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>
This commit is contained in:
2026-06-09 23:42:04 +02:00
parent fb62a39dab
commit a998bb9704
4 changed files with 317 additions and 0 deletions
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import { MissionStatus, MissionType, type Prisma } from '@prisma/client';
import { balance } from '../config/gameBalance.js';
import { prisma } from '../db/prisma.js';
import { redis } from '../db/redis.js';
import { emitToPlayer } from '../realtime/socket.js';
import { clamp, pickRandom, randomFloat, randomInt } from '../shared/validators.js';
/** Template missioni (blueprint §19) con il tipo associato. */
const MISSION_TEMPLATES: ReadonlyArray<{ title: string; type: MissionType }> = [
{ title: 'Consegna discreta', type: MissionType.DELIVERY },
{ title: 'Recupero merce', type: MissionType.THEFT },
{ title: 'Scambio al porto', type: MissionType.SMUGGLING },
{ title: 'Infiltrazione uffici', type: MissionType.INTEL },
{ title: 'Trasporto notturno', type: MissionType.SMUGGLING },
];
/** Tipi di missione che possono richiedere merce dall'inventario. */
const TYPES_WITH_REQUIRED_ITEM: ReadonlySet<MissionType> = new Set([
MissionType.DELIVERY,
MissionType.SMUGGLING,
]);
/** Genera nuove missioni nelle città sotto la soglia minima. */
export async function generateMissions(): Promise<number> {
const b = balance.missions;
const now = new Date();
const [cities, items] = await Promise.all([
prisma.city.findMany(),
prisma.item.findMany(),
]);
const toCreate: Prisma.MissionCreateManyInput[] = [];
for (const city of cities) {
const activeCount = await prisma.mission.count({
where: { cityId: city.id, expiresAt: { gt: now } },
});
for (let i = activeCount; i < b.minActivePerCity; i++) {
const template = pickRandom(MISSION_TEMPLATES);
const difficulty = randomInt(b.difficultyMin, b.difficultyMax);
const risk =
Math.round(
clamp(
difficulty * b.riskPerDifficulty +
(city.riskLevel - 3) * b.riskPerCityRiskLevel +
randomFloat(-b.riskJitter, b.riskJitter),
b.riskMin,
b.riskMax,
) * 100,
) / 100;
let requiredItemId: string | null = null;
let requiredItemQuantity: number | null = null;
let itemRefund = 0;
if (
items.length > 0 &&
TYPES_WITH_REQUIRED_ITEM.has(template.type) &&
Math.random() < b.requiredItemChance
) {
const item = pickRandom(items);
requiredItemId = item.id;
requiredItemQuantity = randomInt(1, b.requiredItemQuantityMax);
itemRefund = item.basePrice * requiredItemQuantity * b.requiredItemRefund;
}
const rewardMoney = Math.round(
(b.rewardMoneyBase + difficulty * b.rewardMoneyPerDifficulty) *
city.economyModifier *
(1 + risk * b.riskRewardBonus) +
itemRefund,
);
toCreate.push({
cityId: city.id,
title: template.title,
type: template.type,
difficulty,
durationSeconds: randomInt(b.durationSecondsMin, b.durationSecondsMax),
rewardMoney,
rewardXp: b.rewardXpBase + difficulty * b.rewardXpPerDifficulty,
risk,
requiredItemId,
requiredItemQuantity,
expiresAt: new Date(
now.getTime() + randomInt(b.expiryMinutesMin, b.expiryMinutesMax) * 60_000,
),
});
}
}
if (toCreate.length > 0) {
await prisma.mission.createMany({ data: toCreate });
}
return toCreate.length;
}
/**
* Notifica (una sola volta, deduplicata via Redis) i giocatori le cui
* missioni hanno raggiunto completesAt e sono pronte per il claim.
