Core: auth.uptime.maxplayers should hold max players count, not max active sessions, closes issue 2219

--HG--
branch : trunk
This commit is contained in:
Shocker
2010-10-06 21:52:55 +03:00
parent 2843be87a0
commit b269a3db97

View File

@@ -1925,10 +1925,10 @@ void World::Update(uint32 diff)
if (m_timers[WUPDATE_UPTIME].Passed())
{
uint32 tmpDiff = uint32(m_gameTime - m_startTime);
uint32 maxClientsNum = GetMaxActiveSessionCount();
uint32 maxOnlinePlayers = GetMaxPlayerCount();
m_timers[WUPDATE_UPTIME].Reset();
LoginDatabase.PExecute("UPDATE uptime SET uptime = %u, maxplayers = %u WHERE realmid = %u AND starttime = " UI64FMTD, tmpDiff, maxClientsNum, realmID, uint64(m_startTime));
LoginDatabase.PExecute("UPDATE uptime SET uptime = %u, maxplayers = %u WHERE realmid = %u AND starttime = " UI64FMTD, tmpDiff, maxOnlinePlayers, realmID, uint64(m_startTime));
}
/// <li> Clean logs table