v0.62.0: fixed 24x world clock — frozen when fully grounded (#135)
CI / build + unit + e2e (pull_request) Successful in 16m31s

This commit is contained in:
2026-09-23 08:02:15 +00:00
parent 1d9e9ade58
commit 71dea3ffb8
14 changed files with 122 additions and 124 deletions
+40 -20
View File
@@ -16,7 +16,6 @@ import {
deliverPackages,
expirePackages,
finishRepairs,
IDLE_WORLD_TIME_SCALE,
MAX_TICK_ELAPSED_MS,
reputationGainFor,
shouldAdvanceTime,
@@ -31,9 +30,9 @@ import {
// public tickNow()/setTestTimeScale() wrappers (singleton + lock) are covered by the e2e suite
// (every spec's setScale helper hits /api/test/set-timescale; sim.spec.ts pins its validation).
// ISS-117 / ISS-128: fresh DBs seed a GROUNDED starter, so any test that needs FULL-scale advance
// must put a plane in flight first (a grounded fleet only advances at the idle real-time rate) —
// departureSimTime at the game-clock origin keeps its arrival hours away.
// #135: fresh DBs seed a GROUNDED starter, so any test that needs clock advance must put a plane in
// flight first (a fully grounded fleet freezes the world) — departureSimTime at the game-clock
// origin keeps its arrival hours away.
async function makeWorldActive(inst: Awaited<ReturnType<typeof openGameDb>>) {
await inst.db.update(schema.planes)
.set({ status: 'flying', destIcao: 'LEMD', departureSimTime: STARTING_CLOCK_MS })
@@ -46,11 +45,15 @@ const T0 = 1_750_000_000_000; // seed moment / fake "now" at DB open
beforeAll(async () => {
vi.useFakeTimers();
vi.setSystemTime(T0);
// #135 (v0.62.0): this file exercises the FLIGHT_TEST_HOOKS branch of tickOnce — stored
// sim.timeScale overrides are only honored when the env var is set, exactly like CI.
vi.stubEnv('FLIGHT_TEST_HOOKS', '1');
dir = await fs.mkdtemp(path.join(os.tmpdir(), 'flight-sim-'));
});
afterAll(async () => {
vi.useRealTimers();
vi.unstubAllEnvs();
await fs.rm(dir, { recursive: true, force: true });
});
@@ -62,7 +65,7 @@ async function freshDb(name: string) {
describe('tickOnce — clock advance', () => {
it('advances the clock by elapsed real ms × timeScale', async () => {
const inst = await freshDb('scale.db');
await makeWorldActive(inst); // a grounded fleet would slow the world to the idle real-time rate (ISS-128)
await makeWorldActive(inst); // a fully grounded fleet freezes the clock (#135)
vi.setSystemTime(T0 + 1_000); // one real second later
await inst.db.update(schema.simState).set({ timeScale: 5 });
@@ -72,30 +75,48 @@ describe('tickOnce — clock advance', () => {
expect(sim.lastRealTickMs).toBe(T0 + 1_000);
});
it('a fully grounded fleet advances at the idle real-time rate, not frozen (ISS-128)', async () => {
const inst = await freshDb('idle.db'); // seeded starter is on the ground → idle
it('production (no FLIGHT_TEST_HOOKS): a legacy stored timeScale is ignored — always WORLD_TIME_SCALE (#135)', async () => {
const inst = await freshDb('prod-rate.db');
await makeWorldActive(inst);
await inst.db.update(schema.simState).set({ timeScale: 1_000 }); // what a pre-v0.52.0 save holds
vi.setSystemTime(T0 + 1_000);
const saved = process.env.FLIGHT_TEST_HOOKS;
delete process.env.FLIGHT_TEST_HOOKS;
let sim: schema.SimStateRow;
try {
sim = await tickOnce(inst);
} finally {
if (saved !== undefined) process.env.FLIGHT_TEST_HOOKS = saved; // restore the stubbed value
}
expect(sim.clockMs).toBe(STARTING_CLOCK_MS + 1_000 * WORLD_TIME_SCALE); // ×24, NOT ×1000
});
it('a fully grounded fleet freezes the clock, then resumes with no catch-up (#135)', async () => {
const inst = await freshDb('idle.db'); // seeded starter is on the ground → frozen
vi.setSystemTime(T0 + 3_600_000); // an hour of real idleness
let sim = await tickOnce(inst);
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
expect(sim.clockMs).toBe(STARTING_CLOCK_MS); // frozen — no fast-forward, no idle creep
expect(sim.lastRealTickMs).toBe(T0 + 3_600_000);
// A plane takes off: resumes from where it stopped, with NO catch-up for the idle time.
