Files
Flight-Ops/lib/sim/engine.ts
T
2026-09-23 08:02:15 +00:00

485 lines
24 KiB
TypeScript
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
import { randomInt, randomUUID } from 'node:crypto';
import { eq, inArray } from 'drizzle-orm';
import { getGameDb, persist, type GameDb } from '@/lib/db/client';
import * as schema from '@/lib/db/schema';
import { loadAirportsGeoJson } from '@/lib/airports';
import { haversineKm, initialBearingDeg } from '@/lib/geo';
import { weatherFor } from '@/lib/weather';
import { FUEL_DISCOUNT_PER_REP, FUEL_PRICE_PER_L, MAX_FUEL_DISCOUNT, PLANE_TYPES, REPAIR_DURATION_MS, repRate, WEAR_PER_KM } from '@/lib/game/catalog';
import { SPECIALS } from '@/lib/game/specials';
import { getStateSnapshot, parseIcaoQueue, sseFrame } from '@/lib/game/state';
import { broadcast } from '@/lib/sse';
import {
generatePackage,
MARKET_TARGET_OPEN_PACKAGES,
mulberry32,
pickDestWithinCap,
type Rng,
type SeedAirport,
} from '@/lib/game/seed';
import { arrivalTimeFor, fuelAtWeighted, requiredFuelFor, windBurnFactor } from './movement';
// Server-authoritative sim engine (v0.7.0). ISS-117 (v0.52.0): the clock advances on a background
// tick (~1 s, started at boot from instrumentation.ts) AND on every read/action — both through the
// same locked tickOnce path. Each tick advances by (real ms since last tick) × scale, clamped per
// tick so long absences never fast-forward the game; while no plane is flying or in repair the
// world clock stays FROZEN (#135 v0.62.0 — final ISS-117 semantics), and lastRealTickMs always
// keeps tracking real time, so resuming activity never fast-forwards the frozen span. Scale is the
// fixed WORLD_TIME_SCALE in production; only FLIGHT_TEST_HOOKS deployments honor sim.timeScale
// (the test-hook override) — legacy saves may hold stale values (#135).
// Clamp constant: max real-time gap counted by a single tick. Chosen at 2000 ms — comfortably above
// both the client poll interval (~1 s) and the background-tick interval, so active play advances
// ~real time × scale; small enough that one stale read after an absence moves game time by at most
// 2 s × scale.
export const MAX_TICK_ELAPSED_MS = 2_000;
// ISS-117: the fixed world rate — imported for tickOnce, re-exported so server code and tests
// have one familiar home.
import { WORLD_TIME_SCALE } from '@/lib/worldClock';
export { WORLD_TIME_SCALE };
// Reputation gain per delivered package: BASE + PER_KM × great-circle km, rounded
// to 2 decimals (reputation is REAL). A short hop (~300 km) earns ~1.15 rep, a
// cross-Europe leg (~3000 km) ~2.5 — slow growth from the starting 10.
export const REP_BASE = 1;
export const REP_PER_KM = 0.0005;
export function reputationGainFor(km: number): number {
return Math.round((REP_BASE + REP_PER_KM * km) * 100) / 100;
}
// Serialize ticks across concurrent requests (Next.js route handlers run in the same process): each
// tick re-reads sim_state after the previous one wrote it, so no advance is ever applied twice.
// ISS-129 (v0.57.0): the chain lives on globalThis — instrumentation.ts and route handlers get
// separate module instances from Next.js, so a plain `let` would give each layer its own lock and let
// their ticks interleave against the shared DB below.
const g = globalThis as unknown as { __flightTickChain?: Promise<unknown> };
function withLock<T>(fn: () => Promise<T>): Promise<T> {
const run = (g.__flightTickChain ??= Promise.resolve()).then(fn);
g.__flightTickChain = run.then(
() => undefined,
() => undefined,
);
return run;
}
// --- Tick core (takes a GameDb so unit tests can inject their own instance) ---
// #135: advance decision — pure, so unit tests feed it synthetic fleets. The world clock runs at
// full scale only while something is happening (at least one plane flying OR in repair); a fully
// grounded fleet freezes it entirely — no expiry/spawn/repair progress until a dispatch or repair
// starts again.
