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
+71 -143
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@@ -10,26 +10,33 @@ import { haversineKm, initialBearingDeg } from '@/lib/geo';
import { weatherFor } from '@/lib/weather';
import { FUEL_DISCOUNT_PER_REP, FUEL_PRICE_PER_L, MAX_FUEL_DISCOUNT, PLANE_TYPES, REPAIR_DURATION_MS, repRate, WEAR_PER_KM } from '@/lib/game/catalog';
import { SPECIALS } from '@/lib/game/specials';
import { MARKET_TARGET_OPEN_PACKAGES, mulberry32 } from '@/lib/game/seed';
import { MARKET_TARGET_OPEN_PACKAGES, mulberry32, STARTING_CLOCK_MS } from '@/lib/game/seed';
import { arrivalTimeFor, fuelAtWeighted, requiredFuelFor, windBurnFactor } from './movement';
import {
clampTimeScale,
deliverPackages,
expirePackages,
finishRepairs,
MAX_TICK_ELAPSED_MS,
MAX_TIME_SCALE,
MIN_TIME_SCALE,
reputationGainFor,
shouldAdvanceTime,
spawnCoveragePackages,
spawnOpenPackages,
tickOnce,
WORLD_TIME_SCALE,
} from './engine';
// Engine tests run against throwaway DB files (openGameDb) with fake timers so
// Date.now() — the only wall-clock input to a tick — is fully controlled. The
// public tickNow()/applyTimeControls() wrappers (singleton + lock) are covered
// by app/api/sim/route.test.ts and the e2e suite.
// 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: fresh DBs seed a GROUNDED starter, so any test that needs an advancing world must put
// a plane in flight first — 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 })
.where(eq(schema.planes.id, 'plane-starter'));
}
let dir: string;
const T0 = 1_750_000_000_000; // seed moment / fake "now" at DB open
@@ -53,43 +60,46 @@ 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 freeze the world (ISS-117)
vi.setSystemTime(T0 + 1_000); // one real second later
await inst.db.update(schema.simState).set({ timeScale: 5 });
const sim = await tickOnce(inst);
expect(sim.clockMs).toBe(T0 + 5_000); // 1 s × 5
expect(sim.clockMs).toBe(STARTING_CLOCK_MS + 5_000); // 1 s × 5
expect(sim.lastRealTickMs).toBe(T0 + 1_000);
});
it('freezes the clock while paused but keeps tracking real time', async () => {
const inst = await freshDb('pause.db');
await inst.db.update(schema.simState).set({ paused: true, timeScale: 60 });
it('freezes the clock while the fleet is fully grounded but keeps tracking real time', async () => {
const inst = await freshDb('idle.db'); // seeded starter is on the ground → idle (ISS-117)
vi.setSystemTime(T0 + 3_600_000); // an hour of real pause
vi.setSystemTime(T0 + 3_600_000); // an hour of real idleness
let sim = await tickOnce(inst);
expect(sim.clockMs).toBe(T0); // frozen — no advance at all
expect(sim.clockMs).toBe(STARTING_CLOCK_MS); // frozen — no advance at all
expect(sim.lastRealTickMs).toBe(T0 + 3_600_000);
// Unpause: resumes from where it stopped, with NO catch-up for the pause.
await inst.db.update(schema.simState).set({ paused: false });
// A plane takes off: resumes from where it stopped, with NO catch-up for the idle 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(T0 + 500 * 60); // only the 500 ms since unpausing × 60
expect(sim.clockMs).toBe(STARTING_CLOCK_MS + 500 * 60); // only the 500 ms since activity × 60
});
it('clamps long absences: a 1-hour gap advances at most MAX_TICK_ELAPSED_MS × scale', async () => {
const inst = await freshDb('clamp.db');
await makeWorldActive(inst);
vi.setSystemTime(T0 + 3_600_000); // server sat idle for an hour
const sim = await tickOnce(inst); // timeScale is the seeded 1
const sim = await tickOnce(inst); // timeScale is the seeded WORLD_TIME_SCALE
expect(sim.clockMs).toBe(T0 + MAX_TICK_ELAPSED_MS); // exactly one clamped tick, not a fast-forward
expect(sim.clockMs).toBe(STARTING_CLOCK_MS + MAX_TICK_ELAPSED_MS * WORLD_TIME_SCALE); // exactly one clamped tick, not a fast-forward
vi.setSystemTime(T0); // reset for later tests in this file
});
it('does not advance when two ticks land in the same millisecond', async () => {
const inst = await freshDb('same-ms.db');
await makeWorldActive(inst);
vi.setSystemTime(T0 + 1_000);
const a = await tickOnce(inst);
const b = await tickOnce(inst); // no real time passed since `a`
@@ -100,15 +110,17 @@ describe('tickOnce — clock advance', () => {
describe('expirePackages', () => {
it('flips open AND loaded packages past their deadline; terminal statuses never expire', async () => {
const inst = await freshDb('expiry.db');
const clock = T0 + 100_000;
// Game-clock anchor just after the seed moment — well inside every seeded package's deadline
// window (DEADLINE_MIN_HOURS), so only the rows inserted below can expire.
