v0.62.0: fixed 24x world clock — frozen when fully grounded (#135)
CI / build + unit + e2e (pull_request) Successful in 14m3s
CI / build + unit + e2e (pull_request) Successful in 14m3s
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+7
-7
@@ -98,10 +98,10 @@ async function setHealth(page: Page, planeId: string, fields: Record<string, unk
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expect(res.status()).toBe(200);
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}
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// A fully grounded fleet only advances at the idle real-time rate (ISS-128) — put the starter in
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// repair so the clock runs at FULL scale for tests that need fast-forwarding. The €1.5k repair cost
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// is why the expiry test captures its cash/rep baseline AFTER deactivateWorld; deactivateWorld
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// restores full health and no gate afterwards.
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// A fully grounded fleet freezes the world clock (#135) — put the starter in repair so the clock
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// runs at FULL scale for tests that need fast-forwarding. The €1.5k repair cost is why the expiry
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// test captures its cash/rep baseline AFTER deactivateWorld; deactivateWorld restores full health
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// and no gate afterwards.
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async function activateWorld(page: Page): Promise<void> {
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await setHealth(page, 'plane-starter', { health: 50 });
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expect((await page.request.post('/api/planes/plane-starter/repair')).status()).toBe(200);
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@@ -344,9 +344,9 @@ test('expired packages deliver and abandon with no reward and no penalty', async
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expect(res.ok()).toBeTruthy();
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}
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// A fully grounded fleet only advances at the idle real-time rate (ISS-128) — put the starter in
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// repair for the expiry window so scale 1000 can fast-forward past both deadlines quickly. The €1.5k
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// repair cost is why the cash/rep baseline below is captured AFTER deactivateWorld, not before it.
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// A fully grounded fleet freezes the world clock (#135) — put the starter in repair for the expiry
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// window so scale 1000 can fast-forward past both deadlines quickly. The €1.5k repair cost is why
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// the cash/rep baseline below is captured AFTER deactivateWorld, not before it.
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await activateWorld(page);
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try {
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// Fast-forward past both deadlines — the tick flips loaded → expired (slot kept).
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+3
-1
@@ -63,8 +63,10 @@ test('GET /api/events streams state snapshots over SSE', async () => {
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}
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// The initial snapshot arrives on connect; the second comes from a background tick within ~1 s.
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// A grounded fleet freezes the clock (#135), so consecutive frames may carry the SAME clockMs —
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// non-decreasing is what proves real pushes, not replays (advance itself is pinned in sim.spec.ts).
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expect(clocks.length).toBeGreaterThanOrEqual(2);
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expect(clocks[1]).toBeGreaterThan(clocks[0]); // clock advanced between pushes — real updates, not replays
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expect(clocks[1]).toBeGreaterThanOrEqual(clocks[0]);
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// ISS-133: no terminal package history in any frame (the DB keeps it forever; frames must not),
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// and a bounded frame size even on an instance with long-running history (~597 KB pre-v0.59.0).
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+4
-4
@@ -39,9 +39,9 @@ async function setHealth(page: Page, planeId: string, fields: Record<string, unk
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expect(res.status()).toBe(200);
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}
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// A fully grounded fleet only advances at the idle real-time rate (ISS-128) — put the starter in
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// repair so the clock runs at FULL scale for tests that need fast-forwarding. The €1.5k repair cost
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// is irrelevant to every spec's relative cash assertions; deactivateWorld restores full health and no gate afterwards.
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// A fully grounded fleet freezes the world clock (#135) — put the starter in repair so the clock
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// runs at FULL scale for tests that need fast-forwarding. The €1.5k repair cost is irrelevant to
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// every spec's relative cash assertions; deactivateWorld restores full health and no gate afterwards.
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async function activateWorld(page: Page): Promise<void> {
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await setHealth(page, STARTER, { health: 50 });
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expect((await page.request.post(`/api/planes/${STARTER}/repair`)).status()).toBe(200);
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@@ -151,7 +151,7 @@ test('sim clock ticks smoothly between polls at the fixed world rate (ISS-007, I
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// 409s on non-available planes — it must be grounded before activateWorld.
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await flyHomeViaApi(page);
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await setScale(page, WORLD); // self-heal may have left the fast test rate behind
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// A grounded fleet only advances at the idle real-time rate (ISS-128) — put the starter in repair for full scale.
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// A fully grounded fleet freezes the world clock (#135) — put the starter in repair for full scale.
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await activateWorld(page);
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try {
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await page.goto('/');
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+4
-13
@@ -274,26 +274,17 @@ test('on-board list: fly-to-destination + abandon with penalty preview; flying p
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// The abandon button previews the penalty at its snapshot's clock (same formula as the server).
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// The fleet is grounded here (the starter just loaded; workers:1 and every spec's cleanup leave no
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// other planes), so the world runs at the idle real-time rate (ISS-128) — verify it actually did,
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// then bound the UI's staleness instead of racing a frozen clock.
