Phase 40: clock tempo at 1 min/s, x5/x10 heavy stride.
This commit is contained in:
@@ -46,9 +46,9 @@ rather than guessing.
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- **Create a school** — type a name or roll a random one, pick a start date (3 April 2012, 06:00
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by default). At six schools the create button is disabled and says why.
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- **Inside a school** — the date, time and weekday of the game calendar, play/pause and the
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×½ ×1 ×2 ×3 ×4 speed buttons, plus a way back to the menu.
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×½ ×1 ×2 ×5 ×10 speed buttons, plus a way back to the menu.
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Time runs at 5 game minutes per real second at ×1. **Every school runs on its own**, whether or
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Time runs at 1 game minute per real second at ×1. **Every school runs on its own**, whether or
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not you are inside it — the menu cards keep counting. Only the pause button stops a school, and it
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stays paused (the card says so) until you press play again.
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@@ -113,7 +113,7 @@ Simulation tunables live under the `Simulation` section of
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| --- | --- | --- |
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| `TickRate` | 20 | fixed simulation steps per second |
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| `MaxSchools` | 6 | how many schools may exist at once |
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| `GameMinutesPerRealSecond` | 5 | game minutes per real second at ×1 |
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| `GameMinutesPerRealSecond` | 1 | game minutes per real second at ×1 |
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| `DefaultStartDate` | `2012-03-31T06:00:00` | prefilled start of a new school |
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| `SavesDirectory` | `saves` | per-school JSON files |
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| `ModsDirectory` | `mods` | pack folders; `core` is required |
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@@ -12,26 +12,26 @@
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## Задачи
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- [ ] `GameMinutesPerRealSecond` по умолчанию 1 (опции, `appsettings.json`, `GET /api/schools`)
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- [ ] `ClockSpeed.Multipliers`: `0.5, 1, 2, 5, 10`. Зеркало в `protocol.ts`. Подписи кнопок:
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- [x] `GameMinutesPerRealSecond` по умолчанию 1 (опции, `appsettings.json`, `GET /api/schools`)
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- [x] `ClockSpeed.Multipliers`: `0.5, 1, 2, 5, 10`. Зеркало в `protocol.ts`. Подписи кнопок:
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×½ ×1 ×2 ×5 ×10. Стартовый индекс по-прежнему 1
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- [ ] Воркер будит мир 20 раз в секунду на любой скорости. `GameClock.Advance`, граница лога
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- [x] Воркер будит мир 20 раз в секунду на любой скорости. `GameClock.Advance`, граница лога
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6:00, годовой набор, пул соискателей, погода — каждый импульс
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- [ ] На индексах ×5 и ×10 ходьба, действия, решения, нужды, тепло, обучение, износ — раз в
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- [x] На индексах ×5 и ×10 ходьба, действия, решения, нужды, тепло, обучение, износ — раз в
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4 и раз в 2 импульса соответственно, с накопленными минутами (квант — 1 игровая минута).
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На ×½ ×1 ×2 — каждый импульс, как сейчас
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- [ ] Не прыгать календарём одним жирным `Tick` вместо страйда
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- [ ] Комментарий меню про «минута за 12 секунд» привести к новой базе
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- [ ] `docs/protocol.md` — таблица множителей. Раскладку и версию сокета не трогать
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- [x] Не прыгать календарём одним жирным `Tick` вместо страйда
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- [x] Комментарий меню про «минута за 12 секунд» привести к новой базе
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- [x] `docs/protocol.md` — таблица множителей. Раскладку и версию сокета не трогать
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## Тесты, без которых фаза не закрыта
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- [ ] 20 шагов по 1/20 с на ×1 сдвигают календарь на 1 игровую минуту, не на 5
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- [ ] Индексы 3 и 4 за одну реальную секунду дают 5 и 10 игровых минут
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- [ ] На ×10 за 20 импульсов ходьба/нужды вызваны 10 раз, календарь — 20; накопленный аргумент
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- [x] 20 шагов по 1/20 с на ×1 сдвигают календарь на 1 игровую минуту, не на 5
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- [x] Индексы 3 и 4 за одну реальную секунду дают 5 и 10 игровых минут
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- [x] На ×10 за 20 импульсов ходьба/нужды вызваны 10 раз, календарь — 20; накопленный аргумент
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минут на тяжёлый вызов — 1
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- [ ] Невалидный индекс 5 по-прежнему игнорируется
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- [ ] Клиентский тест: пять кнопок ×½ ×1 ×2 ×5 ×10
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- [x] Невалидный индекс 5 по-прежнему игнорируется
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- [x] Клиентский тест: пять кнопок ×½ ×1 ×2 ×5 ×10
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## Критерий готовности
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+4
-4
@@ -39,7 +39,7 @@ people; it does not change on a living school.
