Slow sim to 1× on landing and resume last selected speed (ISS-057, v0.30.0)
CI / build + unit + e2e (pull_request) Successful in 8m57s
CI / build + unit + e2e (pull_request) Successful in 8m57s
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+27
-23
@@ -301,12 +301,13 @@ describe('deliverPackages (v0.12.0 arrival delivery)', () => {
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});
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});
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describe('pause on landing when the last plane lands (ISS-041)', () => {
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describe('slow to 1× when a landing leaves any plane on the ground (ISS-057)', () => {
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const FROM = 'EDDF';
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const TO = 'LEMD';
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// Starter flying EDDF→LEMD with departureSimTime set so its arrival is EXACTLY T0 —
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// any advancing tick past T0 finalizes it. timeScale is the value under test.
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// any advancing tick past T0 finalizes it. timeScale is the value under test;
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// lastSelectedTimeScale mirrors what a manual POST /api/sim would have stored.
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async function setupLanding(name: string, timeScale: number) {
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const inst = await freshDb(name);
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const fc = await loadAirportsGeoJson();
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@@ -315,7 +316,7 @@ describe('pause on landing when the last plane lands (ISS-041)', () => {
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const km = haversineKm(from.lat, from.lon, to.lat, to.lon);
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const type = PLANE_TYPES.atr72;
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await inst.db.update(schema.simState).set({ timeScale });
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await inst.db.update(schema.simState).set({ timeScale, lastSelectedTimeScale: timeScale });
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await inst.db.update(schema.planes)
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.set({ status: 'flying', destIcao: TO, departureSimTime: T0 - travelMs(km, type.speedKmh), fuel: type.maxFuel })
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.where(eq(schema.planes.id, 'plane-starter'));
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@@ -323,20 +324,21 @@ describe('pause on landing when the last plane lands (ISS-041)', () => {
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return { inst, from, km, type };
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}
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it('last plane lands → sim pauses and stored timeScale is UNCHANGED', async () => {
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const { inst } = await setupLanding('pause-last.db', 1000);
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it('last plane lands → sim slows to 1× WITHOUT pausing; lastSelectedTimeScale is preserved', async () => {
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const { inst } = await setupLanding('slow-last.db', 1000);
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vi.setSystemTime(T0 + 2_000); // one full clamped tick at scale 1000 → clock T0+2e6 ≥ arrival (T0)
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const sim = await tickOnce(inst);
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expect(sim.paused).toBe(true); // persisted on the sim_state row…
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expect((await inst.db.select().from(schema.simState))[0].paused).toBe(true); // …and visible to the next snapshot
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expect(sim.timeScale).toBe(1000); // speed preserved — no auto-slow anymore (ISS-041)
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expect(sim.paused).toBe(false); // no pause anymore — ISS-057 replaces it with a slow-down…
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expect((await inst.db.select().from(schema.simState))[0].paused).toBe(false); // …persisted on the row…
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expect(sim.timeScale).toBe(1); // …slowed to the floor…
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expect(sim.lastSelectedTimeScale).toBe(1000); // …with the last manual speed kept for resume
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expect((await inst.db.select().from(schema.planes))[0].status).toBe('available'); // landing itself unchanged
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});
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it('a landing while another plane is still flying → no pause', async () => {
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const { inst, from, type } = await setupLanding('pause-other.db', 1000);
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it('a landing while another plane is still flying → slows to 1× (any plane on ground)', async () => {
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const { inst, from, type } = await setupLanding('slow-other.db', 1000);
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// A second plane on the same route departing at T0 — arrives far after this tick's clock.
