v0.62.0: fixed 24x world clock — frozen when fully grounded (#135)
CI / build + unit + e2e (pull_request) Successful in 14m3s

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2026-09-23 08:09:29 +00:00
parent e970f95036
commit bb4e3b96f3
14 changed files with 122 additions and 124 deletions
+5 -4
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@@ -3,7 +3,8 @@
// lib/useSimClock.ts extrapolates between polls at this same constant, so keep them in sync here.
export const WORLD_TIME_SCALE = 24;
// ISS-128 (v0.56.0): a fully grounded fleet no longer freezes the world — it slows to real time
// (one game-second per real second) so packages keep spawning/expiring and the market stays fresh.
// Derived from the existing constant: WORLD_TIME_SCALE / 24 = 1, i.e. exactly "real-time".
export const IDLE_WORLD_TIME_SCALE = WORLD_TIME_SCALE / 24;
// #135 (v0.62.0): a fully grounded fleet FREEZES the world clock — shouldAdvanceTime
// (lib/sim/engine.ts) gates every tick and advanceSimClock (lib/useSimClock.ts) holds its anchor
// value, so polls re-anchor without any jump. This replaces the v0.56.0 idle slowdown
// (IDLE_WORLD_TIME_SCALE = WORLD_TIME_SCALE / 24): final semantics are ISS-117's — frozen when
// everything is grounded, full rate otherwise.