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{
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"maxSchools": 6,
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"defaultStartDate": "2012-03-31T06:00:00Z",
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"gameMinutesPerRealSecond": 5,
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"gameMinutesPerRealSecond": 1,
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"schoolWeekDays": 5,
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"schools": [
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{ "id": 1, "name": "Гимназия №14", "gameTime": "2012-03-31T07:35:00Z", "running": false, "speedIndex": 1, "modIds": ["core"], "seed": 1847291 }
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@@ -753,9 +753,9 @@ Running and speed are **separate messages on purpose**. A single "set clock" mes
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button to resend the other field from the client's own copy of the state, which is always at least
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one tick stale — pressing play and then a speed button would pause the school again.
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Speed indexes are `0 = ×½`, `1 = ×1`, `2 = ×2`, `3 = ×3`, `4 = ×4`; out-of-range values are
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ignored rather than fatal. The base rate is `gameMinutesPerRealSecond` (5), so ×1 is five game
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minutes per real second.
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Speed indexes are `0 = ×½`, `1 = ×1`, `2 = ×2`, `3 = ×5`, `4 = ×10`; out-of-range values are
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ignored rather than fatal. The base rate is `gameMinutesPerRealSecond` (1), so ×1 is one game
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minute per real second.
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### `0x07` SkipEmpty — 1 byte
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@@ -327,6 +327,6 @@ describe('decodeServerMessage', () => {
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describe('clock speeds', () => {
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it('matches the server table', () => {
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expect([...CLOCK_SPEEDS]).toEqual([0.5, 1, 2, 3, 4]);
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expect([...CLOCK_SPEEDS]).toEqual([0.5, 1, 2, 5, 10]);
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});
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});
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@@ -33,7 +33,7 @@ export const WireLocale = {
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* Speed buttons, in wire order — the index travels, not the multiplier.
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* Mirror of `ClockSpeed.Multipliers` in `src/HSchool.Simulation/ClockSpeed.cs`.
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*/
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export const CLOCK_SPEEDS = [0.5, 1, 2, 3, 4] as const;
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export const CLOCK_SPEEDS = [0.5, 1, 2, 5, 10] as const;
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export const DEFAULT_SPEED_INDEX = 1;
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@@ -0,0 +1,25 @@
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/**
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* @vitest-environment happy-dom
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*/
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import { describe, expect, it, vi } from 'vitest';
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import { GameScreen } from './gameScreen.ts';
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describe('GameScreen speed buttons', () => {
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it('shows five speed buttons ×½ ×1 ×2 ×5 ×10', () => {
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const onSetSpeed = vi.fn();
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const screen = new GameScreen({
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onLeave: () => {},
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onSetRunning: () => {},
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onSetSpeed,
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onSkip: () => {},
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});
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document.body.append(screen.element);
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const labels = [...screen.element.querySelectorAll('.clock__controls .button--small')]
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.map((button) => button.textContent ?? '')
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.filter((text) => text.startsWith('×'));
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expect(labels).toEqual(['×½', '×1', '×2', '×5', '×10']);
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});
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});
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@@ -24,7 +24,7 @@ interface GameScreenOptions {
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readonly onSkip: () => void;
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}
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const SPEED_LABELS = ['×½', '×1', '×2', '×3', '×4'];
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const SPEED_LABELS = ['×½', '×1', '×2', '×5', '×10'];
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/**
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* The inside of a school: calendar controls plus the manager shell. The tree comes from one map
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@@ -23,7 +23,7 @@ interface MainMenuOptions {
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* timer — the server is the only thing that knows what time it is in each of them.