export function shouldAdvanceTime(planes: Array<{ status: string }>): { advance: boolean; flying: number; repairing: number } {
let flying = 0;
let repairing = 0;
for (const p of planes) {
if (p.status === 'flying') flying++;
else if (p.status === 'repairing') repairing++;
}
return { advance: flying > 0 || repairing > 0, flying, repairing };
}
export async function tickOnce(inst: GameDb): Promise<schema.SimStateRow> {
const rows = await inst.db.select().from(schema.simState);
const sim = rows[0];
if (!sim) throw new Error('sim_state row missing');
const nowMs = Date.now();
// #135: a fully grounded fleet freezes the world — no advance, no expiry/spawn/repair progress.
// lastRealTickMs always tracks real time, so resuming activity never fast-forwards the frozen span.
const planeRows = await inst.db.select().from(schema.planes);
const { advance } = shouldAdvanceTime(planeRows.map((p) => ({ status: p.status })));
// #135 (v0.62.0): production ALWAYS runs at the fixed world rate — legacy saves may hold a stale
// timeScale (e.g. 1000 from pre-v0.52.0 UI controls, or an old e2e run against the live instance).
// Only FLIGHT_TEST_HOOKS deployments honor sim.timeScale, which POST /api/test/set-timescale writes.
const scale = process.env.FLIGHT_TEST_HOOKS === '1' ? sim.timeScale : WORLD_TIME_SCALE;
const elapsed = Math.max(0, nowMs - sim.lastRealTickMs);
const advanceMs = advance ? Math.min(elapsed, MAX_TICK_ELAPSED_MS) * scale : 0;
const clockMs = Math.round(sim.clockMs + advanceMs);
if (advanceMs > 0) {
await expirePackages(inst, clockMs);
await deliverPackages(inst, clockMs);
// v0.39.0 (ISS-069): repairs whose gate has passed flip back to 'available' — runs even when
// nothing landed this tick; BEFORE the spawns so a just-repaired plane gets coverage work too.
await finishRepairs(inst, clockMs);
await spawnOpenPackages(inst, clockMs);
// AFTER delivery on purpose: a plane that just landed gets work spawned
// at its new location within the same tick.
await spawnCoveragePackages(inst, clockMs);
}
// Persist lastRealTickMs even when nothing advanced — it is the tick anchor.
await inst.db.update(schema.simState).set({ clockMs, lastRealTickMs: nowMs });
await persist(inst);
const updated = (await inst.db.select().from(schema.simState))[0];
if (!updated) throw new Error('sim_state row missing after tick');
return updated;
}
// Packages whose deadline has passed become 'expired' — both OPEN ones (they leave
// the market so spawn can top it back up) and LOADED ones (v0.12.0: they keep
// occupying their slot, deliver no reward on arrival, and abandon for free).
// Delivered/abandoned packages are terminal and never flip. Returns the count.
export async function expirePackages(inst: GameDb, clockMs: number): Promise<number> {
const rows = await inst.db.select().from(schema.packages).where(inArray(schema.packages.status, ['open', 'loaded']));
let n = 0;
for (const p of rows) {
if (p.deadlineSimTime <= clockMs) {
await inst.db.update(schema.packages).set({ status: 'expired' }).where(eq(schema.packages.id, p.id));
n++;
}
}
return n;
}
// Repairs heal gradually (v0.45.0, ISS-089): while a plane is 'repairing', its health climbs along
// round(f × 100), where f is the fraction of REPAIR_DURATION_MS elapsed since the repair started —
// derived from the stored gate alone (start = gate − duration), so no schema change. The plane flips
// back to 'available' exactly when it reaches full health, i.e. at the gate. Same shape as
// expirePackages: one guarded pass over the rows. Returns the count flipped.