const clock = STARTING_CLOCK_MS + 100_000;
await inst.db.insert(schema.packages).values([
{ id: 'p-open-past', originIcao: 'EDDF', destIcao: 'LEMD', reward: 1, cargoType: 'Mail', cargoCount: 1, deadlineSimTime: clock - 1, status: 'open', planeId: null, createdSimTime: T0 },
{ id: 'p-open-future', originIcao: 'EDDF', destIcao: 'LEMD', reward: 1, cargoType: 'Mail', cargoCount: 1, deadlineSimTime: clock + 1, status: 'open', planeId: null, createdSimTime: T0 },
{ id: 'p-loaded-past', originIcao: 'EDDF', destIcao: 'LEMD', reward: 1, cargoType: 'Mail', cargoCount: 1, deadlineSimTime: clock - 1, status: 'loaded', planeId: 'plane-starter', createdSimTime: T0 },
{ id: 'p-delivered-past', originIcao: 'EDDF', destIcao: 'LEMD', reward: 1, cargoType: 'Mail', cargoCount: 1, deadlineSimTime: clock - 1, status: 'delivered', planeId: null, createdSimTime: T0 },
{ id: 'p-abandoned-past', originIcao: 'EDDF', destIcao: 'LEMD', reward: 1, cargoType: 'Mail', cargoCount: 1, deadlineSimTime: clock - 1, status: 'abandoned', planeId: null, createdSimTime: T0 },
{ id: 'p-ignored-past', originIcao: 'EDDF', destIcao: 'LEMD', reward: 1, cargoType: 'Mail', cargoCount: 1, deadlineSimTime: clock - 1, status: 'ignored', planeId: null, createdSimTime: T0 },
{ id: 'p-open-past', originIcao: 'EDDF', destIcao: 'LEMD', reward: 1, cargoType: 'Mail', cargoCount: 1, deadlineSimTime: clock - 1, status: 'open', planeId: null, createdSimTime: STARTING_CLOCK_MS },
{ id: 'p-open-future', originIcao: 'EDDF', destIcao: 'LEMD', reward: 1, cargoType: 'Mail', cargoCount: 1, deadlineSimTime: clock + 1, status: 'open', planeId: null, createdSimTime: STARTING_CLOCK_MS },
{ id: 'p-loaded-past', originIcao: 'EDDF', destIcao: 'LEMD', reward: 1, cargoType: 'Mail', cargoCount: 1, deadlineSimTime: clock - 1, status: 'loaded', planeId: 'plane-starter', createdSimTime: STARTING_CLOCK_MS },
{ id: 'p-delivered-past', originIcao: 'EDDF', destIcao: 'LEMD', reward: 1, cargoType: 'Mail', cargoCount: 1, deadlineSimTime: clock - 1, status: 'delivered', planeId: null, createdSimTime: STARTING_CLOCK_MS },
{ id: 'p-abandoned-past', originIcao: 'EDDF', destIcao: 'LEMD', reward: 1, cargoType: 'Mail', cargoCount: 1, deadlineSimTime: clock - 1, status: 'abandoned', planeId: null, createdSimTime: STARTING_CLOCK_MS },
{ id: 'p-ignored-past', originIcao: 'EDDF', destIcao: 'LEMD', reward: 1, cargoType: 'Mail', cargoCount: 1, deadlineSimTime: clock - 1, status: 'ignored', planeId: null, createdSimTime: STARTING_CLOCK_MS },
