server: scheduled background jobs
Add node-cron jobs for periodic market price updates, mission generation, and world event generation; all wired through a central scheduler module. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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import { MissionStatus, MissionType, type Prisma } from '@prisma/client';
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import { balance } from '../config/gameBalance.js';
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import { prisma } from '../db/prisma.js';
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import { redis } from '../db/redis.js';
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import { emitToPlayer } from '../realtime/socket.js';
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import { clamp, pickRandom, randomFloat, randomInt } from '../shared/validators.js';
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/** Template missioni (blueprint §19) con il tipo associato. */
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const MISSION_TEMPLATES: ReadonlyArray<{ title: string; type: MissionType }> = [
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{ title: 'Consegna discreta', type: MissionType.DELIVERY },
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{ title: 'Recupero merce', type: MissionType.THEFT },
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{ title: 'Scambio al porto', type: MissionType.SMUGGLING },
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{ title: 'Infiltrazione uffici', type: MissionType.INTEL },
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{ title: 'Trasporto notturno', type: MissionType.SMUGGLING },
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];
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/** Tipi di missione che possono richiedere merce dall'inventario. */
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const TYPES_WITH_REQUIRED_ITEM: ReadonlySet<MissionType> = new Set([
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MissionType.DELIVERY,
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MissionType.SMUGGLING,
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]);
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/** Genera nuove missioni nelle città sotto la soglia minima. */
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export async function generateMissions(): Promise<number> {
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const b = balance.missions;
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const now = new Date();
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const [cities, items] = await Promise.all([
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prisma.city.findMany(),
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prisma.item.findMany(),
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]);
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const toCreate: Prisma.MissionCreateManyInput[] = [];
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for (const city of cities) {
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const activeCount = await prisma.mission.count({
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where: { cityId: city.id, expiresAt: { gt: now } },
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});
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for (let i = activeCount; i < b.minActivePerCity; i++) {
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const template = pickRandom(MISSION_TEMPLATES);
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const difficulty = randomInt(b.difficultyMin, b.difficultyMax);
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const risk =
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Math.round(
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clamp(
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difficulty * b.riskPerDifficulty +
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(city.riskLevel - 3) * b.riskPerCityRiskLevel +
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randomFloat(-b.riskJitter, b.riskJitter),
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b.riskMin,
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b.riskMax,
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) * 100,
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) / 100;
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let requiredItemId: string | null = null;
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let requiredItemQuantity: number | null = null;
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let itemRefund = 0;
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if (
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items.length > 0 &&
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TYPES_WITH_REQUIRED_ITEM.has(template.type) &&
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Math.random() < b.requiredItemChance
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) {
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const item = pickRandom(items);
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requiredItemId = item.id;
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requiredItemQuantity = randomInt(1, b.requiredItemQuantityMax);
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itemRefund = item.basePrice * requiredItemQuantity * b.requiredItemRefund;
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}
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const rewardMoney = Math.round(
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(b.rewardMoneyBase + difficulty * b.rewardMoneyPerDifficulty) *
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city.economyModifier *
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(1 + risk * b.riskRewardBonus) +
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itemRefund,
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);
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toCreate.push({
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cityId: city.id,
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title: template.title,
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type: template.type,
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difficulty,
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durationSeconds: randomInt(b.durationSecondsMin, b.durationSecondsMax),
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rewardMoney,
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rewardXp: b.rewardXpBase + difficulty * b.rewardXpPerDifficulty,
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risk,
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requiredItemId,
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requiredItemQuantity,
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expiresAt: new Date(
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now.getTime() + randomInt(b.expiryMinutesMin, b.expiryMinutesMax) * 60_000,
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),
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});
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}
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}
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if (toCreate.length > 0) {
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await prisma.mission.createMany({ data: toCreate });
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}
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return toCreate.length;
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}
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/**
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* Notifica (una sola volta, deduplicata via Redis) i giocatori le cui
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* missioni hanno raggiunto completesAt e sono pronte per il claim.