export async function finishRepairs(inst: GameDb, clockMs: number): Promise<number> {
const rows = await inst.db.select().from(schema.planes).where(eq(schema.planes.status, 'repairing'));
let n = 0;
for (const p of rows) {
if (p.repairUntilSimTime === null) continue; // defensive — repairing always carries a gate
// ponytail: constant duration regardless of starting health — the curve is absolute (f × 100), so a
// plane at 90 heals in the same sim time as one at 5. Proportional duration would need storing the
// start health; add a column if balance wants it. The flip stays strictly at the gate (`<=` inclusive,
// as before) — round(f × 100) can hit 100 a hair early (f ≥ 0.995), which is cosmetic only: the plane
// is still 'repairing' and grounded until the gate passes.
const f = Math.min(1, Math.max(0, (clockMs - (p.repairUntilSimTime - REPAIR_DURATION_MS)) / REPAIR_DURATION_MS));
if (p.repairUntilSimTime <= clockMs) {
await inst.db.update(schema.planes)
.set({ status: 'available', health: 100, repairUntilSimTime: null })
.where(eq(schema.planes.id, p.id));
n++;
} else {
const newHealth = Math.min(100, Math.max(p.health, Math.round(f * 100)));
if (newHealth !== p.health) {
await inst.db.update(schema.planes).set({ health: newHealth }).where(eq(schema.planes.id, p.id));
}
}
}
return n;
}
// Finalize in-flight planes whose arrival time has passed (v0.12.0 delivery):
// for every package bound to the plane and destined for its dest_icao — 'loaded'
// ones still inside their deadline are delivered (cash += reward + reputation
// gain per package), 'expired' ones just unbind (no reward). Packages destined
// elsewhere stay loaded on the plane for a later leg. Then (v0.25.0, ISS-043)
// auto-chain: if the queue holds legs, fuel covers the first one and the plane is not
// broken by this landing's wear (v0.45.0, ISS-089), start it immediately from the arrival
// airport; with a short tank, ISS-082 (v0.42.0) tops
// up to 150% of the requirement (capped at tank capacity) when cash allows and
// chains anyway — only an unaffordable top-up grounds the plane there with its
// remaining fuel and the queue kept intact for a later dispatch.
// Idempotent — a finalized plane either leaves the 'flying' state or starts a NEW
// leg whose own arrival is in the future, so it can never be awarded twice.
// Returns planes landed.
export async function deliverPackages(inst: GameDb, clockMs: number): Promise<number> {
const [planeRows, packageRows] = await Promise.all([
inst.db.select().from(schema.planes),
inst.db.select().from(schema.packages),
]);
const fc = await loadAirportsGeoJson();
const byIcao = new Map(fc.features.map((f) => [f.properties.icao, f.properties]));
let n = 0;
for (const p of planeRows) {
if (p.status !== 'flying' || p.departureSimTime == null || !p.destIcao) continue;
const type = PLANE_TYPES[p.model];
const from = byIcao.get(p.locationIcao);
const to = byIcao.get(p.destIcao);
if (!type || !from || !to) continue; // no route info — leave alone
const distanceKm = haversineKm(from.lat, from.lon, to.lat, to.lon);
if (clockMs < arrivalTimeFor(p.departureSimTime, distanceKm, type.speedKmh)) continue;
// Arrived: progress is exactly 1 here, so remaining fuel is the full-leg weighted burn —
// wind-adjusted (v0.36.0) by departure weather vs route heading, same factor flyPlane used.
const w = weatherFor(p.locationIcao);
const landedFuel = fuelAtWeighted(
p.fuel,
type.burnPerKm * windBurnFactor(w.windKt, w.windDirDeg, initialBearingDeg(from.lat, from.lon, to.lat, to.lon)),
type.emptyWeightKg,
type.maxFuel,
distanceKm,
1,
);
// Wear (v0.39.0, ISS-069): health drops by WEAR_PER_KM per km of this landed leg, clamped at 0.
