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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+22
-18
@@ -9,7 +9,7 @@ import { FUEL_DISCOUNT_PER_REP, FUEL_PRICE_PER_L, MAX_FUEL_DISCOUNT, PLANE_TYPES
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import { SPECIALS } from '@/lib/game/specials';
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import { getStateSnapshot, parseIcaoQueue, sseFrame } from '@/lib/game/state';
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import { broadcast } from '@/lib/sse';
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import { IDLE_WORLD_TIME_SCALE } from '@/lib/worldClock';
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import {
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generatePackage,
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MARKET_TARGET_OPEN_PACKAGES,
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@@ -22,10 +22,12 @@ import { arrivalTimeFor, fuelAtWeighted, requiredFuelFor, windBurnFactor } from
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// Server-authoritative sim engine (v0.7.0). ISS-117 (v0.52.0): the clock advances on a background
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// tick (~1 s, started at boot from instrumentation.ts) AND on every read/action — both through the
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// same locked tickOnce path. Each tick advances by (real ms since last tick) × timeScale, clamped
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// per tick so long absences never fast-forward the game; while no plane is flying or in repair the
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// world slows to real time instead of freezing (IDLE_WORLD_TIME_SCALE, ISS-128 v0.56.0), and
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// lastRealTickMs always keeps tracking real time.
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// same locked tickOnce path. Each tick advances by (real ms since last tick) × scale, clamped per
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// tick so long absences never fast-forward the game; while no plane is flying or in repair the
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// world clock stays FROZEN (#135 v0.62.0 — final ISS-117 semantics), and lastRealTickMs always
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// keeps tracking real time, so resuming activity never fast-forwards the frozen span. Scale is the
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// fixed WORLD_TIME_SCALE in production; only FLIGHT_TEST_HOOKS deployments honor sim.timeScale
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// (the test-hook override) — legacy saves may hold stale values (#135).
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// Clamp constant: max real-time gap counted by a single tick. Chosen at 2000 ms — comfortably above
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// both the client poll interval (~1 s) and the background-tick interval, so active play advances
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@@ -33,9 +35,10 @@ import { arrivalTimeFor, fuelAtWeighted, requiredFuelFor, windBurnFactor } from
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// 2 s × scale.
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export const MAX_TICK_ELAPSED_MS = 2_000;
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// ISS-117 / ISS-128: the fixed world rates — re-exported here so server code and tests have one
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// familiar home (full rate while something is active, real-time rate while fully grounded).
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export { IDLE_WORLD_TIME_SCALE, WORLD_TIME_SCALE } from '@/lib/worldClock';
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// ISS-117: the fixed world rate — imported for tickOnce, re-exported so server code and tests
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// have one familiar home.
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import { WORLD_TIME_SCALE } from '@/lib/worldClock';
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export { WORLD_TIME_SCALE };
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// Reputation gain per delivered package: BASE + PER_KM × great-circle km, rounded
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// to 2 decimals (reputation is REAL). A short hop (~300 km) earns ~1.15 rep, a
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@@ -64,10 +67,10 @@ function withLock<T>(fn: () => Promise<T>): Promise<T> {
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// --- Tick core (takes a GameDb so unit tests can inject their own instance) ---
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// ISS-117 / ISS-128: idle decision — pure, so unit tests feed it synthetic fleets. The world clock
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// runs at full scale only while something is happening (at least one plane flying OR in repair); a
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// fully grounded fleet slows it to IDLE_WORLD_TIME_SCALE (real time) instead of freezing it, so
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// expiries/spawns keep running until a dispatch or repair starts.
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// #135: advance decision — pure, so unit tests feed it synthetic fleets. The world clock runs at
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// full scale only while something is happening (at least one plane flying OR in repair); a fully
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// grounded fleet freezes it entirely — no expiry/spawn/repair progress until a dispatch or repair
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// starts again.
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export function shouldAdvanceTime(planes: Array<{ status: string }>): { advance: boolean; flying: number; repairing: number } {
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let flying = 0;
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let repairing = 0;
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@@ -84,15 +87,16 @@ export async function tickOnce(inst: GameDb): Promise<schema.SimStateRow> {
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if (!sim) throw new Error('sim_state row missing');
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const nowMs = Date.now();
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// ISS-128: a fully grounded fleet slows the world to real time (IDLE_WORLD_TIME_SCALE) instead of
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// freezing it — packages keep spawning/expiring while idle. An active fleet keeps its full scale,
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// including any FLIGHT_TEST_HOOKS override in sim.timeScale. lastRealTickMs always tracks real
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// time, so resuming activity never fast-forwards the idle duration.
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// #135: a fully grounded fleet freezes the world — no advance, no expiry/spawn/repair progress.
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// lastRealTickMs always tracks real time, so resuming activity never fast-forwards the frozen span.
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const planeRows = await inst.db.select().from(schema.planes);
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const { advance } = shouldAdvanceTime(planeRows.map((p) => ({ status: p.status })));
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// #135 (v0.62.0): production ALWAYS runs at the fixed world rate — legacy saves may hold a stale
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// timeScale (e.g. 1000 from pre-v0.52.0 UI controls, or an old e2e run against the live instance).
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// Only FLIGHT_TEST_HOOKS deployments honor sim.timeScale, which POST /api/test/set-timescale writes.
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const scale = process.env.FLIGHT_TEST_HOOKS === '1' ? sim.timeScale : WORLD_TIME_SCALE;
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const elapsed = Math.max(0, nowMs - sim.lastRealTickMs);
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const scale = advance ? sim.timeScale : IDLE_WORLD_TIME_SCALE;
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const advanceMs = Math.min(elapsed, MAX_TICK_ELAPSED_MS) * scale;
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const advanceMs = advance ? Math.min(elapsed, MAX_TICK_ELAPSED_MS) * scale : 0;
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const clockMs = Math.round(sim.clockMs + advanceMs);
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if (advanceMs > 0) {
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