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// other planes), so the world clock is FROZEN (#135) — verify it actually is, then the preview must
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// match the server exactly: a frozen clock means zero drift between any two snapshots.
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const c0 = (await getState(page)).simState.clockMs;
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const t0 = Date.now();
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await new Promise((r) => setTimeout(r, 1_500)); // > one background-tick interval
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const state = await getState(page);
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const idleDelta = state.simState.clockMs - c0;
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expect(idleDelta, 'world should advance at the idle real-time rate while grounded (ISS-128)').toBeGreaterThan(0);
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expect(idleDelta).toBeLessThan((Date.now() - t0) * WORLD); // clearly below the full world rate
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expect(state.simState.clockMs - c0, 'the grounded clock must stay frozen (#135)').toBe(0);
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// The UI renders the penalty from its last snapshot — up to one poll interval (~1 s, useGameState)
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// older than `state`, i.e. ≤ ~2 game-seconds of clock drift at the idle real-time rate (ISS-128).
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// Allow the formula's slope over that window instead of an exact string match.
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const DRIFT_MS = 3_000; // a couple of poll intervals at the idle rate (= 1), margin for slow CI boxes
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const span = pkg.deadlineSimTime - pkg.createdSimTime;
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const penaltyText = ((await page.getByTestId(`abandon-penalty-${pkg.id}`).textContent()) ?? '').replace(/[^0-9.]/g, '');
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expect(Number.isFinite(Number(penaltyText)), `penalty text: ${penaltyText}`).toBe(true);
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const expectedPenalty = penaltyFor(pkg.reward, pkg.createdSimTime, pkg.deadlineSimTime, state.simState.clockMs);
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const slopePerGameMs = (pkg.reward * 0.45) / span; // abandonPenaltyPct's SPAN across the package lifetime
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expect(Math.abs(Number(penaltyText) - expectedPenalty)).toBeLessThanOrEqual(slopePerGameMs * DRIFT_MS + 0.01);
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expect(Number(penaltyText), 'frozen clock → the preview matches the server exactly').toBe(expectedPenalty);
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// Fly to the destination through the UI — the button is the destination's name.
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const flyBtn = page.getByTestId(`fly-to-${pkg.id}`);
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+9
-21
@@ -1,15 +1,14 @@
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import { test, expect, type Page } from '@playwright/test';
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// v0.52.0 (ISS-117) fixed world clock against the live origin: a fully grounded fleet slowing to
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// real time instead of freezing (ISS-128), background-tick advance at a raised rate while
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// something is active, package expiry via the FLIGHT_TEST_HOOKS hooks (enabled in docker-compose.yml),
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// and market top-up.
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// v0.52.0 (ISS-117), finalized in #135: fixed world clock against the live origin — a fully
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// grounded fleet freezes the clock, background-tick advance at a raised rate while something is
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// active, package expiry via the FLIGHT_TEST_HOOKS hooks (enabled in docker-compose.yml), and
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// market top-up.
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// Must match lib/sim/engine.ts — kept in sync manually (same pattern as MIN_ZOOM/MAX_ZOOM in map.spec.ts).
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const MAX_TICK_ELAPSED_MS = 2_000;
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const SCALE = 1000; // test rate for fast-forwarding legs
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const WORLD = 24; // the fixed world rate (ISS-117) — must match lib/worldClock.ts
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const IDLE = 1; // the idle real-time rate (ISS-128) — must match IDLE_WORLD_TIME_SCALE in lib/worldClock.ts (= WORLD / 24)
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const MAX_DELTA_PER_TICK = MAX_TICK_ELAPSED_MS * SCALE; // 2_000_000 game ms per tick at scale 1000
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// Must match MARKET_TARGET_OPEN_PACKAGES in lib/game/seed.ts.
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const MARKET_TARGET = 10;
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@@ -48,10 +47,9 @@ async function setHealth(page: Page, planeId: string, fields: Record<string, unk
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expect(res.status()).toBe(200);
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}
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// A fully grounded fleet only advances at the idle real-time rate (ISS-128) — put the starter in
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// repair so the clock runs at FULL scale for tests that need fast-forwarding. The €1.5k repair
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// cost is irrelevant to every spec's relative cash assertions; deactivateWorld restores full health
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// and no gate afterwards.
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// A fully grounded fleet freezes the world clock (#135) — put the starter in repair so the clock
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// runs at FULL scale for tests that need fast-forwarding. The €1.5k repair cost is irrelevant to
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// every spec's relative cash assertions; deactivateWorld restores full health and no gate afterwards.