// A plane takes off: resumes from where it stopped, with NO catch-up for the frozen time.
await inst.db.update(schema.simState).set({ timeScale: 60 });
await makeWorldActive(inst);
vi.setSystemTime(T0 + 3_600_500);
sim = await tickOnce(inst);
expect(sim.clockMs).toBe(STARTING_CLOCK_MS + MAX_TICK_ELAPSED_MS * IDLE_WORLD_TIME_SCALE + 500 * 60); // only the 500 ms since activity × 60
expect(sim.clockMs).toBe(STARTING_CLOCK_MS + 500 * 60); // only the 500 ms since activity × 60
});
it('a grounded fleet ignores any raised timeScale — the idle rate wins (ISS-128)', async () => {
it('a grounded fleet ignores any raised timeScale — frozen regardless (#135)', async () => {
const inst = await freshDb('idle-scale.db');
await inst.db.update(schema.simState).set({ timeScale: 1_000 }); // FLIGHT_TEST_HOOKS-style override
vi.setSystemTime(T0 + 1_000);
const sim = await tickOnce(inst);
expect(sim.clockMs).toBe(STARTING_CLOCK_MS + 1_000 * IDLE_WORLD_TIME_SCALE); // real time, NOT ×1000
expect(sim.clockMs).toBe(STARTING_CLOCK_MS); // frozen, NOT ×1000
});
it('clamps long absences: a 1-hour gap advances at most MAX_TICK_ELAPSED_MS × scale', async () => {
@@ -586,13 +607,12 @@ describe('finishRepairs (v0.39.0, ISS-069)', () => {
});
});
describe('idle slowdown — a grounded fleet slows the world to real time (ISS-128)', () => {
it('pins IDLE_WORLD_TIME_SCALE = WORLD_TIME_SCALE / 24, i.e. exactly real time', () => {
expect(IDLE_WORLD_TIME_SCALE).toBe(WORLD_TIME_SCALE / 24);
expect(IDLE_WORLD_TIME_SCALE).toBe(1); // one game-second per real second
describe('grounded fleet freezes the world clock (#135)', () => {
it('pins WORLD_TIME_SCALE = 24 — the single fixed world rate (ISS-117)', () => {
expect(WORLD_TIME_SCALE).toBe(24);
});
it('shouldAdvanceTime: grounded/empty fleets are idle; any flying or repairing plane advances', () => {
it('shouldAdvanceTime: grounded/empty fleets are frozen; any flying or repairing plane advances', () => {
expect(shouldAdvanceTime([])).toEqual({ advance: false, flying: 0, repairing: 0 });
expect(shouldAdvanceTime([{ status: 'available' }, { status: 'available' }])).toEqual({ advance: false, flying: 0, repairing: 0 });
expect(shouldAdvanceTime([{ status: 'flying' }, { status: 'available' }])).toEqual({ advance: true, flying: 1, repairing: 0 });
@@ -600,13 +620,13 @@ describe('idle slowdown — a grounded fleet slows the world to real time (ISS-1
expect(shouldAdvanceTime([{ status: 'flying' }, { status: 'repairing' }])).toEqual({ advance: true, flying: 1, repairing: 1 });
});
it('a fully grounded fleet advances at the idle rate but keeps tracking real time', async () => {
const inst = await freshDb('idle-pause.db'); // seeded starter is on the ground → idle
it('a fully grounded fleet stays frozen but keeps tracking real time', async () => {
const inst = await freshDb('idle-pause.db'); // seeded starter is on the ground → frozen
vi.setSystemTime(T0 + 3_600_000);
const sim = await tickOnce(inst);
expect(sim.clockMs).toBe(STARTING_CLOCK_MS + MAX_TICK_ELAPSED_MS * IDLE_WORLD_TIME_SCALE); // real-time rate, clamped — not frozen
expect(sim.clockMs).toBe(STARTING_CLOCK_MS); // frozen — no idle creep