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*
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* One second is well below the resolution the cards show: at ×1 a game minute passes every
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* 12 real seconds, at ×4 every 3.
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* real second, at ×10 every tenth of a second on the clock (still one poll per second here).
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*/
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const REFRESH_INTERVAL_MS = 1000;
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@@ -14,7 +14,7 @@
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"Simulation": {
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"TickRate": 20,
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"MaxSchools": 6,
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"GameMinutesPerRealSecond": 5,
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"GameMinutesPerRealSecond": 1,
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"DefaultStartDate": "2012-03-31T06:00:00",
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"SavesDirectory": "saves",
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"ModsDirectory": "mods",
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@@ -6,8 +6,8 @@ namespace HSchool.Simulation;
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/// </summary>
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public static class ClockSpeed
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{
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/// <summary>×½, ×1, ×2, ×3, ×4.</summary>
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public static ReadOnlySpan<double> Multipliers => [0.5d, 1d, 2d, 3d, 4d];
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/// <summary>×½, ×1, ×2, ×5, ×10.</summary>
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public static ReadOnlySpan<double> Multipliers => [0.5d, 1d, 2d, 5d, 10d];
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/// <summary>Index of ×1, the speed a school starts at.</summary>
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public const int DefaultIndex = 1;
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@@ -18,4 +18,22 @@ public static class ClockSpeed
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/// <summary>Multiplier for a validated index; out-of-range values fall back to ×1.</summary>
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public static double MultiplierAt(int index) => IsValid(index) ? Multipliers[index] : Multipliers[DefaultIndex];
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/// <summary>
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/// Calendar impulses between heavy-system ticks. ×5 and ×10 stride so walking and needs keep
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/// one game minute per heavy step instead of twenty tiny ones per second.
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/// </summary>
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public static int HeavySystemsStride(int speedIndex) => speedIndex switch
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{
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3 => 4,
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4 => 2,
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_ => 1,
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};
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/// <summary>
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/// Game minutes passed into presence, needs and learning on a heavy tick. High speeds use a
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/// fixed one-minute quantum; lower speeds pass the impulse's own advance.
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/// </summary>
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public static double HeavyGameMinutes(int speedIndex, double impulseMinutes) =>
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speedIndex is 3 or 4 ? 1d : impulseMinutes;
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}
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@@ -116,6 +116,12 @@ public sealed class School : IDisposable
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internal int DecisionBudget { get; set; }
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internal int HeavySystemsInvocations { get; private set; }
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internal double LastHeavyGameMinutes { get; private set; }
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private int _impulseCounter;
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public int PendingDecisionCount => DecisionQueue.Count;
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/// <summary>
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@@ -303,6 +309,30 @@ public sealed class School : IDisposable
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LastDecisionSlot = null;
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}
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SyncWeather(force: false);
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_impulseCounter++;
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var stride = ClockSpeed.HeavySystemsStride(Clock.SpeedIndex);
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if (_impulseCounter % stride == 0)
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{
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var heavyMinutes = ClockSpeed.HeavyGameMinutes(Clock.SpeedIndex, gameMinutes);
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peopleChanged |= ApplyHeavySystems(heavyMinutes);
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}
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}
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else
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{
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SyncWeather(force: false);
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}
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return peopleChanged;
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}
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private bool ApplyHeavySystems(double gameMinutes)
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{
