Pause on landing + auto-unpause on dispatch (ISS-041)
CI / build + unit + e2e (pull_request) Successful in 7m43s
CI / build + unit + e2e (pull_request) Successful in 7m43s
Replace the ISS-011 auto-slow with pause-on-landing: when the last plane
in flight lands, tickOnce sets sim_state.paused=true WITHOUT touching
timeScale (speed preserved). flyPlane() now clears paused before
persisting so starting a flight resumes a paused sim — inside runAction(),
tick + unpause + dispatch are atomic under the sim lock.
Tests: engine.test.ts auto-slow block rewritten for pause semantics; new
flyPlane test asserts dispatch clears paused with speed untouched. E2E:
auto-slow.spec.ts renamed to pause-on-landing.spec.ts asserting the new
behavior (paused=true AND timeScale still 1000 after landing; /fly clears
paused). Cross-cutting fix: every per-spec setScale helper now POSTs
{timeScale, paused:false} — a scale-only fast-forward after a landing would
otherwise leave the clock frozen. Deliberate mid-test pauses untouched.
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@@ -125,6 +125,9 @@ export async function flyPlane(inst: GameDb, planeId: string, destIcao: string):
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lon: origin.lon,
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})
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.where(eq(schema.planes.id, planeId));
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// ISS-041: starting a flight resumes a paused sim (the last landing pauses it). Runs inside
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// runAction(), so tick + unpause + dispatch are atomic under the sim lock.
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await inst.db.update(schema.simState).set({ paused: false });
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await persist(inst);
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}
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