]);
const n = await expirePackages(inst, clock);
@@ -127,9 +139,9 @@ describe('expirePackages', () => {
const inst = await freshDb('expiry-edge.db');
await inst.db.insert(schema.packages).values({
id: 'p-edge', originIcao: 'EDDF', destIcao: 'LEMD', reward: 1, cargoType: 'Mail', cargoCount: 1,
deadlineSimTime: T0 + 50_000, status: 'open', planeId: null, createdSimTime: T0,
deadlineSimTime: STARTING_CLOCK_MS + 50_000, status: 'open', planeId: null, createdSimTime: STARTING_CLOCK_MS,
});
expect(await expirePackages(inst, T0 + 50_000)).toBe(1); // <= is inclusive
expect(await expirePackages(inst, STARTING_CLOCK_MS + 50_000)).toBe(1); // <= is inclusive
});
});
@@ -516,11 +528,13 @@ describe('finishRepairs (v0.39.0, ISS-069)', () => {
it('runs inside tickOnce even when nothing landed: a past gate flips the plane back', async () => {
const inst = await freshDb('repair-tick.db');
// The repairing plane keeps the world advancing (ISS-117); scale pinned to 1 for clean math.
await inst.db.update(schema.simState).set({ timeScale: 1 });
await inst.db.update(schema.planes)
.set({ status: 'repairing', repairUntilSimTime: T0 + 1_500 })
.set({ status: 'repairing', repairUntilSimTime: STARTING_CLOCK_MS + 1_500 })
.where(eq(schema.planes.id, 'plane-starter'));
vi.setSystemTime(T0 + 2_000); // one clamped tick at scale 1 → clock T0+2000 ≥ gate; nothing is flying
vi.setSystemTime(T0 + 2_000); // one clamped tick at scale 1 → clock STARTING_CLOCK_MS+2000 ≥ gate
await tickOnce(inst);
const plane = (await inst.db.select().from(schema.planes))[0];
@@ -560,101 +574,35 @@ describe('finishRepairs (v0.39.0, ISS-069)', () => {
});
});
describe('slow to 1× when a landing leaves any plane on the ground (ISS-057)', () => {
const FROM = 'EDDF';
const TO = 'LEMD';
describe('idle-pause — the world freezes when nothing is happening (ISS-117)', () => {
it('shouldAdvanceTime: grounded/empty fleets are idle; 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 });
expect(shouldAdvanceTime([{ status: 'repairing' }])).toEqual({ advance: true, flying: 0, repairing: 1 });
expect(shouldAdvanceTime([{ status: 'flying' }, { status: 'repairing' }])).toEqual({ advance: true, flying: 1, repairing: 1 });
});
// Starter flying EDDF→LEMD with departureSimTime set so its arrival is EXACTLY T0 —
// any advancing tick past T0 finalizes it. timeScale is the value under test;
// lastSelectedTimeScale mirrors what a manual POST /api/sim would have stored.