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HeavySystemsInvocations++;
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LastHeavyGameMinutes = gameMinutes;
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var peopleChanged = false;
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PresenceSystem.Apply(this, gameMinutes);
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foreach (var id in ActivitySystem.Apply(this, gameMinutes))
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{
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@@ -314,18 +344,12 @@ public sealed class School : IDisposable
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if (Catalog is not null)
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{
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var below = PresenceSystem.BelowThreshold(this);
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SyncWeather(force: false);
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NeedDecay.Apply(World, Catalog, gameMinutes);
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WarmthDecay.Apply(this, gameMinutes);
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PresenceSystem.EnqueueNewlyUrgent(this, below);
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PresenceSystem.DrainDecisions(this);
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LessonLearningSystem.Apply(this, gameMinutes);
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peopleChanged |= ApparelWear.Apply(this, gameMinutes, before);
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}
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}
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else
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{
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SyncWeather(force: false);
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peopleChanged |= ApparelWear.Apply(this, gameMinutes, Clock.Time.AddMinutes(-gameMinutes));
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}
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return peopleChanged;
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@@ -14,7 +14,7 @@ public sealed class SimulationOptions
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public int MaxSchools { get; set; } = 6;
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/// <summary>Base speed of the game clock: real seconds are multiplied by this many game minutes.</summary>
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public double GameMinutesPerRealSecond { get; set; } = 5d;
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public double GameMinutesPerRealSecond { get; set; } = 1d;
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/// <summary>Prefilled start of a new school; the client shows it in the creation form.</summary>
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public DateTime DefaultStartDate
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@@ -83,11 +83,11 @@ public class GameSocketTests(AppHostFixture fixture)
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Assert.True(first.Running);
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Assert.Equal(1, first.SpeedIndex);
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// 5 game minutes per real second at ×1, so one second of ticks has to move the calendar.
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// 1 game minute per real second at ×1, so one second of ticks has to move the calendar.
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var later = await ReceiveClockAfterAsync(socket, TimeSpan.FromSeconds(1));
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var elapsed = ToDate(later) - ToDate(first);
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Assert.InRange(elapsed.TotalMinutes, 3, 8);
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Assert.InRange(elapsed.TotalMinutes, 0.5, 2);
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}
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[Fact]
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@@ -208,7 +208,7 @@ public class GameSocketTests(AppHostFixture fixture)
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// presence, not the snapshot" means. Do not wait for the freshly hired teacher in
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// particular: whether somebody hired mid-day comes in today depends on their day plan,
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// and the frozen moment drifts with however long this test's own HTTP calls took (the
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// school runs at five game minutes per real second until it is paused). Waiting for that
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// school runs at one game minute per real second until it is paused). Waiting for that
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// one person made this test fail under load.
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await SendAsync(socket, buffer =>
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ProtocolCodec.WriteSetRunning(buffer, new ClientSetRunningMessage(Running: true)));
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@@ -281,8 +281,8 @@ public class GameSocketTests(AppHostFixture fixture)
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var later = await ReceiveClockAfterAsync(socket, TimeSpan.FromSeconds(1));
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var elapsed = ToDate(later) - ToDate(fast);
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// ×4 means 20 game minutes per real second.
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Assert.InRange(elapsed.TotalMinutes, 12, 30);
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// ×10 means 10 game minutes per real second.
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Assert.InRange(elapsed.TotalMinutes, 6, 14);
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}
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[Fact]
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@@ -25,7 +25,7 @@ public class SchoolApiTests(AppHostFixture fixture)
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// Without the "Z" the browser would read the start date in its own time zone and the
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// creation form would offer the wrong hour.
