v0.65.0: per-airport job pools with real-time refresh — open jobs spawn per pool airport (grounded/flying/queued locations) in a fixed POOL_BANDS composition, expire on the wall clock after JOB_LIFETIME_MS even while the world is frozen, and refill taken slots after a per-band cooldown; /api/state + SSE filter open jobs to pool origins and expose expiresRealMs for the right-pane countdown
CI / build + unit + e2e (pull_request) Failing after 17m26s

This commit is contained in:
2026-09-23 13:09:49 +00:00
parent 9c2c64fe89
commit 12d900b22a
24 changed files with 556 additions and 344 deletions
+7
View File
@@ -1,5 +1,12 @@
# Changelog
## v0.65.0 — 2026-09-23 12:58
- **Per-airport job pools with real-time refresh.** The market was a global bag of jobs (top-up to `MARKET_TARGET_OPEN_PACKAGES = 10` + coverage spawn at uncovered grounded airports), so the board showed work you could never take and hid nothing. Now open jobs are generated PER AIRPORT where a plane can actually pick them up — the pool is the set of grounded planes' `locationIcao`, flying planes' `destIcao` and queued-leg ICAOs (repairing planes excluded; an all-repairing fleet has no pool, and orphaned pools simply expire out). Each pool airport holds exactly `POOL_TARGET_PER_AIRPORT = 10` open jobs in a fixed weight composition (`POOL_BANDS`: 2×[500,4000) + 6×[4000,18000) + 1×[18000,48000] + 1×(48000,80000] kg), so the board always mixes jobs you can take now with heavier ones that are what you buy better planes for. `spawnPoolPackages` in `lib/sim/engine.ts` replaces both old spawners and runs on every tick (including frozen ones) like v0.64.0's top-up; seeded and spawned packages come from the same new `generatePoolPackage` helper in `lib/game/seed.ts`, so they are indistinguishable — `buildSeed` now seeds a full pool at the starter's home hub, and `PACKAGE_COUNT_MIN/MAX` + `MARKET_TARGET_OPEN_PACKAGES` are retired.
- **Open jobs live on the wall clock.** New `created_real_ms INTEGER NOT NULL DEFAULT 0` column (guarded ALTER backfilled with `Date.now()` for existing rows): an open job expires `JOB_LIFETIME_MS = 1 h` after creation regardless of time scale or fleet state — checked every tick OUTSIDE the advance gate, so a paused world still refreshes its board. Loaded jobs keep their sim-clock deadline logic unchanged (delivery check, expiry floor, abandon penalty all untouched). Taken slots (loaded OR ignored) stamp `slot_free_at_real_ms` and hold their pool slot for a refill cooldown — `REFILL_DELAY_MS = 15 min`, or `SMALL_REFILL_DELAY_MS = 1 min` for the <4 t band — so the board visibly refreshes instead of instantly refilling; expired/delivered/abandoned never block. ponytail: one shared per-airport cooldown (the max stamp) rather than a per-band table, add when per-band refill timing matters.
- **Visibility + UI.** `/api/state` and SSE now filter open packages to pool origins (`poolAirports` in `lib/game/state.ts`; all non-open statuses pass through unchanged), so the right pane only ever shows jobs you can take — no disabled Load buttons for foreign-origin work. `PackageState` gains `expiresRealMs` (open → `createdRealMs + JOB_LIFETIME_MS`, else null; OpenAPI updated) and the open-job row renders a wall-clock countdown via the existing pure `formatDeadlineRelative` formatter (no new timer — the ~1 s poll re-renders anyway); loaded jobs keep their sim-deadline display.
- **Test hooks.** `/api/test/expire-package` rewritten for the wall clock: `{packageId}` ages an OPEN job's `createdRealMs` past its lifetime (`HOOK_AGE_MS = JOB_LIFETIME_MS + 60_000`) and runs a tick, so it comes back already expired (200; unknown/non-open ids 404); no body creates one already-aged hub job (201). CI env: `docker-compose.ci.yml` sets `FLIGHT_JOB_REFILL_MS=5000` + `FLIGHT_JOB_SMALL_REFILL_MS=2000` under the existing `FLIGHT_TEST_HOOKS=1` gate — the lifetime stays 1 h everywhere on purpose, so `state.spec.ts`'s mid-suite container restart can't race a whole board expiring.
