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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