async function setupLanding(name: string, timeScale: number) {
const inst = await freshDb(name);
const fc = await loadAirportsGeoJson();
const from = fc.features.find((f) => f.properties.icao === FROM)!.properties;
const to = fc.features.find((f) => f.properties.icao === TO)!.properties;
const km = haversineKm(from.lat, from.lon, to.lat, to.lon);
const type = PLANE_TYPES.atr72;
it('a fully grounded fleet freezes the clock but keeps tracking real time', async () => {
const inst = await freshDb('idle-pause.db'); // seeded starter is on the ground → idle
vi.setSystemTime(T0 + 3_600_000);
await inst.db.update(schema.simState).set({ timeScale, lastSelectedTimeScale: timeScale });
const sim = await tickOnce(inst);
expect(sim.clockMs).toBe(STARTING_CLOCK_MS); // frozen — no advance at all
expect(sim.lastRealTickMs).toBe(T0 + 3_600_000); // …but the real-time anchor moved on
});
it('a repairing plane keeps the world advancing', async () => {
const inst = await freshDb('idle-repair.db');
await inst.db.update(schema.planes)
.set({ status: 'flying', destIcao: TO, departureSimTime: T0 - travelMs(km, type.speedKmh), fuel: type.maxFuel })
.set({ status: 'repairing', repairUntilSimTime: STARTING_CLOCK_MS + REPAIR_DURATION_MS })
.where(eq(schema.planes.id, 'plane-starter'));
return { inst, from, km, type };
}
it('last plane lands → sim slows to 1× WITHOUT pausing; lastSelectedTimeScale is preserved', async () => {
const { inst } = await setupLanding('slow-last.db', 1000);
vi.setSystemTime(T0 + 2_000); // one full clamped tick at scale 1000 → clock T0+2e6 ≥ arrival (T0)
vi.setSystemTime(T0 + 1_000);
const sim = await tickOnce(inst);
expect(sim.paused).toBe(false); // no pause anymore — ISS-057 replaces it with a slow-down…
expect((await inst.db.select().from(schema.simState))[0].paused).toBe(false); // …persisted on the row…
expect(sim.timeScale).toBe(1); // …slowed to the floor…
expect(sim.lastSelectedTimeScale).toBe(1000); // …with the last manual speed kept for resume
expect((await inst.db.select().from(schema.planes))[0].status).toBe('available'); // landing itself unchanged
});
it('a landing while another plane is still flying → slows to 1× (any plane on ground)', async () => {
const { inst, from, type } = await setupLanding('slow-other.db', 1000);
// A second plane on the same route departing at T0 — arrives far after this tick's clock.
await inst.db.insert(schema.planes).values({
id: 'p-b', model: 'atr72', status: 'flying', fuel: type.maxFuel, maxFuel: type.maxFuel,
locationIcao: FROM, destIcao: TO, lat: from.lat, lon: from.lon, departureSimTime: T0,
});
vi.setSystemTime(T0 + 2_000);
const sim = await tickOnce(inst);
expect(sim.paused).toBe(false);
expect(sim.timeScale).toBe(1); // the just-landed starter is on ground → slow (literal issue reading)
const byId = new Map((await inst.db.select().from(schema.planes)).map((p) => [p.id, p.status]));
expect(byId.get('plane-starter')).toBe('available'); // the starter did land…
expect(byId.get('p-b')).toBe('flying'); // …but the fleet is not idle — still slowed
});
it('already at 1× → stays 1 (no-op slow)', async () => {
const { inst } = await setupLanding('slow-one.db', 1);
vi.setSystemTime(T0 + 2_000); // one tick at scale 1 advances 2e3 game ms — past the T0 arrival
const sim = await tickOnce(inst);
expect(sim.paused).toBe(false);
expect(sim.timeScale).toBe(1);
expect((await inst.db.select().from(schema.planes))[0].status).toBe('available');
});
it('a chained plane does NOT slow the sim (nothing is grounded)', async () => {
const { inst } = await setupLanding('slow-chain.db', 1000); // full tank, arrival exactly T0
// A queued next hop with plenty of fuel → chains on landing instead of grounding.
await inst.db.update(schema.planes)
.set({ queue: JSON.stringify(['EDDV']) })
.where(eq(schema.planes.id, 'plane-starter'));
vi.setSystemTime(T0 + 2_000); // one full clamped tick at scale 1000 → clock T0+2e6 ≥ arrival (T0)
const sim = await tickOnce(inst);
expect(sim.paused).toBe(false);
expect(sim.timeScale).toBe(1000); // still flying after the chain, nothing grounded — no slow…
const plane = (await inst.db.select().from(schema.planes))[0];
expect(plane.status).toBe('flying'); // …the fresh select in tickOnce counts it as airborne
expect(plane.destIcao).toBe('EDDV');
});
it('manually-paused sim is untouched by ticks (no landing processed while paused)', async () => {
const inst = await freshDb('slow-paused.db');
// The fleet is fully grounded (the seeded starter) — a paused tick must not touch the
// controls even though "any plane on ground" holds: the trigger requires a landing this tick.
