window. Flush/reload preserves it; a short restart reuses it. A new long outage replans against the original normal timeline. Game-date epoch and wall epoch may differ; never convert the real wall instant using dateToTick to compute normal time.

Before a newly leased daemon permits independent workers to advance time, it prepares recovery under the clock lock. turn_daemon_lease.clock_ready starts false and becomes true only after durable recovery and projection-worker setup. A paused profile is durably suspended during upgrade and stays suspended until explicitly resumed. API/worker clock reads require a live ready lease at the read revision; RECONCILING remains fenced until the Redis outbox is applied.

Planned realtime opening rounds upward to a turn boundary. The seed CLI passes actual wall time separately from the requested game-calendar baseline, and Gateway publishes the stored opening anchor for both display and scheduling. Unification wait uses TURN_BOUNDARY, cuts at the completed monthly cursor, and resumes at the next normal boundary without replaying the intentional waiting period. An old pending unification ledger is upgraded on resume; applied history stays intact. Explicit operator movement accepts signed whole turns only. A future resume anchor gates execution until that wall instant. Base-rate changes are rejected while a recovery window is active.

Legacy policy values stay readable for historical ledgers. Gateway and game profiles deploy independently: the Gateway loads the profile workspace's Prisma connector for profiles without the recovery migration and retains the existing PRESERVE_SCHEDULE maintenance behavior there. It never writes new columns or an accelerated recovery window through that legacy model. New profiles use the new connector and RECOVER_TURNS, including upgrading a pending old maintenance ledger on resume. Applied historical operations remain unchanged. DB-preserving DEPLOY upgrades each profile independently; other profiles need not restart. The release manifest declares 20260906090000_add_turn_recovery_window.

Every participant writes its SHIFT, KEEP, REBUILD, or FORBID decision, row count, and before/after checksum to clock_reconciliation_participant. The authoritative registry is game-clock-participants.json. The architecture gate rejects a new tick/revision field that is absent from that inventory.

The participant set contains only GAME authority or its projections: world and turn cursors, general turns/recent-war occurrences/reselection deadlines, auction occurrences/deadlines, actionable-message occurrences/deadlines, vote deadlines, selection/NPC windows, input-event game coordinates, tournament Redis deadlines, and clock-operation metadata. A normal message's created_at_wall/delete_until_wall, inheritance receipts, notification and outbox retry timestamps, leases, and audit columns are explicitly excluded. The former broad message-expiry meaning is split into message-action-expiry; an envelope has no GAME lifetime.

Unification wait

A unification month with an invader choice changes RUNNING -> SUSPENDED and persists a deterministic UNIFICATION_WAIT suspension in the same transaction as the archive, prompts, and final unification state. Only a raiseInvader message response tied to that active suspension may pass the suspended command queue; all other gameplay remains pending.

If the profile processes are operationally stopped during this wait, Gateway RESUME starts the runtime without consuming the suspension. The database remains SUSPENDED; the daemon-authorized response is still the only transition that may reconcile it. Selecting one difficulty resolves every pending raiseInvader alternative created at the same game tick, while preserving each message's wall envelope as history.

The response transaction verifies daemon authority, performs the exact alignment, applies all participant shifts, optionally changes the turn rate, then creates the invader nation, deterministic general IDs/RNG results, first turns, and the final target-revision outbox. The optional rate change refreshes the outbox with the final base/rate before commit. DB remains RECONCILING until the daemon projection worker applies Redis and verifies the target revision/generation. Games without an invader choice move directly to COMPLETED. After an invader game reaches isUnited=3, InvaderEnding also changes the clock to COMPLETED in the terminal monthly transaction.

DB to Redis boundary

The database transaction leaves the phase RECONCILING and creates exactly one clock_projection_outbox row for the target revision. An outbox worker rebuilds auction and tournament projections and writes sammo:{profile}:clock:active-revision last. Only after checksum verification may the database transition to RUNNING for the same target revision and deadline generation.

