feat(core): Ensure that all actions are compared to fixed point in time (#1236) (#1458)

i.e. world update start
This commit is contained in:
Viste(Кирилл)
2019-02-14 21:22:17 +03:00
committed by Francesco Borzì
parent 1b7522ff0e
commit 51b8773528
108 changed files with 933 additions and 509 deletions

View File

@@ -14,6 +14,7 @@
#include "MapManager.h"
#include "GossipDef.h"
#include "Player.h"
#include "GameTime.h"
#include "BattlegroundMgr.h"
#include "UnitAI.h"
#include "GameObjectAI.h"
@@ -30,7 +31,7 @@ bool GameEventMgr::CheckOneGameEvent(uint16 entry) const
default:
case GAMEEVENT_NORMAL:
{
time_t currenttime = time(NULL);
time_t currenttime = GameTime::GetGameTime();
// Get the event information
return mGameEvent[entry].start < currenttime
&& currenttime < mGameEvent[entry].end
@@ -47,7 +48,7 @@ bool GameEventMgr::CheckOneGameEvent(uint16 entry) const
// if inactive world event, check the prerequisite events
case GAMEEVENT_WORLD_INACTIVE:
{
time_t currenttime = time(NULL);
time_t currenttime = GameTime::GetGameTime();
for (std::set<uint16>::const_iterator itr = mGameEvent[entry].prerequisite_events.begin(); itr != mGameEvent[entry].prerequisite_events.end(); ++itr)
{
if ((mGameEvent[*itr].state != GAMEEVENT_WORLD_NEXTPHASE && mGameEvent[*itr].state != GAMEEVENT_WORLD_FINISHED) || // if prereq not in nextphase or finished state, then can't start this one
@@ -63,7 +64,7 @@ bool GameEventMgr::CheckOneGameEvent(uint16 entry) const
uint32 GameEventMgr::NextCheck(uint16 entry) const
{
time_t currenttime = time(NULL);
time_t currenttime = GameTime::GetGameTime();
// for NEXTPHASE state world events, return the delay to start the next event, so the followup event will be checked correctly
if ((mGameEvent[entry].state == GAMEEVENT_WORLD_NEXTPHASE || mGameEvent[entry].state == GAMEEVENT_WORLD_FINISHED) && mGameEvent[entry].nextstart >= currenttime)
@@ -123,7 +124,7 @@ bool GameEventMgr::StartEvent(uint16 event_id, bool overwrite)
ApplyNewEvent(event_id);
if (overwrite)
{
mGameEvent[event_id].start = time(NULL);
mGameEvent[event_id].start = GameTime::GetGameTime();
if (data.end <= data.start)
data.end = data.start + data.length;
}
@@ -171,7 +172,7 @@ void GameEventMgr::StopEvent(uint16 event_id, bool overwrite)
if (overwrite && !serverwide_evt)
{
data.start = time(NULL) - data.length * MINUTE;
data.start = GameTime::GetGameTime() - data.length * MINUTE;
if (data.end <= data.start)
data.end = data.start + data.length;
}
@@ -1086,7 +1087,7 @@ void GameEventMgr::StartArenaSeason()
uint32 GameEventMgr::Update() // return the next event delay in ms
{
time_t currenttime = time(NULL);
time_t currenttime = GameTime::GetGameTime();
uint32 nextEventDelay = max_ge_check_delay; // 1 day
uint32 calcDelay;
std::set<uint16> activate, deactivate;
@@ -1668,7 +1669,7 @@ bool GameEventMgr::CheckOneGameEventConditions(uint16 event_id)
// set the followup events' start time
if (!mGameEvent[event_id].nextstart)
{
time_t currenttime = time(NULL);
time_t currenttime = GameTime::GetGameTime();
mGameEvent[event_id].nextstart = currenttime + mGameEvent[event_id].length * 60;
}
return true;
@@ -1765,7 +1766,7 @@ void GameEventMgr::SetHolidayEventTime(GameEventData& event)
bool singleDate = ((holiday->Date[0] >> 24) & 0x1F) == 31; // Events with fixed date within year have - 1
time_t curTime = time(NULL);
time_t curTime = GameTime::GetGameTime();
for (int i = 0; i < MAX_HOLIDAY_DATES && holiday->Date[i]; ++i)
{
uint32 date = holiday->Date[i];