Fix bug where restart fast-forwarded the new run by the time spent in a modal dialog
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@@ -131,3 +131,26 @@ TEST_CASE("TickDriver::reset clears the accumulator", "[simulation]")
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// Nothing in the accumulator: zero elapsed time should not fire.
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REQUIRE(driver.advance(0.0, 1.0) == 0);
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}
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TEST_CASE("TickDriver::reset discards a large pending delta so a restart does not "
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"fast-forward", "[simulation]")
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{
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// Regression guard for the "restart fast-forwards by the time spent in the
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// Game Over / Win / escape dialog" bug: on restart the frame timer holds the
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// whole wall-clock duration the modal was open. GameWorldView::resetForNewGame()
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// now calls TickDriver::reset() to discard that pending delta; without it the
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// fresh run would burst forward by the dialog duration on its first frame.
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TickDriver driver;
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// 30 seconds spent in the dialog would otherwise be ~900 ticks at 30 Hz.
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const double dialogOpenMs = 30000.0;
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driver.reset();
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// A brand-new run's first normal frame (~16 ms) advances only its own ticks;
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// the discarded dialog time contributes nothing.
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REQUIRE(driver.advance(16.0, 1.0) == 0);
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// Sanity: had the dialog delta not been discarded, it would have fired ~900 ticks.
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TickDriver leaked;
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REQUIRE(leaked.advance(dialogOpenMs, 1.0) > 800);
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}
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@@ -227,6 +227,12 @@ void GameWorldView::onFrame()
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{
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m_viewResetPending = false;
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resetForNewGame();
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// The reset command may have drained after a long-open modal (e.g. the
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// Game Over dialog), so `elapsed` above still holds the whole time that
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// dialog was open. Feeding it into the tick driver would fast-forward the
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// brand-new run by that duration. resetForNewGame() has rebased the time
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// source; skip this frame's tick advance so the stale delta is discarded.
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return;
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}
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// Notify presentation widgets that queued commands were applied, so a
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@@ -2391,6 +2397,12 @@ void GameWorldView::resetForNewGame()
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EventManager::getInstance()->sendEventImmediately(
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std::make_shared<SelectionChangedEvent>(std::vector<BuildingId>{}));
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setGameSpeed(1.0);
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// Rebase the wall-clock time source so a fresh run starts from a clean time
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// base. Without this, wall time accumulated while a modal (Game Over, Win, or
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// the escape menu) was open would be converted into ticks on the new run,
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// fast-forwarding it by the time the player spent in the dialog.
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m_frameTimer.restart();
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m_tickDriver.reset();
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update();
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}
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