feat(games): track Reverse: 1999, which resets at 05:00
Adds the r1999 GameId and its metadata, plus GameMeta.resetHourLocal for the fact that makes it unlike every other game here: it rolls its day at 05:00 server time rather than 04:00, on a single global UTC-5 server, so its day-key boundary is 10:00 UTC. resetOffsets could not carry that. Landing 10:00 UTC through the offset would mean claiming a UTC-6 server, and serverOffsetUtc answers more questions than this one. The new field overrides RESET_HOUR_LOCAL per game and is absent everywhere else, so no existing reader's logged day moved — a test pins that for the games that already had readers. Both facts are read off the source, not assumed: all 154 rows of the wiki's event list state (UTC-5) and run 05:00 to 04:59, an event ending one minute before the reset the next one begins on. No adapter yet, so the game has no events until one lands. Co-Authored-By: Claude Opus 5 (1M context) <[email protected]>
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co-authored by
Claude Opus 5
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7926a70850
commit
1a65a1f06c
@@ -170,7 +170,12 @@ Two more key spaces have the same property, for the same reason:
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A game whose server map differs lists the affected regions in `resetOffsets` (`games.ts`) —
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Endfield serves Europe off the Americas machine, so `europe` is UTC-5 there and its reset is
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09:00 UTC, not 03:00. Keep that override **per region**: a blanket per-game offset drags the
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regions that do have their own server onto someone else's clock. Every day-key function takes an
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regions that do have their own server onto someone else's clock.
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A game that rolls on a different *hour* says so in `resetHourLocal` instead — Reverse: 1999 resets
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at 05:00, not 04:00, so its day rolls at 10:00 UTC on its single UTC-5 server. Do not encode that
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as a bent `resetOffsets` value: shifting a game's stated server offset to land the right instant
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would misreport the server clock to everything else that asks for it. Both fields are absent for
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every game that takes the default, which is why adding the second one moved nobody's day keys. Every day-key function takes an
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optional `game` — **anything reading or writing a tick must pass it**, or it writes under one
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clock and reads under another. A day that drops out of `dailyDays` renders no pip, so a tick on it
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becomes unreachable; check real fixture windows before changing an offset.
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+11
-1
@@ -9,7 +9,7 @@
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import { z } from "zod";
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export const GameId = z.enum([
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"genshin", "hsr", "zzz", "wuwa", "arknights", "endfield", "nte", "nikki", "p5x",
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"genshin", "hsr", "zzz", "wuwa", "arknights", "endfield", "nte", "nikki", "p5x", "r1999",
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]);
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export const EventType = z.enum([
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@@ -258,6 +258,7 @@ reader cannot see.
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| Arknights, all regions | 04:00 | UTC-7 (one Global server) | 11:00 | 13:00 / 12:00 |
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| Endfield, Europe | 04:00 | UTC-5 (on the Americas server) | 09:00 | 11:00 / 10:00 |
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| Endfield, Asia / Americas | 04:00 | regional default | 20:00 / 09:00 | — |
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| Reverse: 1999, all regions | **05:00** | UTC-5 (one global server) | 10:00 | 12:00 / 11:00 |
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Arknights is the one game whose override covers **all three** regions, and it is not a blanket
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per-game offset of the kind this section warns about below: the game genuinely runs a single Global
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@@ -270,6 +271,15 @@ an assumption, not a verified server map — neither source states one. Confirm
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before relying on it, and note that adding an override later re-labels the game-day of ticks readers
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have already logged, which is the change this table warns about below.
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**Reverse: 1999 is the one game that rolls on a different hour**, and it needs its own field rather
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than a bent offset. It runs a single global server on UTC-5 and resets at **05:00**, so its day rolls
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at 10:00 UTC. `resetOffsets` alone cannot say that: landing 10:00 UTC through the offset would mean
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claiming a UTC-6 server, which is a lie every other reader of `serverOffsetUtc` would inherit. So
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`GameMeta.resetHourLocal` overrides `RESET_HOUR_LOCAL` per game, and is absent — meaning 04:00 — for
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everything else, which is why introducing it moved no existing day key. Both facts come off the
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source: all 154 rows of the wiki's event list state `(UTC-5)`, and every one runs 05:00 → 04:59, an
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event ending one minute before the reset the next one starts on.
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These server offsets are **fixed and do not observe DST**, so the reader's local reset time moves by
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an hour across the European clock change while the UTC instant stays put.
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+19
-1
@@ -137,6 +137,24 @@ export function serverOffsetUtc(region: Region, game?: LaneId): number {
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return override ?? REGION_RESET_UTC_OFFSET[region];
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}
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/**
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* The hour of its own server day a game rolls over on.
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*
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* Almost always `RESET_HOUR_LOCAL`. A game that resets on a different hour says
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* so in `resetHourLocal` (`games.ts`) — Reverse: 1999 rolls at 05:00 — and that
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* cannot be folded into `serverOffsetUtc`: shifting a game's stated offset to
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* land the right reset instant would misreport the server clock to everything
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* else that asks for it.
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*
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* A lane the reader invented has no server to know about and takes the default,
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* for the same reason `serverOffsetUtc` does.
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*/
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export function resetHourFor(game?: LaneId): number {
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const override =
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game === undefined ? undefined : GAMES[game as GameId]?.resetHourLocal;
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return override ?? RESET_HOUR_LOCAL;
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}
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/**
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* Offset from UTC midnight to this game's reset instant.
