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