Fixed world clock: no player time controls (ISS-117)
CI / build + unit + e2e (pull_request) Failing after 12m10s

The world always runs at WORLD_TIME_SCALE = 24 (lib/worldClock.ts). A server
background tick (instrumentation.ts -> startBackgroundTick, 1 s interval)
advances the sim with no open browser; idle-pause freezes the clock exactly
while no plane is flying or in repair. Fresh worlds start year 2000
(STARTING_CLOCK_MS in seed.ts).

- Removed: POST /api/sim + OpenAPI entry, applyTimeControls/clampTimeScale,
  lib/timeScale.ts, LeftPane pause button + scale slider machinery,
  ISS-057 slow-on-landing/resume in flyPlane.
- Snapshot simState is now { clockMs } only; client extrapolates at the fixed
  rate between polls and freezes while idle (useSimClock).
- New test-only hook POST /api/test/set-timescale behind FLIGHT_TEST_HOOKS=1
  (sibling of set-health); all e2e setScale helpers call it, afterEach restores
  the world rate. E2E pause tests replaced by idle-pause assertions; sim.spec.ts
  activates the world via set-health + /repair for advance/expiry tests.
This commit is contained in:
2026-09-22 10:50:21 +00:00
parent d31bc5d60f
commit a0560ec767
46 changed files with 631 additions and 1502 deletions
+73 -72
View File
@@ -1,20 +1,14 @@
import { test, expect, type Page } from '@playwright/test';
// v0.9.0 — single-screen 3-pane shell + left Assets pane against the live origin.
// The panes render from the shell's single /api/state poll (lib/useGameState.ts); time
// controls POST to /api/sim and refetch immediately, so UI assertions settle within a tick.
// The panes render from the shell's single /api/state poll (lib/useGameState.ts).
const SCALE = 1000; // fastest sim speed — top of the v0.14.0 ladder (same convention as e2e/sim.spec.ts)
interface SimState {
clockMs: number;
timeScale: number;
paused: boolean;
}
const WORLD = 24; // the fixed world rate (ISS-117) — must match lib/worldClock.ts
const STARTER = 'plane-starter';
interface StateBody {
account: { cash: number; reputation: number };
simState: SimState;
simState: { clockMs: number }; // ISS-117: the snapshot carries only the game clock
planes: Array<Record<string, unknown>>;
packages: Array<Record<string, unknown>>;
}
@@ -25,11 +19,42 @@ async function getState(page: Page): Promise<StateBody> {
return (await res.json()) as StateBody;
}
// Leave the live instance in a sane state for the other specs (scale 1, running) — same
// Test hook (FLIGHT_TEST_HOOKS=1): set the world rate and VERIFY from the response that it stuck.
async function setScale(page: Page, scale: number): Promise<void> {
const res = await page.request.post('/api/test/set-timescale', { data: { timeScale: scale } });
expect(res.status()).toBe(200);
const body = (await res.json()) as { timeScale: number };
expect(body.timeScale, `timeScale should be ${scale} after POST /api/test/set-timescale`).toBe(scale);
}
async function setHealth(page: Page, planeId: string, fields: Record<string, unknown>): Promise<void> {
const res = await page.request.post('/api/test/set-health', { data: { planeId, ...fields } });
expect(res.status()).toBe(200);
}
// Idle-pause (ISS-117) freezes a fully grounded fleet — put the starter in repair so the clock
// advances for tests that need it. The €1.5k repair cost is irrelevant to every spec's relative
// cash assertions; deactivateWorld restores full health and no gate afterwards.
async function activateWorld(page: Page): Promise<void> {
await setHealth(page, STARTER, { health: 50 });
expect((await page.request.post(`/api/planes/${STARTER}/repair`)).status()).toBe(200);
}
// Shorten the repair gate to "now" — the next advancing tick flips the plane back to available.
async function deactivateWorld(page: Page): Promise<void> {
await setHealth(page, STARTER, { health: 100, repairUntilMs: 0 });
await expect
.poll(async () => ((await getState(page)).planes.find((p) => p.id === STARTER) as { status: string } | undefined)?.status ?? '', {
timeout: 30_000,
message: 'waiting for the starter to flip back to available',
})
.toBe('available');
}
// Leave the live instance in a sane state for the other specs (the fixed world rate) — same
// pattern as e2e/sim.spec.ts.
test.afterEach(async ({ page }) => {
const res = await page.request.post('/api/sim', { data: { timeScale: 1, paused: false } });
expect(res.status()).toBe(200);
await setScale(page, WORLD);
});
test('left pane renders wallet, reputation and the starter fleet at Frankfurt', async ({ page }) => {
@@ -79,71 +104,47 @@ test('left pane renders wallet, reputation and the starter fleet at Frankfurt',
// Refuel heading or row anymore.
await expect(page.getByTestId('left-pane').getByRole('heading', { name: 'Refuel', exact: true })).toHaveCount(0);
await expect(page.getByTestId('right-pane').getByRole('heading', { name: 'Refuel', exact: true })).toHaveCount(0);
// ISS-117 (v0.52.0): the time controls are gone — no pause button or scale slider in the left pane.
