diff --git a/CHANGELOG.md b/CHANGELOG.md index 6f62eba..8c855ec 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -1,5 +1,9 @@ # Changelog +## v0.56.0 — 2026-09-22 18:28 +- **Idle fleet slows the world to real time instead of freezing it (ISS-128).** A fully grounded fleet no longer freezes the sim clock — `tickOnce` in `lib/sim/engine.ts` now advances by `min(elapsed, MAX_TICK_ELAPSED_MS) × IDLE_WORLD_TIME_SCALE` when nothing is flying or in repair, where new constant `IDLE_WORLD_TIME_SCALE = WORLD_TIME_SCALE / 24` (= exactly 1, i.e. real time) lives next to `WORLD_TIME_SCALE` in `lib/worldClock.ts`. Packages keep spawning/expiring and the market stays fresh while idle; an active fleet keeps its full scale including any FLIGHT_TEST_HOOKS override (grounded + hook scale 1000 → advances at ×1, not ×1000), and `lastRealTickMs` still always tracks real time so resuming activity never fast-forwards the idle duration. The client mirror (`advanceSimClock` in `lib/useSimClock.ts`) extrapolates at the same idle rate instead of freezing, so polls re-anchor without a visible jump. +- **Tests.** Unit: `lib/sim/engine.test.ts` — the grounded-fleet tests now pin real-time advance clamped to one idle-rate tick (no freeze, no fast-forward), resume-without-catch-up after takeoff, and that a raised timeScale is ignored while grounded; new describe "idle slowdown" pins `IDLE_WORLD_TIME_SCALE = WORLD_TIME_SCALE / 24 = 1`. `lib/useSimClock.test.ts` — the frozen-while-idle test now asserts real-time advance at the idle rate. E2E: `e2e/sim.spec.ts`'s freeze test becomes a bounded real-time delta (advances > 0, ≥ half the wall span clamped to one tick, ≤ wall span + one clamp, clearly below ×24); `e2e/state.spec.ts`'s restart test replaces byte-identical clock equality with derived bounds — never backwards (not re-seeded) and ≤ `MAX_TICK_ELAPSED_MS` of clamped downtime + the live wall span; `e2e/right-pane.spec.ts`'s penalty preview no longer races a frozen clock — it verifies the idle rate, then allows the formula's slope over one UI poll interval (~1 s at ×1) instead of an exact string match. The `activateWorld`/repair wrappers in actions/panes/sim specs are unchanged (a repairing plane still means full scale); only their "freezes" comments were updated. + ## v0.55.0 — 2026-09-22 15:38 - **Favicon (ISS-122).** The app shipped with no favicon at all (`app/layout.tsx` set only title/description; no `app/icon.svg`, no `public/favicon.ico`). New hand-written single-file `app/icon.svg` — a bold white top-down airplane silhouette (fuselage + swept wings + tail, one straight-line path) on a pastel blue (#93c5fd) rounded square, 64×64 viewBox. Next App Router's file convention auto-serves it at `/icon.svg` and injects `` into the head; no layout/metadata changes needed. - **Tests.** E2E +1 in `e2e/panes.spec.ts`: page load asserts exactly one `head link[rel~="icon"]` pointing at `/icon.svg`, and a direct `GET /icon.svg` returns 200 with content-type `image/svg+xml`. No unit test — static asset. diff --git a/e2e/actions.spec.ts b/e2e/actions.spec.ts index 0f1b7e2..504a5da 100644 --- a/e2e/actions.spec.ts +++ b/e2e/actions.spec.ts @@ -98,9 +98,10 @@ async function setHealth(page: Page, planeId: string, fields: Record { await setHealth(page, 'plane-starter', { health: 50 }); expect((await page.request.post('/api/planes/plane-starter/repair')).status()).toBe(200); @@ -343,9 +344,9 @@ test('expired packages deliver and abandon with no reward and no penalty', async expect(res.ok()).toBeTruthy(); } - // Idle-pause (ISS-117): a fully grounded fleet freezes the clock, so expirePackages never runs — - // put the starter in repair for the expiry window only. The €1.5k repair cost is why the cash/rep - // baseline below is captured AFTER deactivateWorld, not before it. + // A fully grounded fleet only advances at the idle real-time rate (ISS-128) — put the starter in + // repair for the expiry window so scale 1000 can fast-forward past both deadlines quickly. The €1.5k + // repair cost is why the cash/rep baseline below is captured AFTER deactivateWorld, not before it. await activateWorld(page); try { // Fast-forward past both deadlines — the tick flips loaded → expired (slot kept). diff --git a/e2e/panes.spec.ts b/e2e/panes.spec.ts index e4b416b..859862d 100644 --- a/e2e/panes.spec.ts +++ b/e2e/panes.spec.ts @@ -39,9 +39,9 @@ async function setHealth(page: Page, planeId: string, fields: Record { await setHealth(page, STARTER, { health: 50 }); expect((await page.request.post(`/api/planes/${STARTER}/repair`)).status()).toBe(200); @@ -151,7 +151,7 @@ test('sim clock ticks smoothly between polls at the fixed world rate (ISS-007, I // 409s on non-available planes — it must be grounded before activateWorld. await flyHomeViaApi(page); await setScale(page, WORLD); // self-heal may have left the fast test rate behind - // Idle-pause freezes a grounded fleet — put the starter in repair so the clock advances. + // A grounded fleet only advances at the idle real-time rate (ISS-128) — put the starter in repair for full scale. await activateWorld(page); try { await page.goto('/'); diff --git a/e2e/right-pane.spec.ts b/e2e/right-pane.spec.ts index d78ea56..1390004 100644 --- a/e2e/right-pane.spec.ts +++ b/e2e/right-pane.spec.ts @@ -272,19 +272,28 @@ test('on-board list: fly-to-destination + abandon with penalty preview; flying p const onboardRow = page.getByTestId(`onboard-package-${pkg.id}`); await expect(onboardRow, 'loaded package appears in the on-board list').toBeVisible({ timeout: 15_000 }); - // The abandon button previews the exact penalty at the snapshot's clock (same formula as the server). + // The abandon button previews the penalty at its snapshot's clock (same formula as the server). // The fleet is grounded here (the starter just loaded; workers:1 and every spec's cleanup leave no - // other planes), so idle-pause (ISS-117) freezes the clock — verify it actually did, so every - // snapshot (mine and the UI's last poll) shares one clock value instead of racing the 1 s poll loop. - const frozenClock = (await getState(page)).simState.clockMs; + // other planes), so the world runs at the idle real-time rate (ISS-128) — verify it actually did, + // then bound the UI's staleness instead of racing a frozen clock. + const c0 = (await getState(page)).simState.clockMs; + const t0 = Date.now(); await new Promise((r) => setTimeout(r, 1_500)); // > one background-tick interval - expect( - (await getState(page)).simState.clockMs, - 'world should be frozen while the fleet is idle (ISS-117)', - ).toBe(frozenClock); const state = await getState(page); + const idleDelta = state.simState.clockMs - c0; + expect(idleDelta, 'world should advance at the idle real-time rate while grounded (ISS-128)').toBeGreaterThan(0); + expect(idleDelta).toBeLessThan((Date.now() - t0) * WORLD); // clearly below the full world rate + + // The UI renders the penalty from its last snapshot — up to one poll interval (~1 s, useGameState) + // older than `state`, i.e. ≤ ~2 game-seconds of clock drift at the idle real-time rate (ISS-128). + // Allow the formula's slope over that window instead of an exact string match. + const DRIFT_MS = 3_000; // a couple of poll intervals at the idle rate (= 1), margin for slow CI boxes + const span = pkg.deadlineSimTime - pkg.createdSimTime; + const penaltyText = ((await page.getByTestId(`abandon-penalty-${pkg.id}`).textContent()) ?? '').replace(/[^0-9.]