192 lines
6.7 KiB
Markdown
192 lines
6.7 KiB
Markdown
---
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id: wiki-2026-0508-alliance-동맹
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title: Alliance (동맹)
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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: [Guild, Clan, Faction, 동맹]
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duplicate_of: none
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source_trust_level: A
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confidence_score: 0.9
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verification_status: applied
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tags: [game-design, social-systems, mmo, 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: Game backend (Colyseus, Nakama, custom)
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---
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# Alliance (동맹)
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## 매 한 줄
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> **"매 player-formed group — shared goals, shared resources, shared identity"**. 매 MMO/SLG 의 retention 핵심 system. 매 EverQuest guild (1999) → World of Warcraft guild (2004) → Lords Mobile/Rise of Kingdoms 동맹 (2017+). 매 2026 modern SLG (4X/RTS hybrid) 의 core loop driver — solo player retention < 7 days, alliance member retention > 90 days 의 typical metric.
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## 매 핵심
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### 매 구조
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- **Membership tier**: Leader / Officers (R4/R5) / Members / Recruits.
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- **State**: roster, treasury, buff inventory, war declarations, territory.
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- **Permissions**: hierarchical RBAC — invite/kick/promote/demote/disband.
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- **Lifecycle**: create → recruit → grow → war → decline → disband.
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### 매 server-authoritative invariants
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- 매 single alliance per player 의 enforcement (atomic).
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- Member cap (typical 50–100) — atomic check-and-insert.
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- Treasury balance — race-free debit/credit (transactional).
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- War state machine — pending/active/peace transitions.
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### 매 응용
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1. **SLG 4X game** (Lords Mobile pattern) — alliance buffs, rallies, KvK.
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2. **MMO guild** (WoW pattern) — guild bank, calendar, perk levels.
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3. **Mobile RPG clan** (Clash of Clans pattern) — clan wars, donations.
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4. **Social fitness app** (Strava clubs) — challenges, leaderboards.
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## 💻 패턴
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### Schema (Postgres)
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```sql
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CREATE TABLE alliances (
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id BIGSERIAL PRIMARY KEY,
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tag VARCHAR(5) UNIQUE NOT NULL,
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name VARCHAR(40) NOT NULL,
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leader_id BIGINT NOT NULL REFERENCES players(id),
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member_cap SMALLINT NOT NULL DEFAULT 50,
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treasury_gold BIGINT NOT NULL DEFAULT 0,
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created_at TIMESTAMPTZ NOT NULL DEFAULT now()
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);
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CREATE TABLE alliance_members (
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player_id BIGINT PRIMARY KEY REFERENCES players(id),
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alliance_id BIGINT NOT NULL REFERENCES alliances(id) ON DELETE CASCADE,
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rank SMALLINT NOT NULL, -- 1=member..5=leader
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joined_at TIMESTAMPTZ NOT NULL DEFAULT now()
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);
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CREATE INDEX ON alliance_members (alliance_id);
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```
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### Atomic join (server)
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```typescript
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async function joinAlliance(playerId: bigint, allianceId: bigint) {
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return await db.tx(async (t) => {
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// 1. Player must not be in any alliance
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const existing = await t.oneOrNone(
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"SELECT 1 FROM alliance_members WHERE player_id=$1 FOR UPDATE", [playerId]);
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if (existing) throw new Error("ALREADY_IN_ALLIANCE");
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// 2. Member cap check (lock alliance row)
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const a = await t.one(
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"SELECT member_cap, (SELECT COUNT(*) FROM alliance_members WHERE alliance_id=$1)::int AS n " +
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"FROM alliances WHERE id=$1 FOR UPDATE", [allianceId]);
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if (a.n >= a.member_cap) throw new Error("ALLIANCE_FULL");
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await t.none(
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"INSERT INTO alliance_members(player_id, alliance_id, rank) VALUES($1,$2,1)",
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[playerId, allianceId]);
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});
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}
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```
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### Permission check
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```typescript
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const PERMS = {
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invite: 2, // R2+
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kick: 3, // R3+
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promote:4, // R4+
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disband:5, // leader only
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} as const;
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function can(memberRank: number, action: keyof typeof PERMS): boolean {
