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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@@ -2,3 +2,8 @@
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// Server-side the effective scale lives in the sim_state row (seeded to this value); client-side
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// lib/useSimClock.ts extrapolates between polls at this same constant, so keep them in sync here.
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export const WORLD_TIME_SCALE = 24;
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// ISS-128 (v0.56.0): a fully grounded fleet no longer freezes the world — it slows to real time
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// (one game-second per real second) so packages keep spawning/expiring and the market stays fresh.
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// Derived from the existing constant: WORLD_TIME_SCALE / 24 = 1, i.e. exactly "real-time".
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export const IDLE_WORLD_TIME_SCALE = WORLD_TIME_SCALE / 24;
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