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authorxinef1 <w.szyszko2@gmail.com>2017-03-02 02:19:25 +0100
committerShauren <shauren.trinity@gmail.com>2019-08-17 20:04:14 +0200
commit60663d1374beef3103f4787152654034fa4a8897 (patch)
tree38e07d44442ad903a9729536942e8e253a072274 /src/server/game/Handlers/CharacterHandler.cpp
parent98180ecdc179386270e93b80c0db8344b659557f (diff)
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 7567cafec84080d26ea513242a1f540a823b8f9d)
Diffstat (limited to 'src/server/game/Handlers/CharacterHandler.cpp')
-rw-r--r--src/server/game/Handlers/CharacterHandler.cpp5
1 files changed, 3 insertions, 2 deletions
diff --git a/src/server/game/Handlers/CharacterHandler.cpp b/src/server/game/Handlers/CharacterHandler.cpp
index cc8cd627804..4861bbdeeb8 100644
--- a/src/server/game/Handlers/CharacterHandler.cpp
+++ b/src/server/game/Handlers/CharacterHandler.cpp
@@ -35,6 +35,7 @@
#include "DB2Stores.h"
#include "EquipmentSetPackets.h"
#include "GameObject.h"
+#include "GameTime.h"
#include "GitRevision.h"
#include "Group.h"
#include "Guild.h"
@@ -920,7 +921,7 @@ void WorldSession::HandlePlayerLogin(LoginQueryHolder* holder)
WorldPackets::ClientConfig::AccountDataTimes accountDataTimes;
accountDataTimes.PlayerGuid = playerGuid;
- accountDataTimes.ServerTime = uint32(sWorld->GetGameTime());
+ accountDataTimes.ServerTime = uint32(GameTime::GetGameTime());
for (uint32 i = 0; i < NUM_ACCOUNT_DATA_TYPES; ++i)
accountDataTimes.AccountTimes[i] = uint32(GetAccountData(AccountDataType(i))->Time);
@@ -1030,7 +1031,7 @@ void WorldSession::HandlePlayerLogin(LoginQueryHolder* holder)
loginStmt->setUInt32(0, GetAccountId());
LoginDatabase.Execute(loginStmt);
- pCurrChar->SetInGameTime(getMSTime());
+ pCurrChar->SetInGameTime(GameTime::GetGameTimeMS());
// announce group about member online (must be after add to player list to receive announce to self)
if (Group* group = pCurrChar->GetGroup())