v0.62.0: fixed 24x world clock — frozen when fully grounded (#135)
CI / build + unit + e2e (pull_request) Successful in 13m57s
CI / build + unit + e2e (pull_request) Successful in 13m57s
This commit is contained in:
+18
-20
@@ -16,7 +16,6 @@ import {
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deliverPackages,
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expirePackages,
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finishRepairs,
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IDLE_WORLD_TIME_SCALE,
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MAX_TICK_ELAPSED_MS,
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reputationGainFor,
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shouldAdvanceTime,
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@@ -31,9 +30,9 @@ import {
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// public tickNow()/setTestTimeScale() wrappers (singleton + lock) are covered by the e2e suite
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// (every spec's setScale helper hits /api/test/set-timescale; sim.spec.ts pins its validation).
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// ISS-117 / ISS-128: fresh DBs seed a GROUNDED starter, so any test that needs FULL-scale advance
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// must put a plane in flight first (a grounded fleet only advances at the idle real-time rate) —
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// departureSimTime at the game-clock origin keeps its arrival hours away.
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// #135: fresh DBs seed a GROUNDED starter, so any test that needs clock advance must put a plane in
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// flight first (a fully grounded fleet freezes the world) — departureSimTime at the game-clock
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// origin keeps its arrival hours away.
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async function makeWorldActive(inst: Awaited<ReturnType<typeof openGameDb>>) {
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await inst.db.update(schema.planes)
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.set({ status: 'flying', destIcao: 'LEMD', departureSimTime: STARTING_CLOCK_MS })
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@@ -62,7 +61,7 @@ async function freshDb(name: string) {
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describe('tickOnce — clock advance', () => {
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it('advances the clock by elapsed real ms × timeScale', async () => {
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const inst = await freshDb('scale.db');
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await makeWorldActive(inst); // a grounded fleet would slow the world to the idle real-time rate (ISS-128)
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await makeWorldActive(inst); // a fully grounded fleet freezes the clock (#135)
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vi.setSystemTime(T0 + 1_000); // one real second later
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await inst.db.update(schema.simState).set({ timeScale: 5 });
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@@ -72,30 +71,30 @@ describe('tickOnce — clock advance', () => {
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expect(sim.lastRealTickMs).toBe(T0 + 1_000);
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});
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it('a fully grounded fleet advances at the idle real-time rate, not frozen (ISS-128)', async () => {
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const inst = await freshDb('idle.db'); // seeded starter is on the ground → idle
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it('a fully grounded fleet freezes the clock, then resumes with no catch-up (#135)', async () => {
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const inst = await freshDb('idle.db'); // seeded starter is on the ground → frozen
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vi.setSystemTime(T0 + 3_600_000); // an hour of real idleness
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let sim = await tickOnce(inst);
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expect(sim.clockMs).toBe(STARTING_CLOCK_MS + MAX_TICK_ELAPSED_MS * IDLE_WORLD_TIME_SCALE); // clamped to one idle-rate tick — no fast-forward, no freeze
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expect(sim.clockMs).toBe(STARTING_CLOCK_MS); // frozen — no fast-forward, no idle creep
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expect(sim.lastRealTickMs).toBe(T0 + 3_600_000);
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// A plane takes off: resumes from where it stopped, with NO catch-up for the idle time.
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// A plane takes off: resumes from where it stopped, with NO catch-up for the frozen time.