/g, ''); + expect(Number.isFinite(Number(penaltyText)), `penalty text: ${penaltyText}`).toBe(true); const expectedPenalty = penaltyFor(pkg.reward, pkg.createdSimTime, pkg.deadlineSimTime, state.simState.clockMs); - await expect(page.getByTestId(`abandon-penalty-${pkg.id}`)).toContainText(eur(expectedPenalty)); + const slopePerGameMs = (pkg.reward * 0.45) / span; // abandonPenaltyPct's SPAN across the package lifetime + expect(Math.abs(Number(penaltyText) - expectedPenalty)).toBeLessThanOrEqual(slopePerGameMs * DRIFT_MS + 0.01); // Fly to the destination through the UI — the button is the destination's name. const flyBtn = page.getByTestId(`fly-to-${pkg.id}`); diff --git a/e2e/sim.spec.ts b/e2e/sim.spec.ts index b0b89ca..ca39127 100644 --- a/e2e/sim.spec.ts +++ b/e2e/sim.spec.ts @@ -1,13 +1,15 @@ import { test, expect, type Page } from '@playwright/test'; -// v0.52.0 (ISS-117) fixed world clock against the live origin: idle-pause freezing a grounded -// fleet, background-tick advance at a raised rate while something is active, package expiry via -// the FLIGHT_TEST_HOOKS hooks (enabled in docker-compose.yml), and market top-up. +// v0.52.0 (ISS-117) fixed world clock against the live origin: a fully grounded fleet slowing to +// real time instead of freezing (ISS-128), background-tick advance at a raised rate while +// something is active, package expiry via the FLIGHT_TEST_HOOKS hooks (enabled in docker-compose.yml), +// and market top-up. // Must match lib/sim/engine.ts — kept in sync manually (same pattern as MIN_ZOOM/MAX_ZOOM in map.spec.ts). const MAX_TICK_ELAPSED_MS = 2_000; const SCALE = 1000; // test rate for fast-forwarding legs const WORLD = 24; // the fixed world rate (ISS-117) — must match lib/worldClock.ts +const IDLE = 1; // the idle real-time rate (ISS-128) — must match IDLE_WORLD_TIME_SCALE in lib/worldClock.ts (= WORLD / 24) const MAX_DELTA_PER_TICK = MAX_TICK_ELAPSED_MS * SCALE; // 2_000_000 game ms per tick at scale 1000 // Must match MARKET_TARGET_OPEN_PACKAGES in lib/game/seed.ts. const MARKET_TARGET = 10; @@ -46,9 +48,10 @@ async function setHealth(page: Page, planeId: string, fields: Record { await setHealth(page, STARTER, { health: 50 }); expect((await page.request.post(`/api/planes/${STARTER}/repair`)).status()).toBe(200); @@ -70,14 +73,25 @@ test.afterEach(async ({ page }) => { await setScale(page, WORLD); }); -test('a fully grounded fleet freezes the clock exactly across polls (idle-pause)', async ({ page }) => { +test('a fully grounded fleet slows the clock to real time instead of freezing it (ISS-128)', async ({ page }) => { const s = await getState(page); expect(s.planes.every((p) => p.status === 'available'), 'fleet should be grounded at spec start').toBe(true); - const frozen = s.simState.clockMs; - for (let i = 0; i < 3; i++) { - await sleep(500); - expect((await getState(page)).simState.clockMs, 'clock must not advance while the fleet is idle').toBe(frozen); - } + + const t0 = Date.now(); + const c0 = s.simState.clockMs; + await sleep(2_500); // ~2.5 s of real idleness — several background ticks plus the reads below + const after = await getState(page); + const elapsedReal = Date.now() - t0; + + const delta = after.simState.clockMs - c0; + expect(delta, 'the idle clock must advance (no longer frozen)').toBeGreaterThan(0); + // ≈ real time: each tick counts min(gap, MAX_TICK_ELAPSED_MS) × IDLE rate, so the total can only fall + // short of the wall span when a tick gap was clamped — worst case is one clamped idle-rate tick. + expect(delta).toBeGreaterThanOrEqual(Math.min(elapsedReal * IDLE * 0.5, MAX_TICK_ELAPSED_MS * IDLE)); + // …and never more than the wall span itself (plus one clamp of pre-read downtime for slow boxes)… + expect(delta).toBeLessThanOrEqual(elapsedReal + MAX_TICK_ELAPSED_MS); + // …which is clearly below the full world rate: at ×24 this window would be ≥ ~60 game seconds. + expect(delta).toBeLessThan(elapsedReal * WORLD); }); test('timeScale 1000 advances the clock by roughly real-time × 1000 between polls', async ({ page }) => { diff --git a/e2e/state.spec.ts b/e2e/state.spec.ts index d4b80aa..c19b308 100644 --- a/e2e/state.spec.ts +++ b/e2e/state.spec.ts @@ -8,6 +8,9 @@ import { test, expect } from '@playwright/test'; const repoRoot = path.join(__dirname, '..'); const composeArgs = process.env.E2E_COMPOSE_ARGS ?? ''; +// Must match lib/sim/engine.ts — kept in sync manually (same pattern as e2e/sim.spec.ts). +const MAX_TICK_ELAPSED_MS = 2_000; + interface StateBody { account: { cash: number; reputation: number }; simState: { clockMs: number }; // ISS-117: the snapshot carries only the game clock @@ -42,8 +45,9 @@ test('GET /api/state returns a seeded snapshot', async ({ page }) => { test('state survives a container restart (sim clock + account persisted)', async ({ page }) => { test.setTimeout(180_000); - // Self-heal to a fully grounded fleet first — idle-pause (ISS-117) then freezes the clock, so the - // post-restart snapshot must match byte-for-byte instead of within one tick bound. + // Self-heal to a fully grounded fleet first — while idle the clock advances at real time + // (ISS-128), so the post-restart snapshot is bounded by one clamped tick of downtime plus live + // ticks, not byte-for-byte identical. await expect .poll(async () => { const res = await page.request.get('/api/state'); @@ -56,6 +60,7 @@ test('state survives a container restart (sim clock + account persisted)', async const resBefore = await page.request.get('/api/state'); expect(resBefore.status()).toBe(200); const before = (await resBefore.json()) as StateBody; + const tBefore = Date.now(); execSync(`docker compose ${composeArgs} restart flight`, { cwd: repoRoot, stdio: 'pipe' }); @@ -75,11 +80,17 @@ test('state survives a container restart (sim clock + account persisted)', async expect(after).toBeDefined(); const a = after!; + const tAfter = Date.now(); - // The DB file on the volume must be loaded, not re-seeded (PLAN.md: "sim clock - // persisted across sessions"): account and entity ids are byte-identical. With the fleet - // grounded above, idle-pause keeps the clock frozen across the restart — exact equality. - expect(a.simState.clockMs).toBe(before.simState.clockMs); + // The DB file on the volume must be loaded, not re-seeded (PLAN.md: "sim clock persisted across + // sessions"): account and entity ids are byte-identical. With the fleet grounded above, ISS-128 + // advances the clock at real time while idle — bounded tolerance instead of exact equality: no + // ticks run while the container is down, so the first post-restart tick counts the downtime + // clamped to MAX_TICK_ELAPSED_MS × IDLE rate (= 1), and every other counted gap lies inside the + // live wall span [tBefore, tAfter] at that same rate. A re-seed would reset clockMs backwards. + const delta = a.simState.clockMs - before.simState.clockMs; + expect(delta).toBeGreaterThanOrEqual(0); // never goes backwards — not re-seeded + expect(delta).toBeLessThanOrEqual(MAX_TICK_ELAPSED_MS + (tAfter - tBefore)); expect(a.account.cash).toBe(before.account.cash); expect(a.account.reputation).toBe(before.account.reputation); expect(a.planes.map((p) => p.id).sort()).toEqual(before.planes.map((p) => p.id).sort()); diff --git a/lib/sim/engine.test.ts b/lib/sim/engine.test.ts index 948a044..7150504 100644 --- a/lib/sim/engine.test.ts +++ b/lib/sim/engine.test.ts @@ -16,6 +16,7 @@ import { deliverPackages, expirePackages, finishRepairs, + IDLE_WORLD_TIME_SCALE, MAX_TICK_ELAPSED_MS, reputationGainFor, shouldAdvanceTime, @@ -30,8 +31,9 @@ import { // public tickNow()/setTestTimeScale() wrappers (singleton + lock) are covered by the e2e suite // (every spec's setScale helper hits /api/test/set-timescale; sim.spec.ts pins its validation). -// ISS-117: fresh DBs seed a GROUNDED starter, so any test that needs an advancing world must put -// a plane in flight first — departureSimTime at the game-clock origin keeps its arrival hours away. +// ISS-117 / ISS-128: fresh DBs seed a GROUNDED starter, so any test that needs FULL-scale advance +// must put a plane in flight first (a grounded fleet only advances at the idle real-time rate) — +// departureSimTime at the game-clock origin keeps its arrival hours away. async function makeWorldActive(inst: Awaited>) { await inst.db.update(schema.planes) .set({ status: 'flying', destIcao: 'LEMD', departureSimTime: STARTING_CLOCK_MS }) @@ -60,7 +62,7 @@ async function freshDb(name: string) { describe('tickOnce — clock advance', () => { it('advances the clock by elapsed real ms × timeScale', async () => { const inst = await freshDb('scale.db'); - await makeWorldActive(inst); // a grounded fleet would freeze the world (ISS-117) + await makeWorldActive(inst); // a grounded fleet would slow the world to the idle real-time rate (ISS-128) vi.setSystemTime(T0 + 1_000); // one real second later await inst.db.update(schema.simState).set({ timeScale: 5 }); @@ -70,12 +72,12 @@ describe('tickOnce — clock advance', () => { expect(sim.lastRealTickMs).toBe(T0 + 1_000); }); - it('freezes the clock while the fleet is fully grounded but keeps tracking real time', async () => { - const inst = await freshDb('idle.db'); // seeded starter is on the ground → idle (ISS-117) + it('a fully grounded fleet advances at the idle real-time rate, not frozen (ISS-128)', async () => { + const inst = await freshDb('idle.db'); // seeded starter is on the ground → idle vi.setSystemTime(T0 + 3_600_000); // an hour of real idleness let sim = await tickOnce(inst); - expect(sim.clockMs).toBe(STARTING_CLOCK_MS); // frozen — no advance at all + expect(sim.clockMs).toBe(STARTING_CLOCK_MS + MAX_TICK_ELAPSED_MS * IDLE_WORLD_TIME_SCALE); // clamped to one idle-rate tick — no fast-forward, no freeze expect(sim.lastRealTickMs).toBe(T0 + 3_600_000); // A plane takes off: resumes from where it stopped, with NO catch-up for the idle time. @@ -83,7 +85,17 @@ describe('tickOnce — clock advance', () => { await makeWorldActive(inst); vi.setSystemTime(T0 + 3_600_500); sim = await tickOnce(inst); - expect(sim.clockMs).toBe(STARTING_CLOCK_MS + 500 * 60); // only the 500 ms since activity × 60 + expect(sim.clockMs).toBe(STARTING_CLOCK_MS + MAX_TICK_ELAPSED_MS * IDLE_WORLD_TIME_SCALE + 500 * 60); // only the 500 ms since activity × 60 + }); + + it('a grounded fleet ignores any raised timeScale — the idle rate wins (ISS-128)', async () => { + const inst = await freshDb('idle-scale.db'); + await inst.db.update(schema.simState).set({ timeScale: 1_000 }); // FLIGHT_TEST_HOOKS-style override + + vi.setSystemTime(T0 + 1_000); + const sim = await tickOnce(inst); + + expect(sim.clockMs).toBe(STARTING_CLOCK_MS + 1_000 * IDLE_WORLD_TIME_SCALE); // real time, NOT ×1000 }); it('clamps long absences: a 1-hour gap advances at most MAX_TICK_ELAPSED_MS × scale', async () => { @@ -574,7 +586,12 @@ describe('finishRepairs (v0.39.0, ISS-069)', () => { }); }); -describe('idle-pause — the world freezes when nothing is happening (ISS-117)', () => { +describe('idle slowdown — a grounded fleet slows the world to real time (ISS-128)', () => { + it('pins IDLE_WORLD_TIME_SCALE = WORLD_TIME_SCALE / 24, i.e. exactly real time', () => { + expect(IDLE_WORLD_TIME_SCALE).toBe(WORLD_TIME_SCALE / 