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Ensure that all actions are compared to fixed point in time (ie. world update start) (#18910)
- Actions will not be dependent on processing moment
- Increased GameObjects cooldown resolution to milliseconds, fixes arming time of traps to be exactly one second and not something from range (1000, 1999)
- Created GameTime namespace and UpdateTime class and moved there some code out of world
(cherrypicked from 7567cafec8)
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68
src/server/game/Time/GameTime.cpp
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68
src/server/game/Time/GameTime.cpp
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/*
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* Copyright (C) 2008-2017 TrinityCore <http://www.trinitycore.org/>
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "GameTime.h"
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#include "Timer.h"
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namespace GameTime
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{
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time_t const StartTime = time(nullptr);
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time_t GameTime = 0;
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uint32 GameMSTime = 0;
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std::chrono::system_clock::time_point GameTimeSystemPoint = std::chrono::system_clock::time_point::min();
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std::chrono::steady_clock::time_point GameTimeSteadyPoint = std::chrono::steady_clock::time_point::min();
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time_t GetStartTime()
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{
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return StartTime;
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}
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time_t GetGameTime()
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{
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return GameTime;
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}
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uint32 GetGameTimeMS()
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{
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return GameMSTime;
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}
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std::chrono::system_clock::time_point GetGameTimeSystemPoint()
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{
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return GameTimeSystemPoint;
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}
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std::chrono::steady_clock::time_point GetGameTimeSteadyPoint()
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{
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return GameTimeSteadyPoint;
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}
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uint32 GetUptime()
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{
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return uint32(GameTime - StartTime);
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}
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void UpdateGameTimers()
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{
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GameTime = time(nullptr);
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GameMSTime = getMSTime();
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GameTimeSystemPoint = std::chrono::system_clock::now();
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GameTimeSteadyPoint = std::chrono::steady_clock::now();
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}
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}
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