idle fleet slows world clock to real time instead of freezing (ISS-128)
CI / build + unit + e2e (pull_request) Successful in 10m32s
CI / build + unit + e2e (pull_request) Successful in 10m32s
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+4
-4
@@ -39,9 +39,9 @@ async function setHealth(page: Page, planeId: string, fields: Record<string, unk
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expect(res.status()).toBe(200);
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}
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// Idle-pause (ISS-117) freezes a fully grounded fleet — put the starter in repair so the clock
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// advances for tests that need it. The €1.5k repair cost is irrelevant to every spec's relative
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// cash assertions; deactivateWorld restores full health and no gate afterwards.
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// A fully grounded fleet only advances at the idle real-time rate (ISS-128) — put the starter in
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// repair so the clock runs at FULL scale for tests that need fast-forwarding. The €1.5k repair cost
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// is irrelevant to every spec's relative cash assertions; deactivateWorld restores full health and no gate afterwards.
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async function activateWorld(page: Page): Promise<void> {
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await setHealth(page, STARTER, { health: 50 });
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expect((await page.request.post(`/api/planes/${STARTER}/repair`)).status()).toBe(200);
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@@ -151,7 +151,7 @@ test('sim clock ticks smoothly between polls at the fixed world rate (ISS-007, I
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// 409s on non-available planes — it must be grounded before activateWorld.
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await flyHomeViaApi(page);
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await setScale(page, WORLD); // self-heal may have left the fast test rate behind
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// Idle-pause freezes a grounded fleet — put the starter in repair so the clock advances.
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// A grounded fleet only advances at the idle real-time rate (ISS-128) — put the starter in repair for full scale.
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await activateWorld(page);
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try {
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await page.goto('/');
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