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advance world clocks by their server rate - #804
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# Conflicts: # pomme-client/src/app/phases/in_game.rs # pomme-client/src/world/mod.rs
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Type of change
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, serverServerClockManager.packNetworkStateTesting
clock unit tests,
world/lifecyclenow checks a frozen clock still reads 6000 after 2s (passes on pomme and the vanilla harness), clippy both ways