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async function activateWorld(page: Page): Promise<void> {
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await setHealth(page, STARTER, { health: 50 });
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expect((await page.request.post(`/api/planes/${STARTER}/repair`)).status()).toBe(200);
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@@ -73,25 +71,15 @@ test.afterEach(async ({ page }) => {
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await setScale(page, WORLD);
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});
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test('a fully grounded fleet slows the clock to real time instead of freezing it (ISS-128)', async ({ page }) => {
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test('a fully grounded fleet freezes the world clock (#135)', async ({ page }) => {
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const s = await getState(page);
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expect(s.planes.every((p) => p.status === 'available'), 'fleet should be grounded at spec start').toBe(true);
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const t0 = Date.now();
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const c0 = s.simState.clockMs;
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await sleep(2_500); // ~2.5 s of real idleness — several background ticks plus the reads below
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const after = await getState(page);
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const elapsedReal = Date.now() - t0;
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const delta = after.simState.clockMs - c0;
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expect(delta, 'the idle clock must advance (no longer frozen)').toBeGreaterThan(0);
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// ≈ real time: each tick counts min(gap, MAX_TICK_ELAPSED_MS) × IDLE rate, so the total can only fall
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// short of the wall span when a tick gap was clamped — worst case is one clamped idle-rate tick.
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expect(delta).toBeGreaterThanOrEqual(Math.min(elapsedReal * IDLE * 0.5, MAX_TICK_ELAPSED_MS * IDLE));
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// …and never more than the wall span itself (plus one clamp of pre-read downtime for slow boxes)…
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expect(delta).toBeLessThanOrEqual(elapsedReal + MAX_TICK_ELAPSED_MS);
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// …which is clearly below the full world rate: at ×24 this window would be ≥ ~60 game seconds.
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expect(delta).toBeLessThan(elapsedReal * WORLD);
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expect(after.simState.clockMs - c0, 'the grounded clock must stay frozen').toBe(0);
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});
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test('timeScale 1000 advances the clock by roughly real-time × 1000 between polls', async ({ page }) => {
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+6
-16
@@ -8,9 +8,6 @@ import { test, expect } from '@playwright/test';
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const repoRoot = path.join(__dirname, '..');
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const composeArgs = process.env.E2E_COMPOSE_ARGS ?? '';
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// Must match lib/sim/engine.ts — kept in sync manually (same pattern as e2e/sim.spec.ts).
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const MAX_TICK_ELAPSED_MS = 2_000;
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interface StateBody {
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account: { cash: number; reputation: number };
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simState: { clockMs: number }; // ISS-117: the snapshot carries only the game clock
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@@ -45,9 +42,8 @@ test('GET /api/state returns a seeded snapshot', async ({ page }) => {
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test('state survives a container restart (sim clock + account persisted)', async ({ page }) => {
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test.setTimeout(180_000);
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// Self-heal to a fully grounded fleet first — while idle the clock advances at real time
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// (ISS-128), so the post-restart snapshot is bounded by one clamped tick of downtime plus live
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// ticks, not byte-for-byte identical.
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// Self-heal to a fully grounded fleet first — a grounded fleet freezes the world clock (#135),
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// so no tick advances it across the restart and the post-restart clock is exactly unchanged.
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await expect
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.poll(async () => {
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const res = await page.request.get('/api/state');
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@@ -60,7 +56,6 @@ test('state survives a container restart (sim clock + account persisted)', async
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const resBefore = await page.request.get('/api/state');
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expect(resBefore.status()).toBe(200);
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const before = (await resBefore.json()) as StateBody;
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const tBefore = Date.now();
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execSync(`docker compose ${composeArgs} restart flight`, { cwd: repoRoot, stdio: 'pipe' });
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@@ -80,17 +75,12 @@ test('state survives a container restart (sim clock + account persisted)', async
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expect(after).toBeDefined();
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const a = after!;
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const tAfter = Date.now();
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// The DB file on the volume must be loaded, not re-seeded (PLAN.md: "sim clock persisted across
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// sessions"): account and entity ids are byte-identical. With the fleet grounded above, ISS-128
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// advances the clock at real time while idle — bounded tolerance instead of exact equality: no
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// ticks run while the container is down, so the first post-restart tick counts the downtime
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// clamped to MAX_TICK_ELAPSED_MS × IDLE rate (= 1), and every other counted gap lies inside the
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// live wall span [tBefore, tAfter] at that same rate. A re-seed would reset clockMs backwards.
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const delta = a.simState.clockMs - before.simState.clockMs;
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expect(delta).toBeGreaterThanOrEqual(0); // never goes backwards — not re-seeded
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expect(delta).toBeLessThanOrEqual(MAX_TICK_ELAPSED_MS + (tAfter - tBefore));
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// sessions"): account and entity ids are byte-identical. With the fleet grounded above, the world
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// clock is FROZEN (#135) — no tick advances it while the container is down or after restart, so
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// the post-restart clock is EXACTLY unchanged; a re-seed would reset clockMs backwards instead.
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expect(a.simState.clockMs - before.simState.clockMs).toBe(0);
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expect(a.account.cash).toBe(before.account.cash);
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expect(a.account.reputation).toBe(before.account.reputation);
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expect(a.planes.map((p) => p.id).sort()).toEqual(before.planes.map((p) => p.id).sort());
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