const newHealth = Math.max(0, p.health - WEAR_PER_KM * distanceKm);
// Deliver every bound package whose destination is the airport just reached —
// runs whether or not a queued leg chains next (ISS-043).
const onBoard = packageRows.filter((pk) => pk.planeId === p.id && pk.destIcao === to.icao);
for (const pk of onBoard) {
if (pk.status === 'loaded' && clockMs <= pk.deadlineSimTime) {
await inst.db.update(schema.packages).set({ status: 'delivered' }).where(eq(schema.packages.id, pk.id));
// Fresh account read per award so multiple deliveries in one tick all count.
const fresh = (await inst.db.select().from(schema.account))[0];
if (!fresh) throw new Error('account row missing');
// v0.37.0 (ISS-073): special packages add the registry's flat rep bonus on top of the
// distance-based gain — same double-rounding convention as before (gain rounded to cents, total re-rounded).
const repBonus = pk.special ? SPECIALS[pk.special]?.repBonus ?? 0 : 0;
await inst.db.update(schema.account).set({
cash: fresh.cash + pk.reward,
reputation: Math.round((fresh.reputation + reputationGainFor(distanceKm) + repBonus) * 100) / 100,
});
} else if (pk.status === 'expired') {
// Expired cargo keeps no value — just free the slot.
await inst.db.update(schema.packages).set({ planeId: null }).where(eq(schema.packages.id, pk.id));
}
}
// Auto-chain (ISS-043): with a non-empty queue and enough fuel for the first
// queued leg, start it immediately from `to` — same feasibility rule as flyPlane
// (requiredFuelFor is independent of current load). ISS-082 (v0.42.0): manual refuel is gone,
// so a short tank no longer strands the chain — when cash allows, top up to 150% of the
// requirement (capped at tank capacity) and chain anyway; unaffordable → ground here with the
// queue kept intact. An unknown ICAO in the queue simply cannot chain either way. v0.45.0
// (ISS-089): a plane that lands BROKEN (newHealth ≤ 0) never chains — it stays grounded with
// the queue intact until repaired, exactly like flyPlane's broken guard.
const queue = parseIcaoQueue(p.queue);
let chainedTo: string | null = null;
let topUpFuel: number | null = null; // post-top-up fuel for the chained departure, when a top-up happened
if (queue.length > 0 && newHealth > 0) {
const nextDest = queue[0];
// ponytail: defensive guard for legacy rows — a queued leg to the airport we just landed at is a
// zero-distance no-op hop; drop it and ground instead of flying. Normal play can't produce this
// since v0.46.0 (flyPlane consumes queue[0] on dispatch, every chain shifts its own leg).
if (nextDest === to.icao) {
queue.shift();
} else {
const next = byIcao.get(nextDest); // unknown ICAO in the queue → cannot chain
if (next) {
// Wind-adjusted requirement for the NEXT leg — it departs from `to` (v0.36.0).
const wNext = weatherFor(to.icao);
const nextRequiredL = requiredFuelFor(
type.burnPerKm * windBurnFactor(wNext.windKt, wNext.windDirDeg, initialBearingDeg(to.lat, to.lon, next.lat, next.lon)),
type.emptyWeightKg,
type.maxFuel,
haversineKm(to.lat, to.lon, next.lat, next.lon),
);
// v0.46.0 backstop: a leg that doesn't fit even a full tank is unflyable — ground with the queue
// intact, mirroring flyPlane's 409 without throwing in the engine.
if (nextRequiredL > type.maxFuel) {
// no chain — the grounded update below keeps the queue for a later dispatch
} else if (nextRequiredL <= landedFuel) {
queue.shift();
chainedTo = nextDest;
} else {
// ISS-082: auto top-up — same target/price terms as flyPlane's dispatch refuel.
const target = Math.min(type.maxFuel, Math.max(landedFuel, nextRequiredL * 1.5));
const liters = Math.max(0, target - landedFuel);
// Fresh account read (same pattern as the delivery awards above) so a top-up in this tick sees current cash.