await expect(page.getByTestId('pause-toggle')).toHaveCount(0);
await expect(page.getByTestId('time-scale-slider')).toHaveCount(0);
});
test('sim clock ticks smoothly between polls — seconds advance without waiting for a snapshot (ISS-007)', async ({ page }) => {
await page.goto('/');
const clock = page.getByTestId('sim-clock');
await expect(clock).toBeVisible({ timeout: 15_000 });
// Fastest scale so game seconds move visibly inside the sampling window.
const post = await page.request.post('/api/sim', { data: { timeScale: SCALE, paused: false } });
expect(post.status()).toBe(200);
// "YYYY-MM-DD HH:MM:SS UTC" → epoch ms (UTC). While running there is no "(paused)" suffix.
const sample = async () => {
const text = ((await clock.textContent()) ?? '').trim();
expect(text, `clock format: ${text}`).toMatch(/^\d{4}-\d{2}-\d{2} \d{2}:\d{2}:\d{2} UTC$/);
return Date.parse(text.replace(' ', 'T').replace(' UTC', 'Z'));
};
// Three samples ~1.3 s apart real time: at scale 1000 each gap is ≈1300 game seconds, so the
// displayed clock must strictly advance between CONSECUTIVE samples — with the old poll-only
// rendering a sample pair could straddle zero snapshot updates and show no change at all.
const t0 = await sample();
await new Promise((r) => setTimeout(r, 1_300));
const t1 = await sample();
await new Promise((r) => setTimeout(r, 1_300));
const t2 = await sample();
expect(t1).toBeGreaterThan(t0);
expect(t2).toBeGreaterThan(t1);
// Sanity: ~2.6 s real × 1000 ≈ 2.6 M game ms — generous bounds keep slow CI boxes safe while
// still catching a frozen or wildly mis-scaled clock.
const total = t2 - t0;
expect(total).toBeGreaterThanOrEqual(1_000_000);
expect(total).toBeLessThanOrEqual(6_000_000);
});
test('slider commit keeps the chosen scale on screen until confirmed — no snap-back (ISS-001)', async ({ page }) => {
test('sim clock ticks smoothly between polls at the fixed world rate (ISS-007, ISS-117)', async ({ page }) => {
test.setTimeout(60_000);
await page.goto('/');
const slider = page.getByTestId('time-scale-slider');
await expect(slider).toBeVisible({ timeout: 15_000 });
// Idle-pause freezes a grounded fleet — put the starter in repair so the clock advances.
await activateWorld(page);
try {
await page.goto('/');
const clock = page.getByTestId('sim-clock');
await expect(clock).toBeVisible({ timeout: 15_000 });
// Commit to max via keyboard (input + change → immediate commitNow POST)…
await slider.focus();
await page.keyboard.press('End');
// "YYYY-MM-DD HH:MM:SS UTC" → epoch ms (UTC).
const sample = async () => {
const text = ((await clock.textContent()) ?? '').trim();
expect(text, `clock format: ${text}`).toMatch(/^\d{4}-\d{2}-\d{2} \d{2}:\d{2}:\d{2} UTC$/);
return Date.parse(text.replace(' ', 'T').replace(' UTC', 'Z'));
};
// …and sample the displayed value rapidly across the whole commit→confirm window. With the
// ISS-001 fix the optimistic value stays until a snapshot confirms it, so EVERY sample must
// be '1000×' — never snapping back to the previous scale for one poll cycle (the old bug).
const seen: string[] = [];
for (let i = 0; i < 30; i++) {
seen.push(((await page.getByTestId('time-scale-value').textContent()) ?? '').trim());
await new Promise((r) => setTimeout(r, 25));
// Three samples ~1.3 s apart real time: at the fixed 24× world rate each gap is ≈31 game seconds,
// so the displayed clock must strictly advance between CONSECUTIVE samples — with poll-only
// rendering a sample pair could straddle zero snapshot updates and show no change at all.
const t0 = await sample();
await new Promise((r) => setTimeout(r, 1_300));
const t1 = await sample();
await new Promise((r) => setTimeout(r, 1_300));
const t2 = await sample();
expect(t1).toBeGreaterThan(t0);
expect(t2).toBeGreaterThan(t1);
// Sanity: ~2.6 s real × 24 ≈ 62 game seconds — generous bounds keep slow CI boxes safe while
// still catching a frozen or wildly mis-scaled clock.
const total = t2 - t0;
expect(total).toBeGreaterThanOrEqual(50_000);
expect(total).toBeLessThanOrEqual(200_000);
} finally {
await deactivateWorld(page);
}
expect(
seen.every((v) => v === '1000×'),
`displayed scale must stay 1000× during the commit window (saw: ${[...new Set(seen)].join(', ')})`,
).toBe(true);
// …and the server confirms it.
await expect.poll(async () => (await getState(page)).simState.timeScale, { timeout: 10_000 }).toBe(1000);
// Restore to min for later tests (afterEach restores scale anyway).
await page.keyboard.press('Home');
await expect.poll(async () => (await getState(page)).simState.timeScale, { timeout: 10_000 }).toBe(1);
});
test('right pane placeholder exists with the Jobs & Market heading', async ({ page }) => {