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return memberRank >= PERMS[action];
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}
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```
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### Alliance chat (Redis pub/sub)
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```typescript
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// Publish
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await redis.publish(`alliance:${allianceId}:chat`,
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JSON.stringify({ from: playerId, msg, ts: Date.now() }));
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// Subscribe (per connected client)
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const sub = redis.duplicate();
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await sub.subscribe(`alliance:${allianceId}:chat`, (raw) => {
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ws.send(raw);
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});
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```
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### War declaration state machine
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```typescript
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type WarState = "PEACE" | "PENDING" | "ACTIVE" | "COOLDOWN";
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const transitions: Record<WarState, WarState[]> = {
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PEACE: ["PENDING"],
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PENDING: ["ACTIVE", "PEACE"],
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ACTIVE: ["COOLDOWN"],
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COOLDOWN: ["PEACE"],
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};
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function transition(from: WarState, to: WarState) {
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if (!transitions[from].includes(to))
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throw new Error(`INVALID_TRANSITION ${from}->${to}`);
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}
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```
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### Treasury (idempotent donation)
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```typescript
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async function donate(playerId: bigint, amt: bigint, idemKey: string) {
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await db.tx(async (t) => {
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const dup = await t.oneOrNone(
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"SELECT 1 FROM idempotency WHERE key=$1", [idemKey]);
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if (dup) return;
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await t.none("INSERT INTO idempotency(key) VALUES($1)", [idemKey]);
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await t.none("UPDATE players SET gold = gold - $2 WHERE id=$1 AND gold >= $2", [playerId, amt]);
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await t.none("UPDATE alliances SET treasury_gold = treasury_gold + $2 WHERE id=$1", [allianceId, amt]);
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});
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}
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```
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### Member roster cache invalidation
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```typescript
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async function onMembershipChange(allianceId: bigint) {
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await redis.del(`alliance:${allianceId}:roster`);
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await redis.publish(`alliance:${allianceId}:events`, JSON.stringify({type:"ROSTER_CHANGED"}));
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}
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```
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## 매 결정 기준
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| 상황 | Approach |
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|---|---|
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| Casual mobile, < 30 members | Single-shard SQL, simple roster |
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| MMO, 100+ members, real-time chat | Sharded SQL + Redis pub/sub |
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| Cross-server alliance war (KvK) | Event-sourced log + global service |
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| Persistent territory control | Server-authoritative grid + alliance ownership |
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**기본값**: 매 Postgres alliance/member tables + Redis pub/sub for chat/presence + idempotent treasury operations.
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## 🔗 Graph
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- 부모: [[Game Architecture]] · [[Social Systems]]
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- 변형: [[Guild]] · [[Clan]] · [[Faction]] · [[Party]]
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- 응용: [[Alliance Chat]] · [[Alliance War]] · [[Treasury System]]
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- Adjacent: [[Friendship System]] · [[Matchmaking]] · [[Leaderboard]]
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## 🤖 LLM 활용
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**언제**: 매 long-session retention 의 game (MMO, SLG, persistent world), 매 social cooperation 의 core mechanic.
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**언제 X**: 매 short-session arcade, 매 strict-PvP only without cooperation, 매 < 1k DAU 의 single-player feel.
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## ❌ 안티패턴
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- **Client-authoritative membership**: 매 cheat 의 trivial (forge join). 매 server-authoritative 만.
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- **No member cap**: 매 mega-alliance dominance — 매 game balance 의 destruction.
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- **Synchronous broadcast**: 매 large alliance (500+) 의 chat fan-out blocks. 매 async pub/sub 의 사용.
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- **Disband without grace period**: 매 leader 의 grief vector. 매 24h cooldown.
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## 🧪 검증 / 중복
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- Verified (Lords Mobile design, EVE Online corporation system, WoW guild system, Clash of Clans clan system).
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- 신뢰도 A.
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## 🕓 Changelog
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| 날짜 | 변경 |
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| 2026-05-08 | Phase 1 |
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| 2026-05-10 | Manual cleanup — full content (game alliance system architecture) |
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