24); + expect(IDLE_WORLD_TIME_SCALE).toBe(1); // one game-second per real second + }); + it('shouldAdvanceTime: grounded/empty fleets are idle; any flying or repairing plane advances', () => { expect(shouldAdvanceTime([])).toEqual({ advance: false, flying: 0, repairing: 0 }); expect(shouldAdvanceTime([{ status: 'available' }, { status: 'available' }])).toEqual({ advance: false, flying: 0, repairing: 0 }); @@ -583,14 +600,14 @@ describe('idle-pause — the world freezes when nothing is happening (ISS-117)', expect(shouldAdvanceTime([{ status: 'flying' }, { status: 'repairing' }])).toEqual({ advance: true, flying: 1, repairing: 1 }); }); - it('a fully grounded fleet freezes the clock but keeps tracking real time', async () => { + it('a fully grounded fleet advances at the idle rate but keeps tracking real time', async () => { const inst = await freshDb('idle-pause.db'); // seeded starter is on the ground → idle vi.setSystemTime(T0 + 3_600_000); const sim = await tickOnce(inst); - expect(sim.clockMs).toBe(STARTING_CLOCK_MS); // frozen — no advance at all - expect(sim.lastRealTickMs).toBe(T0 + 3_600_000); // …but the real-time anchor moved on + expect(sim.clockMs).toBe(STARTING_CLOCK_MS + MAX_TICK_ELAPSED_MS * IDLE_WORLD_TIME_SCALE); // real-time rate, clamped — not frozen + expect(sim.lastRealTickMs).toBe(T0 + 3_600_000); // …and the real-time anchor moved on }); it('a repairing plane keeps the world advancing', async () => { diff --git a/lib/sim/engine.ts b/lib/sim/engine.ts index 9e4a26a..6f0d637 100644 --- a/lib/sim/engine.ts +++ b/lib/sim/engine.ts @@ -8,6 +8,7 @@ import { weatherFor } from '@/lib/weather'; import { FUEL_DISCOUNT_PER_REP, FUEL_PRICE_PER_L, MAX_FUEL_DISCOUNT, PLANE_TYPES, REPAIR_DURATION_MS, repRate, WEAR_PER_KM } from '@/lib/game/catalog'; import { SPECIALS } from '@/lib/game/specials'; import { parseIcaoQueue } from '@/lib/game/state'; +import { IDLE_WORLD_TIME_SCALE } from '@/lib/worldClock'; import { generatePackage, MARKET_TARGET_OPEN_PACKAGES, @@ -22,7 +23,8 @@ import { arrivalTimeFor, fuelAtWeighted, requiredFuelFor, windBurnFactor } from // tick (~1 s, started at boot from instrumentation.ts) AND on every read/action — both through the // same locked tickOnce path. Each tick advances by (real ms since last tick) × timeScale, clamped // per tick so long absences never fast-forward the game; while no plane is flying or in repair the -// clock stays frozen (idle-pause) but lastRealTickMs keeps tracking real time. +// world slows to real time instead of freezing (IDLE_WORLD_TIME_SCALE, ISS-128 v0.56.0), and +// lastRealTickMs always keeps tracking real time. // Clamp constant: max real-time gap counted by a single tick. Chosen at 2000 ms — comfortably above // both the client poll interval (~1 s) and the background-tick interval, so active play advances @@ -30,8 +32,9 @@ import { arrivalTimeFor, fuelAtWeighted, requiredFuelFor, windBurnFactor } from // 2 s × scale. export const MAX_TICK_ELAPSED_MS = 2_000; -// ISS-117: the fixed world rate — re-exported here so server code and tests have one familiar home. -export { WORLD_TIME_SCALE } from '@/lib/worldClock'; +// ISS-117 / ISS-128: the fixed world rates — re-exported here so server code and tests have one +// familiar home (full rate while something is active, real-time rate while fully grounded). +export { IDLE_WORLD_TIME_SCALE, WORLD_TIME_SCALE } from '@/lib/worldClock'; // Reputation gain per delivered package: BASE + PER_KM × great-circle km, rounded // to 2 decimals (reputation is REAL). A short hop (~300 km) earns ~1.15 rep, a @@ -58,9 +61,10 @@ function withLock(fn: () => Promise): Promise { // --- Tick core (takes a GameDb so unit tests can inject their own instance) --- -// ISS-117: idle-pause decision — pure, so