*/
export async function notifyCompletedMissions(): Promise<void> {
const due = await prisma.playerMission.findMany({
where: { status: MissionStatus.STARTED, completesAt: { lte: new Date() } },
include: { mission: { select: { title: true } } },
});
for (const playerMission of due) {
const firstTime = await redis.set(
`notify:mission:${playerMission.id}`,
'1',
'EX',
86_400,
'NX',
);
if (firstTime) {
emitToPlayer(playerMission.playerId, 'mission:completed', {
playerMissionId: playerMission.id,
missionId: playerMission.missionId,
title: playerMission.mission.title,
completesAt: playerMission.completesAt,
});
}
}
}
/** Elimina le missioni scadute mai iniziate da nessun giocatore. */
export async function deleteExpiredMissions(): Promise<number> {
const result = await prisma.mission.deleteMany({
where: { expiresAt: { lt: new Date() }, playerMissions: { none: {} } },
});
return result.count;
}
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import { EventType } from '@prisma/client';
import { balance, type EventTypeBalance } from '../config/gameBalance.js';
import { prisma } from '../db/prisma.js';
import { redis } from '../db/redis.js';
import { toEventDto } from '../modules/events/events.service.js';
import { emitGlobal } from '../realtime/socket.js';
import { pickRandom, randomFloat, randomInt } from '../shared/validators.js';
/** Testi degli eventi per tipo (i moltiplicatori numerici sono in gameBalance). */
const EVENT_TEXTS: Record<EventTypeBalance, { title: string; description: string }> = {
MARKET_BOOM: {
title: 'Boom di mercato',
description: 'La domanda esplode: i prezzi salgono in tutta la zona.',
},
POLICE_RAID: {
title: 'Retata della polizia',
description: 'Controlli ovunque: muoversi è molto più rischioso.',
},
SHORTAGE: {
title: 'Carenza di merci',
description: 'Le scorte scarseggiano e i prezzi schizzano alle stelle.',
},
BLACKOUT: {
title: 'Blackout',
description: 'La città è al buio: il mercato rallenta, la polizia pure.',
},
};
async function createEvent(cityId: string | null, durationMinutes: number): Promise<void> {
const type = pickRandom(Object.values(EventType));
const ranges = balance.events.types[type];
const texts = EVENT_TEXTS[type];
const now = new Date();
const event = await prisma.worldEvent.create({
data: {
title: texts.title,
description: texts.description,
type,
cityId,
priceModifier:
Math.round(randomFloat(ranges.priceModifier[0], ranges.priceModifier[1]) * 100) / 100,
policeModifier:
Math.round(randomFloat(ranges.policeModifier[0], ranges.policeModifier[1]) * 100) / 100,
startsAt: now,
endsAt: new Date(now.getTime() + durationMinutes * 60_000),
},
});
emitGlobal('worldEvent:started', toEventDto(event));
}
/** Ogni 15 minuti: possibile evento locale in una città casuale. */
export async function maybeGenerateLocalEvent(): Promise<void> {
if (Math.random() >= balance.events.localChance) return;
const cities = await prisma.city.findMany({ select: { id: true } });
if (cities.length === 0) return;
await createEvent(
pickRandom(cities).id,
randomInt(balance.events.localDurationMinutesMin, balance.events.localDurationMinutesMax),
);
}
/** Ogni ora: possibile evento globale (cityId null). */
export async function maybeGenerateGlobalEvent(): Promise<void> {
if (Math.random() >= balance.events.globalChance) return;
await createEvent(
null,
randomInt(balance.events.globalDurationMinutesMin, balance.events.globalDurationMinutesMax),
);
}
/** Notifica (una sola volta) la fine degli eventi terminati di recente. */
export async function notifyEndedEvents(): Promise<void> {
const now = new Date();
const recentlyEnded = await prisma.worldEvent.findMany({
where: {
endsAt: { lt: now, gt: new Date(now.getTime() - 2 * 60 * 60_000) },
},
});
for (const event of recentlyEnded) {
const firstTime = await redis.set(`notify:event-end:${event.id}`, '1', 'EX', 86_400, 'NX');