expect(sim.lastRealTickMs).toBe(T0 + 3_600_000); // …and the real-time anchor moved on
});
+22 -18
View File
@@ -9,7 +9,7 @@ import { FUEL_DISCOUNT_PER_REP, FUEL_PRICE_PER_L, MAX_FUEL_DISCOUNT, PLANE_TYPES
import { SPECIALS } from '@/lib/game/specials';
import { getStateSnapshot, parseIcaoQueue, sseFrame } from '@/lib/game/state';
import { broadcast } from '@/lib/sse';
import { IDLE_WORLD_TIME_SCALE } from '@/lib/worldClock';
import {
generatePackage,
MARKET_TARGET_OPEN_PACKAGES,
@@ -22,10 +22,12 @@ import { arrivalTimeFor, fuelAtWeighted, requiredFuelFor, windBurnFactor } from
// Server-authoritative sim engine (v0.7.0). ISS-117 (v0.52.0): the clock advances on a background
// tick (~1 s, started at boot from instrumentation.ts) AND on every read/action — both through the
// same locked tickOnce path. Each tick advances by (real ms since last tick) × timeScale, clamped
// per tick so long absences never fast-forward the game; while no plane is flying or in repair the
// world slows to real time instead of freezing (IDLE_WORLD_TIME_SCALE, ISS-128 v0.56.0), and
// lastRealTickMs always keeps tracking real time.
// same locked tickOnce path. Each tick advances by (real ms since last tick) × scale, clamped per
// tick so long absences never fast-forward the game; while no plane is flying or in repair the
// world clock stays FROZEN (#135 v0.62.0 — final ISS-117 semantics), and lastRealTickMs always
// keeps tracking real time, so resuming activity never fast-forwards the frozen span. Scale is the
// fixed WORLD_TIME_SCALE in production; only FLIGHT_TEST_HOOKS deployments honor sim.timeScale
// (the test-hook override) — legacy saves may hold stale values (#135).
// Clamp constant: max real-time gap counted by a single tick. Chosen at 2000 ms — comfortably above
// both the client poll interval (~1 s) and the background-tick interval, so active play advances
@@ -33,9 +35,10 @@ import { arrivalTimeFor, fuelAtWeighted, requiredFuelFor, windBurnFactor } from
// 2 s × scale.
export const MAX_TICK_ELAPSED_MS = 2_000;
// ISS-117 / ISS-128: the fixed world rates — re-exported here so server code and tests have one
// familiar home (full rate while something is active, real-time rate while fully grounded).
export { IDLE_WORLD_TIME_SCALE, WORLD_TIME_SCALE } from '@/lib/worldClock';
// ISS-117: the fixed world rate — imported for tickOnce, re-exported so server code and tests
// have one familiar home.
import { WORLD_TIME_SCALE } from '@/lib/worldClock';
export { WORLD_TIME_SCALE };
// Reputation gain per delivered package: BASE + PER_KM × great-circle km, rounded
// to 2 decimals (reputation is REAL). A short hop (~300 km) earns ~1.15 rep, a
@@ -64,10 +67,10 @@ function withLock<T>(fn: () => Promise<T>): Promise<T> {
// --- Tick core (takes a GameDb so unit tests can inject their own instance) ---
// ISS-117 / ISS-128: idle decision — pure, so unit tests feed it synthetic fleets. The world clock
// runs at full scale only while something is happening (at least one plane flying OR in repair); a
// fully grounded fleet slows it to IDLE_WORLD_TIME_SCALE (real time) instead of freezing it, so
// expiries/spawns keep running until a dispatch or repair starts.