unit tests feed it synthetic fleets. The world clock -// advances only while something is happening: at least one plane flying OR in repair. A fully -// grounded fleet freezes the clock (and with it expiries/spawns) until a dispatch or repair starts. +// ISS-117 / ISS-128: idle decision — pure, so unit tests feed it synthetic fleets. The world clock +// runs at full scale only while something is happening (at least one plane flying OR in repair); a +// fully grounded fleet slows it to IDLE_WORLD_TIME_SCALE (real time) instead of freezing it, so +// expiries/spawns keep running until a dispatch or repair starts. export function shouldAdvanceTime(planes: Array<{ status: string }>): { advance: boolean; flying: number; repairing: number } { let flying = 0; let repairing = 0; @@ -77,12 +81,15 @@ export async function tickOnce(inst: GameDb): Promise { if (!sim) throw new Error('sim_state row missing'); const nowMs = Date.now(); - // ISS-117: frozen while nothing is happening (see shouldAdvanceTime). lastRealTickMs still - // tracks real time, so a takeoff resumes cleanly with no catch-up jump for the idle duration. + // ISS-128: a fully grounded fleet slows the world to real time (IDLE_WORLD_TIME_SCALE) instead of + // freezing it — packages keep spawning/expiring while idle. An active fleet keeps its full scale, + // including any FLIGHT_TEST_HOOKS override in sim.timeScale. lastRealTickMs always tracks real + // time, so resuming activity never fast-forwards the idle duration. const planeRows = await inst.db.select().from(schema.planes); const { advance } = shouldAdvanceTime(planeRows.map((p) => ({ status: p.status }))); const elapsed = Math.max(0, nowMs - sim.lastRealTickMs); - const advanceMs = advance ? Math.min(elapsed, MAX_TICK_ELAPSED_MS) * sim.timeScale : 0; + const scale = advance ? sim.timeScale : IDLE_WORLD_TIME_SCALE; + const advanceMs = Math.min(elapsed, MAX_TICK_ELAPSED_MS) * scale; const clockMs = Math.round(sim.clockMs + advanceMs); if (advanceMs > 0) { diff --git a/lib/useSimClock.test.ts b/lib/useSimClock.test.ts index 1613ddd..1b39c28 100644 --- a/lib/useSimClock.test.ts +++ b/lib/useSimClock.test.ts @@ -1,10 +1,11 @@ import { describe, expect, it } from 'vitest'; import { advanceSimClock, type SimClockAnchor } from './useSimClock'; -import { WORLD_TIME_SCALE } from './worldClock'; +import { IDLE_WORLD_TIME_SCALE, WORLD_TIME_SCALE } from './worldClock'; // ISS-007 (v0.16.1) — the pure extrapolation core of lib/useSimClock.ts. The hook itself is a // thin setInterval + re-sync wrapper covered by e2e (panes.spec.ts "ticks smoothly between polls"); -// this suite pins the math: game time advances real-time × WORLD_TIME_SCALE, frozen while idle. +// this suite pins the math: game time advances real-time × WORLD_TIME_SCALE, and slows to +// real-time × IDLE_WORLD_TIME_SCALE while idle (ISS-128). const anchor = (over: Partial = {}): SimClockAnchor => ({ clockMs: 1_750_000_000_000, @@ -24,10 +25,10 @@ describe('advanceSimClock', () => { expect(advanceSimClock(anchor(), 1_000_000)).toBe(1_750_000_000_000); }); - it('is frozen while idle regardless of elapsed time', () => { + it('advances at the idle real-time rate (IDLE_WORLD_TIME_SCALE) while grounded, not frozen (ISS-128)', () => { const a = anchor({ advancing: false }); - expect(advanceSimClock(a, 1_000_000)).toBe(1_750_000_000_000); - expect(advanceSimClock(a, 2_000_000)).toBe(1_750_000_000_000); // a full second later — still frozen + expect(advanceSimClock(a, 1_000_000)).toBe(1_750_000_000_000); // zero elapsed — still the anchor value + expect(advanceSimClock(a, 1_001_000)).toBe(1_750_000_000_000 + 1_000 * IDLE_WORLD_TIME_SCALE); // a full second later — real time, not frozen }); it('clamps to the anchor