pause-timescale · git:20260913.60d78d7 · 2026-09-13 · sha256 b21c767145bace21
pause-timescale git:20260913.60d78d7A
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--- name: pause-timescale description: Use when pause, slow motion, UI freeze, cutscene hold or network-aware time control needs explicit clock ownership, arbitration and resume semantics separate from hitstop. --- # Pause / timescale Ask the mode: hard-pause, scaled-time, ui-freeze, network-aware, layered, or existing. ## Contract Publish: - stable `pause_policy_id` and revision - stable `pause_request_id` - requester/scope/priority and `arbitration` rules - affected clock owner(s) and scale/stop behavior - input/audio/presentation resume policy - nesting/stacking semantics - online/session authority requirements where applicable ## Ownership This skill owns world/actor time-control policy and arbitration. Hitstop remains with combat timing, UI focus remains with UI skills, audio routing with audio skills, and network authority with netcode/session systems. ## Rules 1. A pause request never assumes a universal timescale implementation; engine adapters map the policy to project clocks. 2. Multiple requests resolve by explicit arbitration/stack policy and release only their own scope. 3. Resume consumes fresh semantic input edges where required so held actions do not fire unintentionally. 4. Slow-motion and accessibility variants publish which clocks scale and which remain real-time. 5. Networked pause behavior is project/session policy with explicit authority/consensus rules, not a universal allow/deny rule. ## Acceptance Given the same policy revision and request set, the same effective clock states result. Duplicate acquire/release calls are idempotent, nested requests restore correctly, and resume does not silently add gameplay frames or replay stale input.