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Assert.Equal(DateTimeKind.Utc, state.DefaultStartDate.Kind);
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Assert.Equal(5d, state.GameMinutesPerRealSecond);
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Assert.Equal(1d, state.GameMinutesPerRealSecond);
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Assert.Equal(5, state.SchoolWeekDays);
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Assert.Empty(state.Schools);
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}
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@@ -0,0 +1,55 @@
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namespace HSchool.Simulation.Tests;
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public class ClockTempoTests
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{
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private static readonly DateTime Start = new(2012, 4, 3, 6, 0, 0, DateTimeKind.Utc);
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private const double OneTwentiethOfASecond = 1d / 20d;
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private const double GameMinutesPerRealSecond = 1d;
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[Fact]
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public void AtX10_TwentyImpulses_RunHeavyTenTimesAndAdvanceTenGameMinutes()
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{
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using var school = School.Create(1, "Страйд", Start);
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school.Clock.SpeedIndex = 4;
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for (var i = 0; i < 20; i++)
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{
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school.Tick(OneTwentiethOfASecond, GameMinutesPerRealSecond);
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}
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Assert.Equal(Start.AddMinutes(10), school.Clock.Time);
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Assert.Equal(10, school.HeavySystemsInvocations);
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Assert.Equal(1d, school.LastHeavyGameMinutes);
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}
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[Fact]
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public void AtX1_EveryImpulseRunsHeavySystems()
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{
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using var school = School.Create(1, "Каждый импульс", Start);
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school.Clock.SpeedIndex = 1;
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for (var i = 0; i < 20; i++)
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{
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school.Tick(OneTwentiethOfASecond, GameMinutesPerRealSecond);
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}
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Assert.Equal(20, school.HeavySystemsInvocations);
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}
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[Theory]
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[InlineData(3, 5d)]
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[InlineData(4, 10d)]
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public void HighSpeedIndex_OneRealSecond_AdvancesExpectedGameMinutes(int speedIndex, double expectedMinutes)
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{
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using var school = School.Create(1, "Быстро", Start);
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school.Clock.SpeedIndex = speedIndex;
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for (var i = 0; i < 20; i++)
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{
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school.Tick(OneTwentiethOfASecond, GameMinutesPerRealSecond);
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}
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Assert.Equal(Start.AddMinutes(expectedMinutes), school.Clock.Time);
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}
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}
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@@ -5,7 +5,7 @@ public class GameClockTests
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private static readonly DateTime Start = new(2012, 4, 3, 6, 0, 0, DateTimeKind.Utc);
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private const double OneTwentiethOfASecond = 1d / 20d;
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private const double GameMinutesPerRealSecond = 5d;
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private const double GameMinutesPerRealSecond = 1d;
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[Fact]
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public void NewClock_StartsRunningAtTheStartDate()
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@@ -32,7 +32,7 @@ public class GameClockTests
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}
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[Fact]
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public void OneRealSecond_AdvancesFiveGameMinutes()
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public void OneRealSecond_AdvancesOneGameMinute()
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{
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var clock = new GameClock(Start);
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|
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@@ -42,15 +42,28 @@ public class GameClockTests
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clock.Advance(OneTwentiethOfASecond, GameMinutesPerRealSecond);
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}
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|
||||
Assert.Equal(Start.AddMinutes(5), clock.Time);
|
||||
Assert.Equal(Start.AddMinutes(1), clock.Time);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void TwentyStepsAtX1_AdvanceOneGameMinuteNotFive()
|
||||
{
|
||||
var clock = new GameClock(Start) { SpeedIndex = 1 };
|
||||
|
||||
for (var i = 0; i < 20; i++)
|
||||
{
|
||||
clock.Advance(OneTwentiethOfASecond, GameMinutesPerRealSecond);
|
||||
}
|
||||
|
||||
Assert.Equal(Start.AddMinutes(1), clock.Time);
|
||||
}
|
||||
|
||||
[Theory]
|
||||
[InlineData(0, 2.5)]
|
||||
[InlineData(1, 5)]
|
||||
[InlineData(2, 10)]
|
||||
[InlineData(3, 15)]
|
||||
[InlineData(4, 20)]
|
||||
[InlineData(0, 0.5)]
|
||||
[InlineData(1, 1)]
|
||||
[InlineData(2, 2)]
|
||||
[InlineData(3, 5)]
|
||||
[InlineData(4, 10)]
|
||||
public void SpeedIndex_ScalesTheGameMinutesPerSecond(int speedIndex, double expectedMinutes)
|
||||
{
|
||||
var clock = new GameClock(Start) { SpeedIndex = speedIndex };
|
||||
|
||||
Reference in New Issue
Block a user