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Fast-forward the simulation from drive RPCs - #2004
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Headless software rendering runs Beacon Bastion at 0.2-0.4 fps (render ~2.9 s/frame, sim 0.3 ms), so its first wave, Odd Orbit's 20 s shift and other timers never arrived inside a drive capture. The frame and HUD-only drivers now share their per-frame step with a registered stepper: sim_advance runs N seconds of it in 0.05 s frames without rendering, and time_scale sets the clock's timescale. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01RwsemkhoUGyeQkdkKFmUmw
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01RwsemkhoUGyeQkdkKFmUmw
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Playtests could not reach Beacon Bastion's first wave or the end of Odd Orbit's 20 s work shift. Headless software rendering runs at 0.2–0.4 fps, and on Beacon a frame is about 2.9 s of render against 0.3 ms of simulation.
shell/devtools/simStepper.ts(@internal): the mounted driver registers its per-frame step.advanceSimulation(seconds)runs it in 0.05 s frames, capped at 2400 per call.FrameDriverandHudOnlyDriver: the frame body (input, movement,onTick, behaviors, bound actions, hotbar) moves intosimulate(rawDt), shared by the render loop and the stepper. A frame gated by a menu or pause still skips the frame metrics, as before.sim_advance { seconds ≤ 120 }returns{ frames, now }, andtime_scale { scale }sets and reads the clock's timescale. Both are in the verify skill.changes/agent-time-scale.md.Verification
bun test packages/shell/src/devtools packages/shell/src/drivers— 35 pass, 0 fail;check-types— pass;bun run gen— ok;ship:preflight— okshellswapped:--click "Begin first assault" --wait 6000 --rpc sim_advance 30returned{"frames":600,"now":30.5}. Left is 6 s in, with no raiders yet. Right is after the advance: 18 raiders marching and the "send wave 2" prompt showing.Generated by Claude Code