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fix(tests): fp_posters caps its pump in virtual ms, not wall ms - #125
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_pump advanced the fake clock 50 ms per frame but stopped at a WALL-ms cap: on a loaded CI box each frame costs more wall time, the pump got in fewer frames, and the day-cap asserts saw a half-run client (the gate flake: "at most 6 live submits per game day (4)"). The cap is now in VIRTUAL ms, so a slow box just takes longer to reach the same state; budgets keep the old unloaded scale (3000 wall ms was ~30 virtual s, so the default is 30000 and the explicit caps scale x10), and a 30 s wall backstop keeps a stuck done() from hanging the gate. Verified: 5/5 standalone + 3/3 with every core saturated (previously flaky under a full-gate load). Co-authored-by: factory-droid[bot] <138933559+factory-droid[bot]@users.noreply.github.com>
Automated reviewNo new findings on the 1 changed files (gdlint, complexity, TODO policy, dead code). Run |
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What
fp_posters_test's pump advanced the fake clock 50 ms per frame but stopped at a
wall-clock cap. On a loaded CI box fewer frames run per wall second, so the pump
exited mid-flight and the day-cap asserts saw a half-run state
("at most 6 live submits per game day (4)").
Fix
Cap the pump in virtual ms (the same units the fake clock advances in), rescale
the budgets x10 to keep runtimes similar (default 30000; explicit 500/800/1500 become
5000/8000/15000), and keep a 30 s wall-clock backstop inside the loop so a wedged
test still dies. One file, 13+/10-.
Verification
(run 1 flaked fp_chat_test's 0.3 ms row-append perf check under load avg ~12 —
unrelated to this diff, passed clean on both re-runs)
Co-authored-by: factory-droid[bot] <138933559+factory-droid[bot]@users.noreply.github.com>