// #135: advance decision — pure, so unit tests feed it synthetic fleets. The world clock runs at
// full scale only while something is happening (at least one plane flying OR in repair); a fully
// grounded fleet freezes it entirely — no expiry/spawn/repair progress until a dispatch or repair
// starts again.
export function shouldAdvanceTime(planes: Array<{ status: string }>): { advance: boolean; flying: number; repairing: number } {
let flying = 0;
let repairing = 0;
@@ -84,15 +87,16 @@ export async function tickOnce(inst: GameDb): Promise<schema.SimStateRow> {
if (!sim) throw new Error('sim_state row missing');
const nowMs = Date.now();
// ISS-128: a fully grounded fleet slows the world to real time (IDLE_WORLD_TIME_SCALE) instead of
// freezing it — packages keep spawning/expiring while idle. An active fleet keeps its full scale,
// including any FLIGHT_TEST_HOOKS override in sim.timeScale. lastRealTickMs always tracks real
// time, so resuming activity never fast-forwards the idle duration.
// #135: a fully grounded fleet freezes the world — no advance, no expiry/spawn/repair progress.
// lastRealTickMs always tracks real time, so resuming activity never fast-forwards the frozen span.
const planeRows = await inst.db.select().from(schema.planes);
const { advance } = shouldAdvanceTime(planeRows.map((p) => ({ status: p.status })));
// #135 (v0.62.0): production ALWAYS runs at the fixed world rate — legacy saves may hold a stale
// timeScale (e.g. 1000 from pre-v0.52.0 UI controls, or an old e2e run against the live instance).
// Only FLIGHT_TEST_HOOKS deployments honor sim.timeScale, which POST /api/test/set-timescale writes.
const scale = process.env.FLIGHT_TEST_HOOKS === '1' ? sim.timeScale : WORLD_TIME_SCALE;
const elapsed = Math.max(0, nowMs - sim.lastRealTickMs);
const scale = advance ? sim.timeScale : IDLE_WORLD_TIME_SCALE;
const advanceMs = Math.min(elapsed, MAX_TICK_ELAPSED_MS) * scale;
const advanceMs = advance ? Math.min(elapsed, MAX_TICK_ELAPSED_MS) * scale : 0;
const clockMs = Math.round(sim.clockMs + advanceMs);
if (advanceMs > 0) {
+6 -6
View File
@@ -1,11 +1,11 @@
import { describe, expect, it } from 'vitest';
import { advanceSimClock, type SimClockAnchor } from './useSimClock';
import { IDLE_WORLD_TIME_SCALE, WORLD_TIME_SCALE } from './worldClock';
import { WORLD_TIME_SCALE } from './worldClock';
// ISS-007 (v0.16.1) — the pure extrapolation core of lib/useSimClock.ts. The hook itself is a
// thin setInterval + re-sync wrapper covered by e2e (panes.spec.ts "ticks smoothly between polls");
// this suite pins the math: game time advances real-time × WORLD_TIME_SCALE, and slows to
// real-time × IDLE_WORLD_TIME_SCALE while idle (ISS-128).
// this suite pins the math: game time advances real-time × WORLD_TIME_SCALE while something is
// flying or in repair, and stays frozen at the anchor value while fully grounded (#135).
const anchor = (over: Partial<SimClockAnchor> = {}): SimClockAnchor => ({
clockMs: 1_750_000_000_000,
@@ -25,10 +25,10 @@ describe('advanceSimClock', () => {
expect(advanceSimClock(anchor(), 1_000_000)).toBe(1_750_000_000_000);
});
it('advances at the idle real-time rate (IDLE_WORLD_TIME_SCALE) while grounded, not frozen (ISS-128)', () => {
it('stays exactly at the anchor value while grounded (frozen, #135)', () => {
const a = anchor({ advancing: false });
expect(advanceSimClock(a, 1_000_000)).toBe(1_750_000_000_000); // zero elapsed — still the anchor value
expect(advanceSimClock(a, 1_001_000)).toBe(1_750_000_000_000 + 1_000 * IDLE_WORLD_TIME_SCALE); // a full second later — real time, not frozen
expect(advanceSimClock(a, 1_000_000)).toBe(1_750_000_000_000); // zero elapsed — the anchor value
expect(advanceSimClock(a, 1_001_000)).toBe(1_750_000_000_000); // a full second later — still frozen
});
it('clamps to the anchor value when nowMs is before the anchor (clock skew), never backwards', () => {
+7 -8
View File
@@ -2,16 +2,15 @@
import { useEffect, useRef, useState } from 'react';
import type { StateSnapshot } from './game/state';
import { IDLE_WORLD_TIME_SCALE, WORLD_TIME_SCALE } from './worldClock';
import { WORLD_TIME_SCALE } from './worldClock';
// ISS-007 (v0.16.1): the sim clock ticks smoothly on the CLIENT between polls instead of
// jumping once per snapshot. The server's authoritative rate is exactly real-time × scale
// (tickOnce in lib/sim/engine.ts: advance = min(elapsed, MAX_TICK_ELAPSED_MS) × timeScale), so
// client-side extrapolation mirrors the server's own model. Every new snapshot re-anchors to
// server truth, bounding any drift by network latency only. ISS-117 (v0.52.0): the scale is the
// fixed WORLD_TIME_SCALE; ISS-128 (v0.56.0): while nothing is happening it slows to
// IDLE_WORLD_TIME_SCALE (real time) instead of freezing — mirroring the server's idle slowdown,
// so polls re-anchor without a visible jump.