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await inst.db.update(schema.simState).set({ timeScale: 60 });
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await makeWorldActive(inst);
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vi.setSystemTime(T0 + 3_600_500);
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sim = await tickOnce(inst);
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expect(sim.clockMs).toBe(STARTING_CLOCK_MS + MAX_TICK_ELAPSED_MS * IDLE_WORLD_TIME_SCALE + 500 * 60); // only the 500 ms since activity × 60
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expect(sim.clockMs).toBe(STARTING_CLOCK_MS + 500 * 60); // only the 500 ms since activity × 60
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});
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it('a grounded fleet ignores any raised timeScale — the idle rate wins (ISS-128)', async () => {
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it('a grounded fleet ignores any raised timeScale — frozen regardless (#135)', async () => {
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const inst = await freshDb('idle-scale.db');
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await inst.db.update(schema.simState).set({ timeScale: 1_000 }); // FLIGHT_TEST_HOOKS-style override
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vi.setSystemTime(T0 + 1_000);
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const sim = await tickOnce(inst);
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expect(sim.clockMs).toBe(STARTING_CLOCK_MS + 1_000 * IDLE_WORLD_TIME_SCALE); // real time, NOT ×1000
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expect(sim.clockMs).toBe(STARTING_CLOCK_MS); // frozen, NOT ×1000
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});
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it('clamps long absences: a 1-hour gap advances at most MAX_TICK_ELAPSED_MS × scale', async () => {
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@@ -586,13 +585,12 @@ describe('finishRepairs (v0.39.0, ISS-069)', () => {
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});
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});
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describe('idle slowdown — a grounded fleet slows the world to real time (ISS-128)', () => {
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it('pins IDLE_WORLD_TIME_SCALE = WORLD_TIME_SCALE / 24, i.e. exactly real time', () => {
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expect(IDLE_WORLD_TIME_SCALE).toBe(WORLD_TIME_SCALE / 24);
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expect(IDLE_WORLD_TIME_SCALE).toBe(1); // one game-second per real second
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describe('grounded fleet freezes the world clock (#135)', () => {
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it('pins WORLD_TIME_SCALE = 24 — the single fixed world rate (ISS-117)', () => {
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expect(WORLD_TIME_SCALE).toBe(24);
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});
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it('shouldAdvanceTime: grounded/empty fleets are idle; any flying or repairing plane advances', () => {
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it('shouldAdvanceTime: grounded/empty fleets are frozen; any flying or repairing plane advances', () => {
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expect(shouldAdvanceTime([])).toEqual({ advance: false, flying: 0, repairing: 0 });
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expect(shouldAdvanceTime([{ status: 'available' }, { status: 'available' }])).toEqual({ advance: false, flying: 0, repairing: 0 });
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expect(shouldAdvanceTime([{ status: 'flying' }, { status: 'available' }])).toEqual({ advance: true, flying: 1, repairing: 0 });
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@@ -600,13 +598,13 @@ describe('idle slowdown — a grounded fleet slows the world to real time (ISS-1
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expect(shouldAdvanceTime([{ status: 'flying' }, { status: 'repairing' }])).toEqual({ advance: true, flying: 1, repairing: 1 });
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});
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it('a fully grounded fleet advances at the idle rate but keeps tracking real time', async () => {
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const inst = await freshDb('idle-pause.db'); // seeded starter is on the ground → idle
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it('a fully grounded fleet stays frozen but keeps tracking real time', async () => {
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const inst = await freshDb('idle-pause.db'); // seeded starter is on the ground → frozen
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vi.setSystemTime(T0 + 3_600_000);
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const sim = await tickOnce(inst);
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expect(sim.clockMs).toBe(STARTING_CLOCK_MS + MAX_TICK_ELAPSED_MS * IDLE_WORLD_TIME_SCALE); // real-time rate, clamped — not frozen
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expect(sim.clockMs).toBe(STARTING_CLOCK_MS); // frozen — no idle creep
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expect(sim.lastRealTickMs).toBe(T0 + 3_600_000); // …and the real-time anchor moved on
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});
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+13
-16
@@ -9,7 +9,7 @@ import { FUEL_DISCOUNT_PER_REP, FUEL_PRICE_PER_L, MAX_FUEL_DISCOUNT, PLANE_TYPES
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import { SPECIALS } from '@/lib/game/specials';
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import { getStateSnapshot, parseIcaoQueue, sseFrame } from '@/lib/game/state';
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import { broadcast } from '@/lib/sse';
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import { IDLE_WORLD_TIME_SCALE } from '@/lib/worldClock';
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import {
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generatePackage,
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MARKET_TARGET_OPEN_PACKAGES,
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@@ -24,8 +24,8 @@ import { arrivalTimeFor, fuelAtWeighted, requiredFuelFor, windBurnFactor } from
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// tick (~1 s, started at boot from instrumentation.ts) AND on every read/action — both through the
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// same locked tickOnce path. Each tick advances by (real ms since last tick) × timeScale, clamped
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// per tick so long absences never fast-forward the game; while no plane is flying or in repair the
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// world slows to real time instead of freezing (IDLE_WORLD_TIME_SCALE, ISS-128 v0.56.0), and
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// lastRealTickMs always keeps tracking real time.