const fresh = (await inst.db.select().from(schema.account))[0];
if (!fresh) throw new Error('account row missing');
const cost = Math.round(liters * FUEL_PRICE_PER_L * (1 - repRate(fresh.reputation, FUEL_DISCOUNT_PER_REP, MAX_FUEL_DISCOUNT)) * 100) / 100;
if (cost === 0 || fresh.cash >= cost) {
queue.shift();
chainedTo = nextDest;
topUpFuel = target;
if (cost > 0) await inst.db.update(schema.account).set({ cash: Math.round((fresh.cash - cost) * 100) / 100 });
}
}
}
}
}
await inst.db.update(schema.planes)
.set(
chainedTo
? {
status: 'flying',
locationIcao: to.icao,
lat: to.lat,
lon: to.lon,
fuel: topUpFuel ?? landedFuel, // ISS-082: the post-top-up level when a top-up funded the chain
health: newHealth, // v0.39.0 (ISS-069) — this leg's wear persists into the chained flight
destIcao: chainedTo,
departureSimTime: clockMs, // the arrival instant — position is exactly `to`
queue: JSON.stringify(queue),
}
: {
status: 'available',
locationIcao: to.icao,
lat: to.lat,
lon: to.lon,
fuel: landedFuel,
health: newHealth, // v0.39.0 (ISS-069) — this leg's wear persists on the grounded plane
departureSimTime: null,
destIcao: null,
queue: JSON.stringify(queue),
},
)
.where(eq(schema.planes.id, p.id));
n++;
}
return n;
}
// Top the market back up to MARKET_TARGET_OPEN_PACKAGES open packages using the
// SAME builder as the first-run seed (generatePackage), so spawned packages are
// indistinguishable from seeded ones. RNG is injectable for deterministic tests.
export async function spawnOpenPackages(
inst: GameDb,
clockMs: number,
rng?: Rng,
): Promise<number> {
const openCount = (
await inst.db.select().from(schema.packages).where(eq(schema.packages.status, 'open'))
).length;
const needed = MARKET_TARGET_OPEN_PACKAGES - openCount;
if (needed <= 0) return 0;
const fc = await loadAirportsGeoJson();
const airports: SeedAirport[] = fc.features.map((f) => ({
icao: f.properties.icao,
name: f.properties.name,
lat: f.properties.lat,
lon: f.properties.lon,
}));
const rand = rng ?? mulberry32(randomInt(0, 2 ** 31));
// v0.38.0 (ISS-072): spawned jobs carry the account's CURRENT reputation quality — read once per spawn batch.
const account = (await inst.db.select().from(schema.account))[0];
if (!account) throw new Error('account row missing');
for (let i = 0; i < needed; i++) {
await inst.db.insert(schema.packages).values(
generatePackage({ id: randomUUID(), airports, rng: rand, nowMs: clockMs, reputation: account.reputation }),
);
}
return needed;
}
// Spawn coverage rule (v0.8.0): in addition to topping the market up, every
// airport that currently has a grounded 'available' plane must have ≥1 OPEN
// package originating there — so work is always available where the fleet sits
// (including onboarding at EDDF). One package per uncovered airport, generated
// with generatePackage and origin forced to that airport. Runs after
// spawnOpenPackages in tickOnce, so randomly spawned packages count as coverage
// too; and after deliverPackages, so a plane that just landed gets work spawned
// at its new location within the same tick. Returns the number created.
export async function spawnCoveragePackages(
inst: GameDb,
clockMs: number,
rng?: Rng,
): Promise<number> {
const [planeRows, openRows] = await Promise.all([
inst.db.select().from(schema.planes),
inst.db.select().from(schema.packages).where(eq(schema.packages.status, 'open')),
]);
// Distinct airports with at least one grounded plane (flying planes don't count —
// they can't take new work until they land).