if (firstTime) {
emitGlobal('worldEvent:ended', toEventDto(event));
}
}
}
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import cron from 'node-cron';
import type { FastifyBaseLogger } from 'fastify';
import { refreshLeaderboards } from '../modules/leaderboard/leaderboard.service.js';
import {
deleteExpiredMissions,
generateMissions,
notifyCompletedMissions,
} from './generateMissions.job.js';
import {
maybeGenerateGlobalEvent,
maybeGenerateLocalEvent,
notifyEndedEvents,
} from './generateWorldEvent.job.js';
import { updateMarketPrices } from './updateMarketPrices.job.js';
/** Esegue un job loggando eventuali errori senza far cadere lo scheduler. */
async function safeRun(log: FastifyBaseLogger, name: string, job: () => Promise<unknown>) {
try {
await job();
} catch (err) {
log.error({ err }, `job ${name} fallito`);
}
}
/** Job eseguiti subito all'avvio per avere un mondo "vivo" senza attendere il cron. */
export async function runStartupJobs(log: FastifyBaseLogger): Promise<void> {
await safeRun(log, 'generateMissions', generateMissions);
await safeRun(log, 'updateMarketPrices', updateMarketPrices);
await safeRun(log, 'refreshLeaderboards', refreshLeaderboards);
log.info('job di avvio completati');
}
/** Avvia i cicli periodici (blueprint §10). */
export function startScheduler(log: FastifyBaseLogger): void {
// Ogni minuto: prezzi, notifiche missioni completate, pulizia e rigenerazione missioni.
cron.schedule('* * * * *', async () => {
await safeRun(log, 'updateMarketPrices', updateMarketPrices);
await safeRun(log, 'notifyCompletedMissions', notifyCompletedMissions);
await safeRun(log, 'deleteExpiredMissions', deleteExpiredMissions);
await safeRun(log, 'generateMissions', generateMissions);
});
// Ogni 15 minuti: possibile evento locale e aggiornamento classifiche Redis.
cron.schedule('*/15 * * * *', async () => {
await safeRun(log, 'maybeGenerateLocalEvent', maybeGenerateLocalEvent);
await safeRun(log, 'refreshLeaderboards', refreshLeaderboards);
});
// Ogni ora: possibile evento globale e chiusura/notifica eventi terminati.
cron.schedule('0 * * * *', async () => {
await safeRun(log, 'maybeGenerateGlobalEvent', maybeGenerateGlobalEvent);
await safeRun(log, 'notifyEndedEvents', notifyEndedEvents);
});
log.info('scheduler avviato (1m / 15m / 1h)');
}
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import { balance } from '../config/gameBalance.js';
import { prisma } from '../db/prisma.js';
import { getActiveEvents, priceModifierForCity } from '../modules/events/events.service.js';
import { clampDemandSupply, computePrices } from '../modules/market/pricing.js';
import { emitGlobal } from '../realtime/socket.js';
/**
* Tick del mercato (ogni minuto): domanda e offerta tornano lentamente
* verso l'equilibrio e i prezzi vengono ricalcolati con i modificatori
* degli eventi attivi.
*/
export async function updateMarketPrices(): Promise<void> {
const m = balance.market;
const [events, prices] = await Promise.all([
getActiveEvents(),
prisma.marketPrice.findMany({ include: { item: true, city: true } }),
]);
const updates = prices.map((price) => {
const demand = clampDemandSupply(
price.demand * m.decayFactor + m.equilibrium * (1 - m.decayFactor),
);
const supply = clampDemandSupply(
price.supply * m.decayFactor + m.equilibrium * (1 - m.decayFactor),
);
const next = computePrices(
price.item.basePrice,
price.city.economyModifier,
demand,
supply,
priceModifierForCity(events, price.cityId),
);
return prisma.marketPrice.update({
where: { cityId_itemId: { cityId: price.cityId, itemId: price.itemId } },
data: { demand, supply, buyPrice: next.buyPrice, sellPrice: next.sellPrice },
});
});
await prisma.$transaction(updates);
emitGlobal('market:updated', { updatedAt: new Date().toISOString() });
}