await inst.db.update(schema.simState).set({ timeScale: 1000, lastSelectedTimeScale: 1000, paused: true });
vi.setSystemTime(T0 + 5_000);
const sim = await tickOnce(inst);
expect(sim.paused).toBe(true); // no landing processed while paused → trigger never fires
expect(sim.timeScale).toBe(1000);
expect(sim.lastSelectedTimeScale).toBe(1000);
expect((await inst.db.select().from(schema.planes))[0].status).toBe('available');
expect(sim.clockMs).toBeGreaterThan(STARTING_CLOCK_MS); // the repair gate is what keeps time moving
});
});
@@ -789,7 +737,13 @@ describe('spawnCoveragePackages (v0.8.0 spawn coverage rule)', () => {
it('runs inside tickOnce: a fresh DB gains an EDDF-origin package after one advancing tick', async () => {
const inst = await freshDb('coverage-tick.db');
vi.setSystemTime(T0 + 1_000); // one real second → advanceMs > 0 at scale 1
// A second, airborne plane keeps the world advancing (ISS-117) while the seeded starter stays
// grounded — which is what coverage spawns for. Arrival is hours out, so it never lands here.
await inst.db.insert(schema.planes).values({
id: 'p-air', model: 'atr72', status: 'flying', fuel: 6300, maxFuel: 6300,
locationIcao: 'EDDF', destIcao: 'LEMD', lat: 50.03, lon: 8.57, departureSimTime: STARTING_CLOCK_MS,
});
vi.setSystemTime(T0 + 1_000); // one real second → advanceMs > 0 at the seeded scale
await tickOnce(inst);
@@ -800,32 +754,6 @@ describe('spawnCoveragePackages (v0.8.0 spawn coverage rule)', () => {
});
});
describe('clampTimeScale — v0.14.0 ladder bounds [1, 1000]', () => {
it('clamps below-minimum values to MIN_TIME_SCALE', () => {
expect(clampTimeScale(0)).toBe(MIN_TIME_SCALE);
expect(clampTimeScale(-5)).toBe(MIN_TIME_SCALE);
expect(clampTimeScale(0.1)).toBe(MIN_TIME_SCALE);
});
it('clamps above-maximum values to MAX_TIME_SCALE', () => {
expect(clampTimeScale(1001)).toBe(MAX_TIME_SCALE);
expect(clampTimeScale(2000)).toBe(MAX_TIME_SCALE);
expect(clampTimeScale(Number.MAX_SAFE_INTEGER)).toBe(MAX_TIME_SCALE);
});
it('passes in-range values through unclamped — ladder and off-ladder alike', () => {
for (const s of [1, 2, 5, 10, 25, 50, 100, 250, 500, 1000]) {
expect(clampTimeScale(s)).toBe(s); // the full v0.14.0 slider ladder
}
expect(clampTimeScale(37)).toBe(37); // off-ladder but in range (e.g. a legacy value)
});
it('keeps the endpoints exact', () => {
expect(clampTimeScale(MIN_TIME_SCALE)).toBe(MIN_TIME_SCALE);
expect(clampTimeScale(MAX_TIME_SCALE)).toBe(MAX_TIME_SCALE);
});
});
// Local helper mirroring lib/sim/movement.ts (kept private there on purpose — the
// engine composes arrivalTimeFor; tests just need the duration for fixtures).
function travelMs(km: number, speedKmh: number): number {
+48 -61
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@@ -18,20 +18,20 @@ import {
} from '@/lib/game/seed';
import { arrivalTimeFor, fuelAtWeighted, requiredFuelFor, windBurnFactor } from './movement';
// Server-authoritative sim engine (v0.7.0) — tick-on-read: there is NO background
// timer. Every read/action endpoint calls tickNow() first; the clock advances by
// (real ms since last tick) × timeScale, clamped per tick so long absences never
// fast-forward the game.
// 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
// clock stays frozen (idle-pause) but lastRealTickMs keeps tracking real time.
// Clamp constant: max real-time gap counted by a single tick. Chosen at 2000 ms —
// comfortably above a normal client poll interval (~1 s), so active play advances
// ~real time × scale; small enough that one stale read after an absence moves game
// time by at most 2 s × scale (≈ 33 min even at max scale 1000). The sim therefore
// only meaningfully progresses while actively polled.