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await inst.db.insert(schema.planes).values({
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id: 'p-b', model: 'atr72', status: 'flying', fuel: type.maxFuel, maxFuel: type.maxFuel,
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@@ -346,26 +348,26 @@ describe('pause on landing when the last plane lands (ISS-041)', () => {
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vi.setSystemTime(T0 + 2_000);
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const sim = await tickOnce(inst);
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expect(sim.paused).toBe(false); // p-b still in flight — no pause (nothing would auto-unpause it)
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expect(sim.timeScale).toBe(1000);
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expect(sim.paused).toBe(false);
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expect(sim.timeScale).toBe(1); // the just-landed starter is on ground → slow (literal issue reading)
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const byId = new Map((await inst.db.select().from(schema.planes)).map((p) => [p.id, p.status]));
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expect(byId.get('plane-starter')).toBe('available'); // the starter did land…
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expect(byId.get('p-b')).toBe('flying'); // …but the fleet is not idle
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expect(byId.get('p-b')).toBe('flying'); // …but the fleet is not idle — still slowed
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});
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it('last plane lands at scale 1 → pauses anyway, scale untouched', async () => {
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const { inst } = await setupLanding('pause-one.db', 1);
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it('already at 1× → stays 1 (no-op slow)', async () => {
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const { inst } = await setupLanding('slow-one.db', 1);
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vi.setSystemTime(T0 + 2_000); // one tick at scale 1 advances 2e3 game ms — past the T0 arrival
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const sim = await tickOnce(inst);
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expect(sim.paused).toBe(true);
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expect(sim.paused).toBe(false);
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expect(sim.timeScale).toBe(1);
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expect((await inst.db.select().from(schema.planes))[0].status).toBe('available');
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});
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it('a chained plane does NOT trigger the last-plane pause (ISS-043)', async () => {
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const { inst } = await setupLanding('pause-chain.db', 1000); // full tank, arrival exactly T0
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it('a chained plane does NOT slow the sim (nothing is grounded)', async () => {
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const { inst } = await setupLanding('slow-chain.db', 1000); // full tank, arrival exactly T0
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// A queued next hop with plenty of fuel → chains on landing instead of grounding.
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await inst.db.update(schema.planes)
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.set({ queue: JSON.stringify(['EDDV']) })
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@@ -374,23 +376,25 @@ describe('pause on landing when the last plane lands (ISS-041)', () => {
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vi.setSystemTime(T0 + 2_000); // one full clamped tick at scale 1000 → clock T0+2e6 ≥ arrival (T0)
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const sim = await tickOnce(inst);
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expect(sim.paused).toBe(false); // still flying after the chain — no premature pause…
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expect(sim.paused).toBe(false);
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expect(sim.timeScale).toBe(1000); // still flying after the chain, nothing grounded — no slow…
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const plane = (await inst.db.select().from(schema.planes))[0];
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expect(plane.status).toBe('flying'); // …the fresh select in tickOnce counts it as airborne
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expect(plane.destIcao).toBe('EDDV');
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});
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it('paused sim with all planes landed → no change', async () => {
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const inst = await freshDb('pause-paused.db');
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it('manually-paused sim is untouched by ticks (no landing processed while paused)', async () => {
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const inst = await freshDb('slow-paused.db');
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// The fleet is fully grounded (the seeded starter) — a paused tick must not touch the
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// controls even though "no plane in flight" holds: the trigger requires a landing this tick.
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await inst.db.update(schema.simState).set({ timeScale: 1000, paused: true });
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// controls even though "any plane on ground" holds: the trigger requires a landing this tick.
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await inst.db.update(schema.simState).set({ timeScale: 1000, lastSelectedTimeScale: 1000, paused: true });
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vi.setSystemTime(T0 + 5_000);
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const sim = await tickOnce(inst);
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expect(sim.paused).toBe(true); // no landing processed while paused → trigger never fires
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expect(sim.timeScale).toBe(1000);
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expect(sim.lastSelectedTimeScale).toBe(1000);
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expect((await inst.db.select().from(schema.planes))[0].status).toBe('available');
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});
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});
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+24
-15
@@ -75,8 +75,7 @@ export async function tickOnce(inst: GameDb): Promise<schema.SimStateRow> {
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let landedThisTick = 0;
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if (advanceMs > 0) {
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await expirePackages(inst, clockMs);
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// ISS-041: remember the landings so the tick can pause when this was the last
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// plane in flight.
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// ISS-057: remember the landings so the tick can slow down when a plane is left on ground.
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landedThisTick = await deliverPackages(inst, clockMs);
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await spawnOpenPackages(inst, clockMs);
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// AFTER delivery on purpose: a plane that just landed gets work spawned
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@@ -84,18 +83,21 @@ export async function tickOnce(inst: GameDb): Promise<schema.SimStateRow> {
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await spawnCoveragePackages(inst, clockMs);
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}
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const sets: Partial<Pick<schema.SimStateRow, 'clockMs' | 'lastRealTickMs' | 'timeScale' | 'paused'>> = {
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const sets: Partial<Pick<schema.SimStateRow, 'clockMs' | 'lastRealTickMs' | 'timeScale'>> = {
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clockMs,
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lastRealTickMs: nowMs,
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};
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// Pause on landing (ISS-041): when ≥1 plane landed this tick and NO plane remains in flight,
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// pause the sim WITHOUT touching timeScale — speed is preserved for the next dispatch.
