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miaoda-game-offline-time-core

v0.1.1

Published

Injected-clock offline elapsed-time policy with wall/monotonic anchors, rollback detection, clamping, and deterministic scheduler targets.

Readme

miaoda-game-offline-time-core

Convert an injected clock sample into an explicit, bounded offline-time result for idle, strategy, management, and long-running progression games. The package does not read Date, performance, browser storage, or engine state.

pnpm add miaoda-game-offline-time-core
const anchor = captureOfflineAnchor(scheduler.now, trustedClock);
// Persist `anchor` beside scheduler.snapshot().

const offline = resumeOffline(savedAnchor, trustedClock, {
  maxElapsedMs: 24 * 60 * 60 * 1_000,
  rollbackPolicy: 'zero',
});

let catchUp;
do {
  catchUp = scheduler.advanceTo(offline.targetDomainTime, 500);
  for (const occurrence of catchUp.events) dispatch(toCommand(occurrence));
} while (catchUp.exhausted);

// Persist only after the game accepts the catch-up result.
savedAnchor = offline.nextAnchor;

ClockSource.sample() must return wall and monotonic integer milliseconds atomically plus a sessionId identifying the monotonic clock lifetime. In the same session, monotonic elapsed time wins and wall-clock skew is reported. After a restart, wall time is used. Negative elapsed time is either zeroed or rejected, and every resume requires an explicit maximum window.

The host decides whether the wall sample comes from a server, a signed platform service, or the local device. Local wall time is useful for ordinary offline progress but is not cheat-resistant. offline-time-core reports policy facts; it does not claim that an injected source is trustworthy, invoke game rules, or mutate the scheduler.