DECISION MADE (user, 2026-09-22): no player-facing time controls at all in a shared world - the global clock runs at fixed 24x with a server background tick. That work lives in #117 and has SHIPPED: v0.52.0 (fixed 24x, no time skip, background tick) + prod fix v0.62.0 (#135).
Idle behavior - current truth (supersedes the "idle-pauses" wording): when everything is grounded the clock FREEZES (shouldAdvanceTime() in lib/sim/engine.ts sets advanceMs=0), while market refresh keeps running on wall-clock ticks (v0.62.0/#135 + v0.64.0 top-up-while-grounded).
Remaining for this multiplayer step: verify the shared fixed clock behaves correctly under N players (background tick keeps the world moving regardless of who's online; no per-player pace exists by design) - can fold into step 12 (#116) e2e coverage.
Part of the #101 multiplayer plan.
DECISION MADE (user, 2026-09-22): no player-facing time controls at all in a shared world - the global clock runs at fixed 24x with a server background tick. That work lives in #117 and has SHIPPED: v0.52.0 (fixed 24x, no time skip, background tick) + prod fix v0.62.0 (#135).
Idle behavior - current truth (supersedes the "idle-pauses" wording): when everything is grounded the clock FREEZES (shouldAdvanceTime() in lib/sim/engine.ts sets advanceMs=0), while market refresh keeps running on wall-clock ticks (v0.62.0/#135 + v0.64.0 top-up-while-grounded).
Remaining for this multiplayer step: verify the shared fixed clock behaves correctly under N players (background tick keeps the world moving regardless of who's online; no per-player pace exists by design) - can fold into step 12 (#116) e2e coverage.
kamilkrzywda
changed title from Multiplayer: time controls under shared-world semantics (step 9/12) to Multiplayer: time controls under shared-world semantics (step 9/12) — DECIDED: fixed 24x clock, see #1172026-09-22 10:55:38 +02:00
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Part of the #101 multiplayer plan.
DECISION MADE (user, 2026-09-22): no player-facing time controls at all in a shared world - the global clock runs at fixed 24x with a server background tick. That work lives in #117 and has SHIPPED: v0.52.0 (fixed 24x, no time skip, background tick) + prod fix v0.62.0 (#135).
Idle behavior - current truth (supersedes the "idle-pauses" wording): when everything is grounded the clock FREEZES (shouldAdvanceTime() in lib/sim/engine.ts sets advanceMs=0), while market refresh keeps running on wall-clock ticks (v0.62.0/#135 + v0.64.0 top-up-while-grounded).
Remaining for this multiplayer step: verify the shared fixed clock behaves correctly under N players (background tick keeps the world moving regardless of who's online; no per-player pace exists by design) - can fold into step 12 (#116) e2e coverage.
Multiplayer: time controls under shared-world semantics (step 9/12)to Multiplayer: time controls under shared-world semantics (step 9/12) — DECIDED: fixed 24x clock, see #117