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// Arrival-triggered by design: a grounded fleet at high scale is left alone (there is no
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// auto-resume except starting a flight; see flyPlane). A paused tick never processes landings
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// (advanceMs === 0), so the trigger can only fire on an advancing tick.
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// Slow on landing (ISS-057): when ≥1 plane landed this tick and ANY plane is grounded
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// ('available') afterwards, drop the sim to MIN_TIME_SCALE — a just-landed plane counts, so
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// any real landing slows. A chained plane stays 'flying' via deliverPackages' auto-chain
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// branch, so a pure-chain tick with nothing grounded does NOT slow. Pause is manual-only now;
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// flyPlane restores lastSelectedTimeScale when the last grounded plane takes off. Arrival-
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// triggered by design: a grounded fleet at high scale is left alone (no idle-enforcement), and
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// a paused tick never processes landings (advanceMs === 0), so the trigger only fires on an
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// advancing tick — a manual speed change while planes sit grounded survives until the next landing.
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if (landedThisTick > 0) {
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const flying = await inst.db.select().from(schema.planes).where(eq(schema.planes.status, 'flying'));
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if (flying.length === 0) sets.paused = true;
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const available = await inst.db.select().from(schema.planes).where(eq(schema.planes.status, 'available'));
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if (available.length >= 1) sets.timeScale = MIN_TIME_SCALE;
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}
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// Persist lastRealTickMs even when nothing advanced — it is the tick anchor.
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@@ -132,8 +134,8 @@ export async function expirePackages(inst: GameDb, clockMs: number): Promise<num
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// its remaining fuel (a short tank keeps the queue intact for refuel + re-dispatch).
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// Idempotent — a finalized plane either leaves the 'flying' state or starts a NEW
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// leg whose own arrival is in the future, so it can never be awarded twice.
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// Returns planes landed. NOTE: runs BEFORE tickOnce's pause check on purpose —
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// a chained plane counts as still flying there, so chaining never pauses early.
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// Returns planes landed. NOTE: runs BEFORE tickOnce's slow-down check on purpose —
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// a chained plane is already 'flying' again here, so a pure-chain landing never slows the sim.
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export async function deliverPackages(inst: GameDb, clockMs: number): Promise<number> {
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const [planeRows, packageRows] = await Promise.all([
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inst.db.select().from(schema.planes),
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@@ -320,13 +322,20 @@ export function runAction<T>(fn: (inst: GameDb) => Promise<T>): Promise<T> {
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// Tick first so the returned state reflects current time, then apply the new
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// controls. timeScale is clamped to [1, 1000]; validation of raw input happens in
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// the route handler (400 on non-number / non-boolean).
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// the route handler (400 on non-number / non-boolean). ISS-057: posting a timeScale
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// ALSO records it as lastSelectedTimeScale — the resume target flyPlane restores when
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// the last grounded plane takes off. A {paused}-only post never touches it, so the
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// last manual intent wins without an extra flag.
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export function applyTimeControls(input: SimControlsInput): Promise<schema.SimStateRow> {
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return withLock(async () => {
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const inst = await getGameDb();
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await tickOnce(inst);
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const sets: Partial<Pick<schema.SimStateRow, 'timeScale' | 'paused'>> = {};
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if (input.timeScale !== undefined) sets.timeScale = clampTimeScale(input.timeScale);
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const sets: Partial<Pick<schema.SimStateRow, 'timeScale' | 'lastSelectedTimeScale' | 'paused'>> = {};
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if (input.timeScale !== undefined) {
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const scale = clampTimeScale(input.timeScale);
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sets.timeScale = scale;
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sets.lastSelectedTimeScale = scale;
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}
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if (input.paused !== undefined) sets.paused = input.paused;
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if (Object.keys(sets).length > 0) await inst.db.update(schema.simState).set(sets);
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await persist(inst);
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