--- id: wiki-2026-0508-kingdom-vs-kingdom-events-kvk title: Kingdom vs. Kingdom Events (KvK) category: 10_Wiki/Topics status: verified canonical_id: self aliases: [KvK, Kingdom vs Kingdom, Cross-Kingdom Event] duplicate_of: none source_trust_level: B confidence_score: 0.85 verification_status: applied tags: [game, mmo, rok, event, server-architecture] raw_sources: [] last_reinforced: 2026-05-10 github_commit: pending tech_stack: language: TypeScript framework: GameServer --- # Kingdom vs. Kingdom Events (KvK) ## 매 한 줄 > **"매 KvK 는 multiple game shards (kingdoms) 가 same world map 에서 PvP 경쟁하는 cross-shard event"**. Rise of Kingdoms (Lilith), Lords Mobile (IGG), Evony 등 4X mobile MMO 의 핵심 monetization driver. 매 frontend 입장에서 cross-kingdom matching, real-time map sync, leaderboard 가 challenge. ## 매 핵심 ### 매 매칭 단계 - **Pre-KvK**: 매 power matchmaking — 매 비슷한 power 의 kingdoms 매칭. - **Lost Kingdom (LK)** / Pass 1: 매 kingdoms 가 새 map 에 spawn. - **Main KvK (Pass 2-3)**: 매 holy site / pass / altar 점령. - **Post-KvK**: 매 reward distribution, kingdom power recompute. ### 매 frontend challenge - **Map sync**: 매 1000+ players concurrent → 매 viewport-based delta sync. - **Leaderboard**: 매 cross-shard aggregation — 매 5-min cache. - **Chat**: 매 kingdom-only / alliance-only / cross-kingdom 매 channel 분리. - **Replay**: 매 battle replay — 매 server-authoritative state log. ### 매 응용 1. Rise of Kingdoms — 매 8 kingdom matchup, 70-day season. 2. Lords Mobile Kingdom Vs Kingdom. 3. Evony Server War. 4. Top War: Battle Game — 매 SvS (Server vs Server). ## 💻 패턴 ### Cross-shard matchmaking ```typescript // 매 power-bracket 매칭 async function matchKvK(season: number) { const kingdoms = await db.kingdoms .where("season", season) .where("optedIn", true) .orderBy("totalPower", "desc") .get(); // 매 8 kingdoms / bracket const brackets: Kingdom[][] = []; for (let i = 0; i < kingdoms.length; i += 8) { brackets.push(kingdoms.slice(i, i + 8)); } return brackets; } ``` ### Viewport-based map sync (frontend) ```typescript class KvKMap { private wsUrl = "wss://kvk.game/v1/map"; subscribe(viewport: Bounds) { this.ws.send({ op: "subscribe", bbox: viewport, // 매 viewport bbox 만 sync lod: viewport.zoom < 5 ? "tile" : "unit", }); } onMessage({ delta }: { delta: TileDelta[] }) { delta.forEach((d) => this.applyTile(d)); } } ``` ### Leaderboard cache pattern ```typescript // 매 cross-shard aggregation 비쌈 → 매 Redis sorted set + 5min TTL async function getKvKLeaderboard(seasonId: string) { const cached = await redis.get(`kvk:lb:${seasonId}`); if (cached) return JSON.parse(cached); const data = await aggregateAcrossShards(seasonId); // 매 fan-out await redis.setex(`kvk:lb:${seasonId}`, 300, JSON.stringify(data)); return data; } ``` ### Real-time troop march UI ```tsx function MarchPath({ march }: { march: MarchEvent }) { const [progress, setProgress] = useState(0); useEffect(() => { const start = march.startedAt; const dur = march.duration; const id = requestAnimationFrame(function tick() { setProgress(Math.min(1, (Date.now() - start) / dur)); if (Date.now() < start + dur) requestAnimationFrame(tick); }); return () => cancelAnimationFrame(id); }, [march]); return ; } ``` ### Holy site capture timer (server-authoritative) ```typescript interface HolySiteState { ownerKingdom: number | null; captureProgress: number; // 0-1 contestedBy: number[]; lastUpdate: number; // server timestamp } // 매 client 는 server time 만 신뢰 function renderProgress(state: HolySiteState, serverTime: number) { const elapsed = serverTime - state.lastUpdate; return state.captureProgress + (elapsed / CAPTURE_DURATION); } ``` ## 매 결정 기준 | Aspect | Approach | |---|---| | Matchmaking | Power-bracket, opt-in | | Map sync | Viewport delta (not full snapshot) | | Leaderboard | Cached aggregation, 5min TTL | | Anti-cheat | Server-authoritative timer + replay log | | Chat | Channel separation, rate limit per kingdom | **기본값**: server-authoritative state, viewport-based delta, Redis-cached leaderboard. ## 🔗 Graph - 부모: [[MMO Game Architecture]] · [[Cross-Shard Event]] - 변형: [[SvS]] · [[GvG (Guild vs Guild)]] · [[Lost Kingdom]] - 응용: [[Rise of Kingdoms]] · [[Lords Mobile]] · [[Evony]] - Adjacent: [[Game Server Sharding]] · [[Real-time Multiplayer Sync]] ## 🤖 LLM 활용 **언제**: KvK frontend 설계, cross-shard matchmaking, leaderboard cache 설계. **언제 X**: 매 single-shard PvP — 매 별도 패턴. ## ❌ 안티패턴 - **Full map snapshot per tick**: 매 BW 폭증 — 매 viewport delta 가 정답. - **Client-side capture timer**: 매 cheat 가능 — 매 server-authoritative. - **Real-time leaderboard**: 매 fan-out 비용 → 매 5min cache 충분. ## 🧪 검증 / 중복 - Verified (Lilith Games KvK 매커니즘 documentation, 4X mobile game 공통 패턴). - 신뢰도 B (game-specific). ## 🕓 Changelog | 날짜 | 변경 | |---|---| | 2026-05-08 | Phase 1 | | 2026-05-10 | Manual cleanup — KvK matchmaking + frontend sync 패턴 |