feat(simulation): auto-pause sim on implant-fullscreen — inspection substrate (T-970)

D-226 layer 1. World-advancing phases gated on pause: Movement/Storyteller/Knowledge/TickAdvance set-gated via sim_not_paused; Simulation + Economy gated per-system at their registration sites — collect_sound_events and serve_econ_state_query stay unconditioned (transient-buffer clear + paused-allowed query; set-gating Simulation leaked a stale tick-7 footstep into frozen snapshots — caught by golden_suite, fixed without touching the fixture; regression test encodes the bug shape). New PlayerAction::AutoPause/AutoResume + AutoPauseState resource implement Option A reconciliation: auto-resume only fires if auto-pause caused the pause; manual pause and Half rate survive implant open/close. PauseParams SystemParam bundle keeps process_player_input under the 16-param ceiling (BookmarkInputParams precedent). Client: HudGroups.gameplay_occluded now sends AutoPause/AutoResume via send_named_action; 5 gdUnit tests + 7 Rust tests.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
2026-07-14 15:44:56 +02:00
co-authored by Claude Fable 5
parent 672a583e64
commit 6bda9f1697
12 changed files with 844 additions and 11 deletions
+11
View File
@@ -520,6 +520,17 @@ pub enum PlayerAction {
UsePerceptionMode(String),
Pause,
Unpause,
/// Auto-pause the sim when a fullscreen implant app occludes gameplay
/// (T-970, D-226 layer 1: `HudGroups.gameplay_occluded`, D-170). Distinct
/// from the manual `Pause` (Space bar, D-088) so the server can tell
/// whether IT caused the current pause via `AutoPauseState` — a
/// pre-existing manual pause or Half rate survives an implant
/// open/close cycle untouched. No-op unless the sim is currently
/// `TickRate::Full` (see `simulation::time::AutoPauseState`).
AutoPause,
/// Auto-resume when the fullscreen implant app closes (T-970, D-226
/// layer 1). No-op unless `AutoPause` is what caused the current pause.
AutoResume,
/// Player walked away during active dialogue (WASD during conversation, D-064).
/// Client sends this when movement input is detected while dialogue box is visible.
/// Server records incomplete interaction in KG and clears dialogue state.