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*
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@@ -147,7 +165,7 @@ export function serverOffsetUtc(region: Region, game?: LaneId): number {
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* a data change, not a constant.
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*/
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function shift(region: Region, game?: LaneId): number {
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return serverOffsetUtc(region, game) * HOUR - RESET_HOUR_LOCAL * HOUR;
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return serverOffsetUtc(region, game) * HOUR - resetHourFor(game) * HOUR;
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}
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/**
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@@ -39,6 +39,21 @@ export interface GameMeta {
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* docs/DATA-MODEL.md.
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*/
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resetOffsets?: Partial<Record<Region, number>> | undefined;
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/**
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* The hour of the server's own day this game rolls over on, when it is not
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* `RESET_HOUR_LOCAL` (04:00).
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*
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* Most gacha servers reset at 04:00 local. Reverse: 1999 resets at 05:00, and
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* the difference is not cosmetic: `resetOffsets` alone cannot express it,
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* because bending a game's stated server offset to land the right instant
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* would put every other reader of that offset an hour out.
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*
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* Like `resetOffsets` this feeds `dayKey`, which is a **localStorage key**, so
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* the same warning applies — changing it for a game that already has readers
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* re-labels the game-day their logged ticks fall in. Absent means 04:00, which
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* is why adding this field moved no existing game.
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*/
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resetHourLocal?: number | undefined;
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}
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export const GAMES: Record<GameId, GameMeta> = {
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@@ -66,6 +81,12 @@ export const GAMES: Record<GameId, GameMeta> = {
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// from the regional default, and an offset invented here would move real
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// readers' day keys. Add one only against evidence — see games.ts § resetOffsets.
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p5x: { id: "p5x", name: "Persona 5: The Phantom X", short: "P5X", hue: "#D62246" , studio: "Perfect World", dailyTasks: "Daily missions, stamina" },
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// Reverse: 1999 runs one global server on a fixed UTC-5 and rolls its day at
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// **05:00**, not the 04:00 every other game here uses. Both facts come from
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// the source rather than from habit: all 154 rows on the wiki's event list
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// state `(UTC-5)`, and every one of them starts at 05:00 and ends at 04:59 —
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// an event ending one minute before the reset that the next one begins on.
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r1999: { id: "r1999", name: "Reverse: 1999", short: "R1999", hue: "#C9A227" , studio: "Bluepoch", dailyTasks: "Daily missions", resetOffsets: { asia: -5, america: -5, europe: -5 }, resetHourLocal: 5 },
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};
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export const GAME_LIST: GameMeta[] = Object.values(GAMES);
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@@ -10,6 +10,7 @@ export const GameId = z.enum([
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"nte", // Neverness to Everness
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"nikki", // Infinity Nikki
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"p5x", // Persona 5: The Phantom X
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"r1999", // Reverse: 1999
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]);
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export type GameId = z.infer<typeof GameId>;
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@@ -8,6 +8,8 @@ import {
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isDaily,
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msUntilReset,
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nextResetMs,
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resetHourFor,
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RESET_HOUR_LOCAL,
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resolveDaily,
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streakOf,
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} from "../src/shared/daily.ts";
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@@ -358,3 +360,48 @@ describe("dailiesId", () => {
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expect(dailiesId("genshin").split(":")).toHaveLength(2);
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});
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});
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describe("a game whose day rolls on a different hour", () => {
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// Reverse: 1999 runs one global server on UTC-5 and resets at 05:00 rather
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// than 04:00, so its day rolls at 10:00 UTC. Both facts are read off the
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// source: every row of its event list states (UTC-5) and runs 05:00 → 04:59.
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test("rolls on 10:00 UTC, not the 09:00 a UTC-5 game would", () => {
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expect(dayKey(at("2026-08-16T09:59:59Z"), "europe", "r1999")).toBe(
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"2026-08-15",
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);
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expect(dayKey(at("2026-08-16T10:00:00Z"), "europe", "r1999")).toBe(
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"2026-08-16",
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);
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expect(nextResetMs(at("2026-08-16T08:00:00Z"), "europe", "r1999")).toBe(
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at("2026-08-16T10:00:00Z"),
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);
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});
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test("every region gets the same answer, because there is one server", () => {
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const instant = at("2026-08-16T09:30:00Z");
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const keys = (["asia", "america", "europe"] as const).map((r) =>
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dayKey(instant, r, "r1999"),
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);
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expect(new Set(keys).size).toBe(1);
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});
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test("resetHourFor defaults to 04:00 for every other game", () => {
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// Adding the field must not have moved a single existing reader's day key,
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// which is why it is an override rather than a per-game table.
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expect(resetHourFor("r1999")).toBe(5);
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for (const game of ["genshin", "endfield", "arknights", undefined] as const) {
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expect(resetHourFor(game)).toBe(RESET_HOUR_LOCAL);
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}
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// A lane the reader invented has no server map and takes the default too.
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expect(resetHourFor("mygame:my-own-game")).toBe(RESET_HOUR_LOCAL);
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});
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test("an event's checklist counts days on the 05:00 clock", () => {
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const start = at("2026-08-13T10:00:00Z"); // an r1999 reset
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expect(dailyDays(start, start + 3 * DAY, "europe", "r1999")).toEqual([
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"2026-08-13",
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"2026-08-14",
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"2026-08-15",
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]);
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});
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});
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