// fixed WORLD_TIME_SCALE; #135 (v0.62.0): while nothing is happening it stays FROZEN at the anchor
// value — mirroring the server's freeze, so polls re-anchor without any jump.
export interface SimClockAnchor {
// Server truth at anchor time — the snapshot's simState.clockMs.
@@ -23,11 +22,11 @@ export interface SimClockAnchor {
}
// Pure core of the extrapolation — mirrors tickOnce: while advancing, game time advances by
// real-time × WORLD_TIME_SCALE; while idle it slows to real-time × IDLE_WORLD_TIME_SCALE (ISS-128).
// real-time × WORLD_TIME_SCALE; while fully grounded it stays frozen at the anchor value (#135).
// nowMs before `at` clamps to the anchor value instead of going backwards. Unit-testable in node.
export function advanceSimClock(anchor: SimClockAnchor, nowMs: number): number {
const scale = anchor.advancing ? WORLD_TIME_SCALE : IDLE_WORLD_TIME_SCALE;
return anchor.clockMs + Math.max(0, nowMs - anchor.at) * scale;
if (!anchor.advancing) return anchor.clockMs; // frozen while everything is grounded (#135)
return anchor.clockMs + Math.max(0, nowMs - anchor.at) * WORLD_TIME_SCALE;
}
// ~10 fps display refresh — smooth for a seconds-precision wall clock without busy re-renders.
@@ -43,7 +42,7 @@ export function useSimClock(snapshot: StateSnapshot | null): number | null {
useEffect(() => {
if (!snapshot) return;
// Mirror of the server's shouldAdvanceTime (lib/sim/engine.ts): full rate only while a plane
// is flying or in repair, idle real-time otherwise. One line on purpose — keep it in sync.
// is flying or in repair, frozen otherwise (#135). One line on purpose — keep it in sync.
const advancing = snapshot.planes.some((p) => p.status === 'flying' || p.status === 'repairing');
anchorRef.current = { clockMs: snapshot.simState.clockMs, at: Date.now(), advancing };
setDisplayMs(advanceSimClock(anchorRef.current, Date.now()));
+5 -4
View File
@@ -3,7 +3,8 @@
// lib/useSimClock.ts extrapolates between polls at this same constant, so keep them in sync here.
export const WORLD_TIME_SCALE = 24;
// ISS-128 (v0.56.0): a fully grounded fleet no longer freezes the world — it slows to real time
// (one game-second per real second) so packages keep spawning/expiring and the market stays fresh.
// Derived from the existing constant: WORLD_TIME_SCALE / 24 = 1, i.e. exactly "real-time".
export const IDLE_WORLD_TIME_SCALE = WORLD_TIME_SCALE / 24;
// #135 (v0.62.0): a fully grounded fleet FREEZES the world clock — shouldAdvanceTime
// (lib/sim/engine.ts) gates every tick and advanceSimClock (lib/useSimClock.ts) holds its anchor
// value, so polls re-anchor without any jump. This replaces the v0.56.0 idle slowdown
// (IDLE_WORLD_TIME_SCALE = WORLD_TIME_SCALE / 24): final semantics are ISS-117's — frozen when
// everything is grounded, full rate otherwise.