value when nowMs is before the anchor (clock skew), never backwards', () => { diff --git a/lib/useSimClock.ts b/lib/useSimClock.ts index 40a7742..6a782bb 100644 --- a/lib/useSimClock.ts +++ b/lib/useSimClock.ts @@ -2,15 +2,16 @@ import { useEffect, useRef, useState } from 'react'; import type { StateSnapshot } from './game/state'; -import { WORLD_TIME_SCALE } from './worldClock'; +import { IDLE_WORLD_TIME_SCALE, WORLD_TIME_SCALE } from './worldClock'; // ISS-007 (v0.16.1): the sim clock ticks smoothly on the CLIENT between polls instead of // jumping once per snapshot. The server's authoritative rate is exactly real-time × scale // (tickOnce in lib/sim/engine.ts: advance = min(elapsed, MAX_TICK_ELAPSED_MS) × timeScale), so // client-side extrapolation mirrors the server's own model. Every new snapshot re-anchors to // server truth, bounding any drift by network latency only. ISS-117 (v0.52.0): the scale is the -// fixed WORLD_TIME_SCALE and the clock freezes while nothing is happening — mirroring the -// server's idle-pause instead of a player-controlled pause. +// fixed WORLD_TIME_SCALE; ISS-128 (v0.56.0): while nothing is happening it slows to +// IDLE_WORLD_TIME_SCALE (real time) instead of freezing — mirroring the server's idle slowdown, +// so polls re-anchor without a visible jump. export interface SimClockAnchor { // Server truth at anchor time — the snapshot's simState.clockMs. @@ -22,11 +23,11 @@ export interface SimClockAnchor { } // Pure core of the extrapolation — mirrors tickOnce: while advancing, game time advances by -// real-time × WORLD_TIME_SCALE; while idle it is frozen (advance 0). nowMs before `at` clamps to -// the anchor value instead of going backwards. Unit-testable in node. +// real-time × WORLD_TIME_SCALE; while idle it slows to real-time × IDLE_WORLD_TIME_SCALE (ISS-128). +// nowMs before `at` clamps to the anchor value instead of going backwards. Unit-testable in node. export function advanceSimClock(anchor: SimClockAnchor, nowMs: number): number { - if (!anchor.advancing) return anchor.clockMs; - return anchor.clockMs + Math.max(0, nowMs - anchor.at) * WORLD_TIME_SCALE; + const scale = anchor.advancing ? WORLD_TIME_SCALE : IDLE_WORLD_TIME_SCALE; + return anchor.clockMs + Math.max(0, nowMs - anchor.at) * scale; } // ~10 fps display refresh — smooth for a seconds-precision wall clock without busy re-renders. @@ -41,8 +42,8 @@ export function useSimClock(snapshot: StateSnapshot | null): number | null { // (useGameState), so this runs once per poll cycle as well. useEffect(() => { if (!snapshot) return; - // Mirror of the server's shouldAdvanceTime (lib/sim/engine.ts): frozen while no plane is - // flying or in repair. One line on purpose — keep it in sync with that function. + // Mirror of the server's shouldAdvanceTime (lib/sim/engine.ts): full rate only while a plane + // is flying or in repair, idle real-time otherwise. One line on purpose — keep it in sync. const advancing = snapshot.planes.some((p) => p.status === 'flying' || p.status === 'repairing'); anchorRef.current = { clockMs: snapshot.simState.clockMs, at: Date.now(), advancing }; setDisplayMs(advanceSimClock(anchorRef.current, Date.now())); diff --git a/lib/worldClock.ts b/lib/worldClock.ts index c12ce05..ed105b4 100644 --- a/lib/worldClock.ts +++ b/lib/worldClock.ts @@ -2,3 +2,8 @@ // Server-side the effective scale lives in the sim_state row (seeded to this value); client-side // 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; diff --git a/package.json b/package.json index 40299ee..251c02d 100644 --- a/package.json +++ b/package.json @@ -1,6 +1,6 @@ { "name": "flight-ops", - "version": "0.55.0", + "version": "0.56.0", "private": true, "scripts": { "dev": "next dev -p 3000",