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*/
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export async function notifyCompletedMissions(): Promise<void> {
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const due = await prisma.playerMission.findMany({
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where: { status: MissionStatus.STARTED, completesAt: { lte: new Date() } },
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include: { mission: { select: { title: true } } },
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});
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for (const playerMission of due) {
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const firstTime = await redis.set(
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`notify:mission:${playerMission.id}`,
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'1',
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'EX',
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86_400,
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'NX',
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);
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if (firstTime) {
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emitToPlayer(playerMission.playerId, 'mission:completed', {
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playerMissionId: playerMission.id,
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missionId: playerMission.missionId,
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title: playerMission.mission.title,
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completesAt: playerMission.completesAt,
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});
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}
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}
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}
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/** Elimina le missioni scadute mai iniziate da nessun giocatore. */
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export async function deleteExpiredMissions(): Promise<number> {
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const result = await prisma.mission.deleteMany({
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where: { expiresAt: { lt: new Date() }, playerMissions: { none: {} } },
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});
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return result.count;
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}
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@@ -0,0 +1,88 @@
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import { EventType } from '@prisma/client';
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import { balance, type EventTypeBalance } from '../config/gameBalance.js';
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import { prisma } from '../db/prisma.js';
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import { redis } from '../db/redis.js';
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import { toEventDto } from '../modules/events/events.service.js';
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import { emitGlobal } from '../realtime/socket.js';
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import { pickRandom, randomFloat, randomInt } from '../shared/validators.js';
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/** Testi degli eventi per tipo (i moltiplicatori numerici sono in gameBalance). */
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const EVENT_TEXTS: Record<EventTypeBalance, { title: string; description: string }> = {
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MARKET_BOOM: {
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title: 'Boom di mercato',
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description: 'La domanda esplode: i prezzi salgono in tutta la zona.',
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},
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POLICE_RAID: {
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title: 'Retata della polizia',
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description: 'Controlli ovunque: muoversi è molto più rischioso.',
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},
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SHORTAGE: {
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title: 'Carenza di merci',
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description: 'Le scorte scarseggiano e i prezzi schizzano alle stelle.',
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},
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BLACKOUT: {
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title: 'Blackout',
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description: 'La città è al buio: il mercato rallenta, la polizia pure.',
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},
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};
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async function createEvent(cityId: string | null, durationMinutes: number): Promise<void> {
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const type = pickRandom(Object.values(EventType));
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const ranges = balance.events.types[type];
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const texts = EVENT_TEXTS[type];
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const now = new Date();
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const event = await prisma.worldEvent.create({
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data: {
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title: texts.title,
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description: texts.description,
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type,
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cityId,
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priceModifier:
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Math.round(randomFloat(ranges.priceModifier[0], ranges.priceModifier[1]) * 100) / 100,
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policeModifier:
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Math.round(randomFloat(ranges.policeModifier[0], ranges.policeModifier[1]) * 100) / 100,
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startsAt: now,
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endsAt: new Date(now.getTime() + durationMinutes * 60_000),
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},
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});
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emitGlobal('worldEvent:started', toEventDto(event));
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}
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/** Ogni 15 minuti: possibile evento locale in una città casuale. */
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export async function maybeGenerateLocalEvent(): Promise<void> {
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if (Math.random() >= balance.events.localChance) return;
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const cities = await prisma.city.findMany({ select: { id: true } });
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if (cities.length === 0) return;
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await createEvent(
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pickRandom(cities).id,
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randomInt(balance.events.localDurationMinutesMin, balance.events.localDurationMinutesMax),
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);
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}
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/** Ogni ora: possibile evento globale (cityId null). */
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export async function maybeGenerateGlobalEvent(): Promise<void> {
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if (Math.random() >= balance.events.globalChance) return;
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await createEvent(
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null,
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randomInt(balance.events.globalDurationMinutesMin, balance.events.globalDurationMinutesMax),
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);
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}
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/** Notifica (una sola volta) la fine degli eventi terminati di recente. */
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export async function notifyEndedEvents(): Promise<void> {
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const now = new Date();
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const recentlyEnded = await prisma.worldEvent.findMany({
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where: {
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endsAt: { lt: now, gt: new Date(now.getTime() - 2 * 60 * 60_000) },