// 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
// ~real time × scale; small enough that one stale read after an absence moves game time by at most
// 2 s × scale.
export const MAX_TICK_ELAPSED_MS = 2_000;
export const MIN_TIME_SCALE = 1;
export const MAX_TIME_SCALE = 1000; // top of the slider ladder (v0.14.0)
// ISS-117: the fixed world rate — re-exported here so server code and tests have one familiar home.
export { WORLD_TIME_SCALE } from '@/lib/worldClock';
// 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
@@ -43,11 +43,6 @@ export function reputationGainFor(km: number): number {
return Math.round((REP_BASE + REP_PER_KM * km) * 100) / 100;
}
export interface SimControlsInput {
timeScale?: number;
paused?: boolean;
}
// Serialize ticks across concurrent requests (Next.js route handlers run in the
// same process): each tick re-reads sim_state after the previous one wrote it, so
// no advance is ever applied twice.
@@ -63,23 +58,36 @@ function withLock<T>(fn: () => Promise<T>): Promise<T> {
// --- Tick core (takes a GameDb so unit tests can inject their own instance) ---
// ISS-117: idle-pause decision — pure, so unit tests feed it synthetic fleets. The world clock
// advances only while something is happening: at least one plane flying OR in repair. A fully
// grounded fleet freezes the clock (and with it expiries/spawns) until a dispatch or repair starts.
export function shouldAdvanceTime(planes: Array<{ status: string }>): { advance: boolean; flying: number; repairing: number } {
let flying = 0;
let repairing = 0;
for (const p of planes) {
if (p.status === 'flying') flying++;
else if (p.status === 'repairing') repairing++;
}
return { advance: flying > 0 || repairing > 0, flying, repairing };
}
export async function tickOnce(inst: GameDb): Promise<schema.SimStateRow> {
const rows = await inst.db.select().from(schema.simState);
const sim = rows[0];
if (!sim) throw new Error('sim_state row missing');
const nowMs = Date.now();
// ISS-117: frozen while nothing is happening (see shouldAdvanceTime). lastRealTickMs still
// tracks real time, so a takeoff resumes cleanly with no catch-up jump for the idle duration.
const planeRows = await inst.db.select().from(schema.planes);
const { advance } = shouldAdvanceTime(planeRows.map((p) => ({ status: p.status })));
const elapsed = Math.max(0, nowMs - sim.lastRealTickMs);
// While paused the clock is frozen; lastRealTickMs still tracks real time so
// unpausing resumes cleanly with no catch-up jump for the pause duration.
const advanceMs = sim.paused ? 0 : Math.min(elapsed, MAX_TICK_ELAPSED_MS) * sim.timeScale;
const advanceMs = advance ? Math.min(elapsed, MAX_TICK_ELAPSED_MS) * sim.timeScale : 0;
const clockMs = Math.round(sim.clockMs + advanceMs);
let landedThisTick = 0;
if (advanceMs > 0) {
await expirePackages(inst, clockMs);
// ISS-057: remember the landings so the tick can slow down when a plane is left on ground.
landedThisTick = await deliverPackages(inst, clockMs);
await deliverPackages(inst, clockMs);
// v0.39.0 (ISS-069): repairs whose gate has passed flip back to 'available' — runs even when
// nothing landed this tick; BEFORE the spawns so a just-repaired plane gets coverage work too.
await finishRepairs(inst, clockMs);
@@ -89,25 +97,8 @@ export async function tickOnce(inst: GameDb): Promise<schema.SimStateRow> {
await spawnCoveragePackages(inst, clockMs);
}
const sets: Partial<Pick<schema.SimStateRow, 'clockMs' | 'lastRealTickMs' | 'timeScale'>> = {
clockMs,
lastRealTickMs: nowMs,
};
// Slow on landing (ISS-057): when ≥1 plane landed this tick and ANY plane is grounded
// ('available') afterwards, drop the sim to MIN_TIME_SCALE — a just-landed plane counts, so
// any real landing slows. A chained plane stays 'flying' via deliverPackages' auto-chain
// branch, so a pure-chain tick with nothing grounded does NOT slow. Pause is manual-only now;
// flyPlane restores lastSelectedTimeScale when the last grounded plane takes off. Arrival-
// triggered by design: a grounded fleet at high scale is left alone (no idle-enforcement), and
// a paused tick never processes landings (advanceMs === 0), so the trigger only fires on an
// advancing tick — a manual speed change while planes sit grounded survives until the next landing.