const groundedIcas = [
...new Set(planeRows.filter((p) => p.status === 'available').map((p) => p.locationIcao)),
];
if (groundedIcas.length === 0) return 0;
const covered = new Set(openRows.map((c) => c.originIcao));
const missing = groundedIcas.filter((icao) => !covered.has(icao));
if (missing.length === 0) return 0;
const fc = await loadAirportsGeoJson();
const airports: SeedAirport[] = fc.features.map((f) => ({
icao: f.properties.icao,
name: f.properties.name,
lat: f.properties.lat,
lon: f.properties.lon,
}));
const rand = rng ?? mulberry32(randomInt(0, 2 ** 31));
// v0.38.0 (ISS-072): same reputation quality as spawnOpenPackages — read once per batch.
const account = (await inst.db.select().from(schema.account))[0];
if (!account) throw new Error('account row missing');
let n = 0;
for (const icao of missing) {
const oi = airports.findIndex((a) => a.icao === icao);
if (oi < 0) continue; // defensive — the dataset is the source of all ICACs
// v0.44.0 (ISS-079): cap the random dest at MAX_JOB_LEG_KM like generatePackage's unforced pairs —
// one draw in the same stream position as the old uncapped pick, so downstream draws are unchanged.
const di = pickDestWithinCap(airports, oi, rand);
await inst.db.insert(schema.packages).values(
generatePackage({
id: randomUUID(),
airports,
rng: rand,
nowMs: clockMs,
originIcao: icao,
...(di >= 0 ? { destIcao: airports[di].icao } : {}), // di < 0 (no within-cap neighbour) → old uncapped behavior
reputation: account.reputation,
}),
);
n++;
}
return n;
}
// --- Public API (singleton DB + lock) — call from every read/action endpoint ---
// ISS-129 (v0.57.0): after each tick on the singleton path, push a fresh snapshot to all SSE
// subscribers (/api/events). ISS-133 (v0.59.0): frames carry the sseFrame projection — terminal
// package history is dropped, everything else matches GET /api/state exactly. Failures are logged,
// not fatal: polling still works either way. Background ticks (~1 s) cover action mutations for
// other clients too.
async function broadcastState(): Promise<void> {
try {
broadcast(JSON.stringify(sseFrame(await getStateSnapshot())));
} catch (err) {
console.error('flight: state broadcast failed', err);
}
}
export function tickNow(): Promise<schema.SimStateRow> {
return withLock(async () => {
const row = await tickOnce(await getGameDb());
await broadcastState();
return row;
});
}
// ISS-117: the world clock runs even with nobody polling — a ~1 s interval drives the same locked
// tick path as reads/actions. Started once at server boot from instrumentation.ts (Next ≥15); the
// guard makes double-starts harmless (dev HMR reloads).
let backgroundTimer: ReturnType<typeof setInterval> | null = null;
export function startBackgroundTick(intervalMs = 1_000): void {
if (backgroundTimer !== null) return;
backgroundTimer = setInterval(() => {
tickNow().catch((err) => console.error('flight: background tick failed', err));
}, intervalMs);
}
// Run a game action atomically with respect to ticks (v0.8.0): the clock is
// advanced FIRST so validation and mutation see current game time, then fn runs —
// all under the same promise lock as tickNow(), so no concurrent request can
// interleave between the tick and the mutation. Action functions in
// lib/game/actions.ts take an explicit GameDb so unit tests can inject their own.
export function runAction<T>(fn: (inst: GameDb) => Promise<T>): Promise<T> {
return withLock(async () => {
const inst = await getGameDb();
await tickOnce(inst);
return fn(inst);
});
}
// Test-hook backing (FLIGHT_TEST_HOOKS=1 only — see app/api/test/set-timescale/route.ts): set the
// effective time scale under the same lock as ticks so a background tick can never interleave
// between read and write. Input validation happens in the route; this trusts its number.
export function setTestTimeScale(scale: number): Promise<schema.SimStateRow> {
return withLock(async () => {
const inst = await getGameDb();
await tickOnce(inst);
await inst.db.update(schema.simState).set({ timeScale: scale });
await persist(inst);
const updated = (await inst.db.select().from(schema.simState))[0];
if (!updated) throw new Error('sim_state row missing');
return updated;
});
}