Workers must compare DB revision, Redis active revision, phase, and deadline generation before dequeue and again in their final database transaction. Due pop is one Redis operation: verify revision/phase, read -inf..nowTick, and remove the claimed members. A failed Redis rebuild therefore leaves the game in RECONCILING; process liveness alone is not readiness.

applyNextClockProjection() claims rows with FOR UPDATE SKIP LOCKED and uses PostgreSQL UTC wall time for claim/retry timestamps. One Redis Lua operation compares the active source revision, rebuilds the auction timer, conditionally replaces the exact tournament source snapshot, and writes target revision plus deadline generation. The DB finalizer then re-acquires the clock-operation lock and changes RECONCILING -> RUNNING only when target revision and generation still match. If the process dies after the Lua commit, retry observes the already-active target revision and performs only the DB finalizer.

An active legacy tournament containing only nextAt/bettingCloseAt is a fail-closed migration boundary. Reconciliation remains incomplete until its authoritative nextTick/bettingCloseTick dual-write exists.

Lock order

All mutation paths use this order:

turn-daemon fencing row
-> game-clock:operation advisory transaction lock
-> general-access:persistence advisory transaction lock (only if needed)
-> world_state FOR UPDATE
-> participant rows/tables in registry order
-> DB commit
-> Redis outbox projection

The ordinary turn flush and daemon command claim validate phase, revision, and deadline generation after taking this lock prefix. WALL-only message/account operations do not take this lock and remain available while suspended. Hybrid operations commit their GAME effect only behind this fence; inheritance debit, receipt, effect, and command success are one transaction.

Opening invariant

Both production and direct seeding use the same scenario seeder. It stores clock_tick = 0, last_turn_tick = 0, and the scheduled opening as clock_wall_anchor. The metadata names seededAtWall, scheduledOpenAtWall, projectedGameDateAtOpening, and calendarStart separately. Precreated general turn ticks are calculated from zero and therefore cannot be negative. At the wall anchor the in-memory phase promotion refuses any PREOPEN clock whose stored tick is not exactly zero.

Compatibility and migration

This branch begins with dual-read defaults for callers and fixtures built before the new columns. Database migration backfills manual profiles as MANUAL, future anchored realtime profiles as PREOPEN, and other profiles as RUNNING. Existing DateTime columns remain projections while tick columns are authoritative.

A row is considered an initialized authoritative clock only when clock_base_time, clock_tick, clock_wall_anchor, and last_turn_tick are all present. Before that boundary, the loader and ordinary turn-flush fence both treat the row as legacy MANUAL; the first fenced flush installs the complete snapshot atomically instead of trusting the new column's RUNNING database default. Input-event acceptance does not use that compatibility fallback: an API or worker records only a DB-wall receipt, then the daemon establishes the GAME coordinate while claiming under the authoritative fence. Rolling-upgrade payload coordinates may be parsed and ignored, but never become rule authority.

Migration 20260903140000_split_message_wall_and_game_time separates message envelopes from actions and adds explicit auction-bid occurrence/request facts, inheritance receipts, and selection cooldown tick authority. Legacy projection columns remain temporarily for old readers. A missing GAME tick fails closed; it never changes the rule to WALL_TIME. A WALL rule likewise never derives an authority tick. See time-domains.md for the complete inventory and migration policy.

Migration 20260903183000_turn_daemon_lease_utc_wall expires ephemeral daemon leases at deployment and installs UTC wall defaults. Migration 20260903201500_complete_invader_game_clock repairs legacy isUnited=3 worlds left in a running/manual phase and resolves obsolete unchosen invader actions at the terminal authoritative game tick.

No active participant remains FORBID. Tournament writes carry tick/revision/generation coordinates and are revision-fenced in Redis. Unification wait uses the same durable ledger and outbox boundary; the former temporary lastTurnTime save/restore workaround is not part of the workflow.