Implement live game clock and simulation controls; enhance API with clock update functionality and improve world summary with clock data; update UI to display simulation controls and integrate clock features into the game experience.
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using TheLivingWorld.Api.Simulation;
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using TheLivingWorld.Core.Contracts;
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using TheLivingWorld.Core.Simulation;
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namespace TheLivingWorld.Tests;
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public sealed class WorldSimulationTests
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{
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[Fact]
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public void Create_starts_at_default_morning_and_ticks_at_x1()
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{
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using var simulation = WorldSimulation.Create(ReadySummary(), catchUp: false);
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var before = simulation.SnapshotClock();
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Assert.Equal(GameTime.DefaultStart, before.GameTime);
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Assert.Equal(1, before.TimeScale);
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Assert.False(before.Paused);
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simulation.Tick(TimeSpan.FromSeconds(2));
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var after = simulation.SnapshotClock();
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Assert.Equal(GameTime.DefaultStart.AddMinutes(10), after.GameTime);
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Assert.True(simulation.IsDirty);
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}
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[Fact]
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public void Tick_does_not_advance_while_paused()
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{
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var summary = ReadySummary() with
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{
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Clock = WorldSimulation.DefaultClock() with { Paused = true },
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};
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using var simulation = WorldSimulation.Create(summary, catchUp: false);
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simulation.Tick(TimeSpan.FromSeconds(5));
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Assert.Equal(GameTime.DefaultStart, simulation.SnapshotClock().GameTime);
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Assert.False(simulation.IsDirty);
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}
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[Fact]
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public void Update_bakes_elapsed_time_before_changing_scale()
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{
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using var simulation = WorldSimulation.Create(ReadySummary(), catchUp: false);
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simulation.Tick(TimeSpan.FromSeconds(1));
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var clock = simulation.Update(new UpdateClockRequest { TimeScale = 2 });
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Assert.Equal(2, clock.TimeScale);
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// Tick advanced 5 game minutes; Update may bake a few extra wall-clock milliseconds.
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Assert.InRange(
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clock.GameTime,
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GameTime.DefaultStart.AddMinutes(5),
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GameTime.DefaultStart.AddMinutes(5).AddSeconds(30));
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Assert.True(simulation.IsDirty);
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}
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[Fact]
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public void Update_rejects_invalid_time_scale()
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{
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using var simulation = WorldSimulation.Create(ReadySummary(), catchUp: false);
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Assert.Throws<ArgumentOutOfRangeException>(() =>
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simulation.Update(new UpdateClockRequest { TimeScale = 5 }));
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}
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[Fact]
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public void Catch_up_advances_from_last_ticked_at()
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{
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var lastTickedAt = DateTimeOffset.UtcNow - TimeSpan.FromSeconds(3);
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var summary = ReadySummary() with { LastTickedAt = lastTickedAt };
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using var simulation = WorldSimulation.Create(summary, catchUp: true);
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// ~3 real seconds at x1 → ~15 game minutes (allow a little wall-clock drift).
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var actual = simulation.SnapshotClock().GameTime;
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Assert.InRange(
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actual,
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GameTime.DefaultStart.AddMinutes(14),
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GameTime.DefaultStart.AddMinutes(17));
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}
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[Fact]
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public void OverlayForApi_strips_last_ticked_at()
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{
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using var simulation = WorldSimulation.Create(ReadySummary(), catchUp: false);
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var overlaid = simulation.OverlayForApi(ReadySummary());
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Assert.NotNull(overlaid.Clock);
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Assert.Null(overlaid.LastTickedAt);
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}
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private static WorldSummaryDto ReadySummary() => new()
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{
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Id = "town-aaaaaaaa",
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Name = "Town",
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Latitude = 31.9,
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Longitude = -100.5,
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SizeMeters = 10_000,
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Status = WorldStatus.Ready,
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CreatedAt = DateTimeOffset.UtcNow,
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Clock = WorldSimulation.DefaultClock(),
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LastTickedAt = DateTimeOffset.UtcNow,
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};
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}
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