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advance world clocks by their server rate - #804

Merged
Purdze merged 3 commits into
masterfrom
clock-rate
Oct 27, 2026
Merged

Purdze merged 3 commits into
masterfrom
clock-rate

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@Purdze

@Purdze Purdze commented Oct 27, 2026

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Type of change

  • Bug fix
  • New feature
  • Breaking change
  • Refactor / code cleanup
  • Performance improvement
  • Chore / tooling
  • Documentation

Summary

world clocks now advance by the rate the server sends instead of always +1 per tick, so a paused clock (advance_time false, /time pause) stays put. the server never resyncs a paused clock, so the sun used to drift forever. day time comes from the dimension's default clock, and the sky samples whole ticks like the attribute samplers do.

Reference

ClientClockManager, ClientLevel.tickTime, ClientPacketListener.handleSetTime, Level.getDefaultClockTime, AttributeTrackSampler, server ServerClockManager.packNetworkState

Testing

clock unit tests, world/lifecycle now checks a frozen clock still reads 6000 after 2s (passes on pomme and the vanilla harness), clippy both ways

@github-actions github-actions Bot added the bug Something isn't working label Oct 27, 2026
@github-actions github-actions Bot added the merge conflict Conflicts with the base branch and needs a merge label Oct 27, 2026
# Conflicts:
#	pomme-client/src/app/phases/in_game.rs
#	pomme-client/src/world/mod.rs
@github-actions github-actions Bot removed the merge conflict Conflicts with the base branch and needs a merge label Oct 27, 2026
@Purdze
Purdze merged commit 7876fa7 into master Oct 27, 2026
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@Purdze
Purdze deleted the clock-rate branch October 27, 2026 11:28
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