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// world clock stays FROZEN (#135 v0.62.0 — final ISS-117 semantics), and lastRealTickMs always
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// keeps tracking real time, so resuming activity never fast-forwards the frozen span.
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// Clamp constant: max real-time gap counted by a single tick. Chosen at 2000 ms — comfortably above
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// both the client poll interval (~1 s) and the background-tick interval, so active play advances
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@@ -33,9 +33,8 @@ import { arrivalTimeFor, fuelAtWeighted, requiredFuelFor, windBurnFactor } from
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// 2 s × scale.
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export const MAX_TICK_ELAPSED_MS = 2_000;
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// ISS-117 / ISS-128: the fixed world rates — re-exported here so server code and tests have one
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// familiar home (full rate while something is active, real-time rate while fully grounded).
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export { IDLE_WORLD_TIME_SCALE, WORLD_TIME_SCALE } from '@/lib/worldClock';
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// ISS-117: the fixed world rate — re-exported here so server code and tests have one familiar home.
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export { WORLD_TIME_SCALE } from '@/lib/worldClock';
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// Reputation gain per delivered package: BASE + PER_KM × great-circle km, rounded
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// to 2 decimals (reputation is REAL). A short hop (~300 km) earns ~1.15 rep, a
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@@ -64,10 +63,10 @@ function withLock<T>(fn: () => Promise<T>): Promise<T> {
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// --- Tick core (takes a GameDb so unit tests can inject their own instance) ---
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// ISS-117 / ISS-128: idle decision — pure, so unit tests feed it synthetic fleets. The world clock
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// runs at full scale only while something is happening (at least one plane flying OR in repair); a
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// fully grounded fleet slows it to IDLE_WORLD_TIME_SCALE (real time) instead of freezing it, so
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// expiries/spawns keep running until a dispatch or repair starts.
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// #135: advance decision — pure, so unit tests feed it synthetic fleets. The world clock runs at
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// full scale only while something is happening (at least one plane flying OR in repair); a fully
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// grounded fleet freezes it entirely — no expiry/spawn/repair progress until a dispatch or repair
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// starts again.
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export function shouldAdvanceTime(planes: Array<{ status: string }>): { advance: boolean; flying: number; repairing: number } {
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let flying = 0;
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let repairing = 0;
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@@ -84,15 +83,13 @@ export async function tickOnce(inst: GameDb): Promise<schema.SimStateRow> {
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if (!sim) throw new Error('sim_state row missing');
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const nowMs = Date.now();
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// ISS-128: a fully grounded fleet slows the world to real time (IDLE_WORLD_TIME_SCALE) instead of
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// freezing it — packages keep spawning/expiring while idle. An active fleet keeps its full scale,
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// including any FLIGHT_TEST_HOOKS override in sim.timeScale. lastRealTickMs always tracks real
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// time, so resuming activity never fast-forwards the idle duration.
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// #135: a fully grounded fleet freezes the world — no advance, no expiry/spawn/repair progress.
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// An active fleet keeps its full scale, including any FLIGHT_TEST_HOOKS override in sim.timeScale.
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// lastRealTickMs always tracks real time, so resuming activity never fast-forwards the frozen span.
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const planeRows = await inst.db.select().from(schema.planes);
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const { advance } = shouldAdvanceTime(planeRows.map((p) => ({ status: p.status })));
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const elapsed = Math.max(0, nowMs - sim.lastRealTickMs);
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const scale = advance ? sim.timeScale : IDLE_WORLD_TIME_SCALE;
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const advanceMs = Math.min(elapsed, MAX_TICK_ELAPSED_MS) * scale;
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const advanceMs = advance ? Math.min(elapsed, MAX_TICK_ELAPSED_MS) * sim.timeScale : 0;
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const clockMs = Math.round(sim.clockMs + advanceMs);
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if (advanceMs > 0) {
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