clock

Game code does not read the wall clock. Time in a simulation comes from the simulation: sceneDelta(scene) for a frame's step and sceneSeconds(scene) for animation, both of which stop when the world is paused, slow with its timeScale, and run the same way in a test or a replay. Code that reads the system clock instead keeps going through a pause, ignores the time scale, and behaves differently every run.

This module is the ONE place the system clock may be read, so every use is a named call a review can find (clock.test.ts fails on a read anywhere else). What is left to it is time that really is real:

If you are about to call one of these from something that lives in the world (a projectile, an animation, an AI's patience), you want the scene's clock.