- **Tests.** Unit: `lib/sim/engine.test.ts` rewritten around the new functions — `expireLoadedPackages (sim clock)` and `expireOpenPackages (v0.65.0 wall clock)` suites (both with inclusive-boundary edges), the frozen-top-up test now asserts exactly 10 open jobs all at EDDF, and a six-test `spawnPoolPackages` suite pins band composition, determinism under an injected RNG + wall clock, pool membership for flying/queued airports (departure airport excluded while its plane is airborne), the taken-slot cooldown ladder, and the full tickOnce pipeline. `lib/game/seed.test.ts`: buildSeed now asserts the exact hub-pool composition (10 jobs, band counts, weights in-band, `createdRealMs` = seed moment) plus a "board always offers jobs beyond the starter" pin; the replay test mirrors `generatePoolPackage`; five full-object equality tests pin `createdRealMs` to avoid millisecond-boundary flakes. E2E: `e2e/sim.spec.ts`'s expiry tests are wall-clock now (hook ages + ticks, then polls the pool back to target — no scale or clock activation); `e2e/right-pane.spec.ts` replaces the LEMD Load-disabled test with an absence assertion (a non-pool-origin open job never reaches `/api/state`); `e2e/hover.spec.ts`'s antimeridian pair moves NZAA→NFTF to EDDF→NFTF (same ±180 eastward crossing, sampled maxJump 359.98) because the hook must create jobs at a pool airport; `e2e/expiry.spec.ts` pins the new hook contract (aged job expired by response time, unknown id 404, already-expired 404).
## v0.64.0 — 2026-09-23 10:06
- **Market keeps topping up while the fleet is grounded (#135 follow-up).** Root cause of a soft-lock introduced by v0.62.0's frozen clock: in `tickOnce` (`lib/sim/engine.ts`) every package-CREATION path (market top-up + coverage spawn) sat behind the same `advanceMs > 0` gate as expiry/delivery/repairs, while removal paths did not — `ignorePackage` runs on any request regardless of advance. A fully grounded fleet therefore froze the clock AND stopped all spawning, so repeated ignores could drain the market below `MARKET_TARGET_OPEN_PACKAGES = 10` (down to zero) and no code path ever created new jobs again: a player with a grounded fleet and an empty market was stuck forever. Fix: only the two spawn calls moved OUT of the gate — `spawnOpenPackages` + `spawnCoveragePackages` now run on EVERY tick, including frozen ones, passing the current (possibly frozen) `clockMs`; `expirePackages`, `deliverPackages` and `finishRepairs` stay inside it. Both spawns were already idempotent no-ops when satisfied (count-gated at target / set-gated by uncovered grounded airports), so advancing ticks behave exactly as before and the clock stays EXACTLY frozen while grounded — only new packages appear, created at game time. No schema change, no migration, no other engine behavior touched.
- **Tests.** Unit: `lib/sim/engine.test.ts` — "a frozen tick still tops up the market so a grounded fleet never starves (#135 follow-up)": fully grounded fleet (advance=false), open market drained to zero via direct DB writes, one tick → asserts BOTH that `sim.clockMs` is unchanged (freeze preserved) AND that the open count is back at ≥ `MARKET_TARGET_OPEN_PACKAGES` with ≥1 open package originating at the grounded starter's airport (EDDF coverage). E2E: `e2e/sim.spec.ts` — "a grounded fleet never starves: ignoring every open package cannot empty the market (#135 follow-up)": self-heals to a fully grounded fleet, drains by calling `POST /api/packages/[id]/ignore` for every open package in repeated passes (pre-fix this reached zero and stayed there; post-fix each request's tick re-tops-up before its removal, so it can't), then `expect.poll`s that the open count from `/api/state` is above 0 within ~5 s of real time while asserting `simState.clockMs` stays EXACTLY equal to its pre-drain value and no plane took off — pinning both starvation-fixed and clock-still-frozen.