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},
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});
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for (const event of recentlyEnded) {
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const firstTime = await redis.set(`notify:event-end:${event.id}`, '1', 'EX', 86_400, 'NX');
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if (firstTime) {
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emitGlobal('worldEvent:ended', toEventDto(event));
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}
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}
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}
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@@ -0,0 +1,56 @@
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import cron from 'node-cron';
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import type { FastifyBaseLogger } from 'fastify';
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import { refreshLeaderboards } from '../modules/leaderboard/leaderboard.service.js';
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import {
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deleteExpiredMissions,
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generateMissions,
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notifyCompletedMissions,
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} from './generateMissions.job.js';
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import {
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maybeGenerateGlobalEvent,
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maybeGenerateLocalEvent,
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notifyEndedEvents,
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} from './generateWorldEvent.job.js';
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import { updateMarketPrices } from './updateMarketPrices.job.js';
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/** Esegue un job loggando eventuali errori senza far cadere lo scheduler. */
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async function safeRun(log: FastifyBaseLogger, name: string, job: () => Promise<unknown>) {
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try {
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await job();
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} catch (err) {
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log.error({ err }, `job ${name} fallito`);
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}
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}
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/** Job eseguiti subito all'avvio per avere un mondo "vivo" senza attendere il cron. */
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export async function runStartupJobs(log: FastifyBaseLogger): Promise<void> {
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await safeRun(log, 'generateMissions', generateMissions);
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await safeRun(log, 'updateMarketPrices', updateMarketPrices);
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await safeRun(log, 'refreshLeaderboards', refreshLeaderboards);
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log.info('job di avvio completati');
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}
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/** Avvia i cicli periodici (blueprint §10). */
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export function startScheduler(log: FastifyBaseLogger): void {
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// Ogni minuto: prezzi, notifiche missioni completate, pulizia e rigenerazione missioni.
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cron.schedule('* * * * *', async () => {
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await safeRun(log, 'updateMarketPrices', updateMarketPrices);
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await safeRun(log, 'notifyCompletedMissions', notifyCompletedMissions);
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await safeRun(log, 'deleteExpiredMissions', deleteExpiredMissions);
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await safeRun(log, 'generateMissions', generateMissions);
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});
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// Ogni 15 minuti: possibile evento locale e aggiornamento classifiche Redis.
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cron.schedule('*/15 * * * *', async () => {
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await safeRun(log, 'maybeGenerateLocalEvent', maybeGenerateLocalEvent);
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await safeRun(log, 'refreshLeaderboards', refreshLeaderboards);
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});
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// Ogni ora: possibile evento globale e chiusura/notifica eventi terminati.
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cron.schedule('0 * * * *', async () => {
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await safeRun(log, 'maybeGenerateGlobalEvent', maybeGenerateGlobalEvent);
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await safeRun(log, 'notifyEndedEvents', notifyEndedEvents);
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});
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log.info('scheduler avviato (1m / 15m / 1h)');
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}
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@@ -0,0 +1,41 @@
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import { balance } from '../config/gameBalance.js';
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import { prisma } from '../db/prisma.js';
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import { getActiveEvents, priceModifierForCity } from '../modules/events/events.service.js';
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import { clampDemandSupply, computePrices } from '../modules/market/pricing.js';
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import { emitGlobal } from '../realtime/socket.js';
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/**
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* Tick del mercato (ogni minuto): domanda e offerta tornano lentamente
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* verso l'equilibrio e i prezzi vengono ricalcolati con i modificatori
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* degli eventi attivi.
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*/
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export async function updateMarketPrices(): Promise<void> {
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const m = balance.market;
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const [events, prices] = await Promise.all([
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getActiveEvents(),
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prisma.marketPrice.findMany({ include: { item: true, city: true } }),
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]);
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const updates = prices.map((price) => {
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const demand = clampDemandSupply(
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price.demand * m.decayFactor + m.equilibrium * (1 - m.decayFactor),
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);
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const supply = clampDemandSupply(
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price.supply * m.decayFactor + m.equilibrium * (1 - m.decayFactor),
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);
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const next = computePrices(
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price.item.basePrice,
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price.city.economyModifier,
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demand,
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supply,
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priceModifierForCity(events, price.cityId),
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);
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return prisma.marketPrice.update({
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where: { cityId_itemId: { cityId: price.cityId, itemId: price.itemId } },
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data: { demand, supply, buyPrice: next.buyPrice, sellPrice: next.sellPrice },
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});
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});
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await prisma.$transaction(updates);
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emitGlobal('market:updated', { updatedAt: new Date().toISOString() });
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}
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