if (landedThisTick > 0) {
const available = await inst.db.select().from(schema.planes).where(eq(schema.planes.status, 'available'));
if (available.length >= 1) sets.timeScale = MIN_TIME_SCALE;
}
// Persist lastRealTickMs even when nothing advanced — it is the tick anchor.
await inst.db.update(schema.simState).set(sets);
await inst.db.update(schema.simState).set({ clockMs, lastRealTickMs: nowMs });
await persist(inst);
const updated = (await inst.db.select().from(schema.simState))[0];
if (!updated) throw new Error('sim_state row missing after tick');
@@ -174,8 +165,7 @@ export async function finishRepairs(inst: GameDb, clockMs: number): Promise<numb
// remaining fuel and the queue kept intact for a later dispatch.
// Idempotent — a finalized plane either leaves the 'flying' state or starts a NEW
// leg whose own arrival is in the future, so it can never be awarded twice.
// Returns planes landed. NOTE: runs BEFORE tickOnce's slow-down check on purpose —
// a chained plane is already 'flying' again here, so a pure-chain landing never slows the sim.
// Returns planes landed.
export async function deliverPackages(inst: GameDb, clockMs: number): Promise<number> {
const [planeRows, packageRows] = await Promise.all([
inst.db.select().from(schema.planes),
@@ -423,6 +413,17 @@ export function tickNow(): Promise<schema.SimStateRow> {
return withLock(async () => tickOnce(await getGameDb()));
}
// ISS-117: the world clock runs even with nobody polling — a ~1 s interval drives the same locked
// tick path as reads/actions. Started once at server boot from instrumentation.ts (Next ≥15); the
// guard makes double-starts harmless (dev HMR reloads).
let backgroundTimer: ReturnType<typeof setInterval> | null = null;
export function startBackgroundTick(intervalMs = 1_000): void {
if (backgroundTimer !== null) return;
backgroundTimer = setInterval(() => {
tickNow().catch((err) => console.error('flight: background tick failed', err));
}, intervalMs);
}
// Run a game action atomically with respect to ticks (v0.8.0): the clock is
// advanced FIRST so validation and mutation see current game time, then fn runs —
// all under the same promise lock as tickNow(), so no concurrent request can
@@ -436,31 +437,17 @@ export function runAction<T>(fn: (inst: GameDb) => Promise<T>): Promise<T> {
});
}
// Tick first so the returned state reflects current time, then apply the new
// controls. timeScale is clamped to [1, 1000]; validation of raw input happens in
// the route handler (400 on non-number / non-boolean). ISS-057: posting a timeScale
// ALSO records it as lastSelectedTimeScale — the resume target flyPlane restores when
// the last grounded plane takes off. A {paused}-only post never touches it, so the
// last manual intent wins without an extra flag.
export function applyTimeControls(input: SimControlsInput): Promise<schema.SimStateRow> {
// Test-hook backing (FLIGHT_TEST_HOOKS=1 only — see app/api/test/set-timescale/route.ts): set the
// effective time scale under the same lock as ticks so a background tick can never interleave
// between read and write. Input validation happens in the route; this trusts its number.
export function setTestTimeScale(scale: number): Promise<schema.SimStateRow> {
return withLock(async () => {
const inst = await getGameDb();
await tickOnce(inst);
const sets: Partial<Pick<schema.SimStateRow, 'timeScale' | 'lastSelectedTimeScale' | 'paused'>> = {};
if (input.timeScale !== undefined) {
const scale = clampTimeScale(input.timeScale);
sets.timeScale = scale;
sets.lastSelectedTimeScale = scale;
}
if (input.paused !== undefined) sets.paused = input.paused;
if (Object.keys(sets).length > 0) await inst.db.update(schema.simState).set(sets);
await inst.db.update(schema.simState).set({ timeScale: scale });
await persist(inst);
const updated = (await inst.db.select().from(schema.simState))[0];
if (!updated) throw new Error('sim_state row missing');
return updated;
});
}
export function clampTimeScale(v: number): number {
return Math.min(MAX_TIME_SCALE, Math.max(MIN_TIME_SCALE, v));
}