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feat(Core/Time): Implement saparated manager for game time (#8630)
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@@ -23,6 +23,7 @@
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#include "Creature.h"
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#include "DynamicVisibility.h"
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#include "GameObjectAI.h"
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#include "GameTime.h"
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#include "GridNotifiers.h"
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#include "Log.h"
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#include "MapMgr.h"
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@@ -1079,7 +1080,7 @@ void MovementInfo::OutDebug()
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LOG_INFO("movement", "guid %s", guid.ToString().c_str());
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LOG_INFO("movement", "flags %u", flags);
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LOG_INFO("movement", "flags2 %u", flags2);
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LOG_INFO("movement", "time %u current time " UI64FMTD "", flags2, uint64(::time(nullptr)));
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LOG_INFO("movement", "time %u current time " UI64FMTD "", flags2, uint64(::GameTime::GetGameTime().count()));
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LOG_INFO("movement", "position: `%s`", pos.ToString().c_str());
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if (flags & MOVEMENTFLAG_ONTRANSPORT)
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@@ -3065,13 +3066,13 @@ void WorldObject::AddToNotify(uint16 f)
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{
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uint32 EVENT_VISIBILITY_DELAY = u->FindMap() ? DynamicVisibilityMgr::GetVisibilityNotifyDelay(u->FindMap()->GetEntry()->map_type) : 1000;
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uint32 diff = getMSTimeDiff(u->m_last_notify_mstime, World::GetGameTimeMS());
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uint32 diff = getMSTimeDiff(u->m_last_notify_mstime, GameTime::GetGameTimeMS().count());
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if (diff >= EVENT_VISIBILITY_DELAY / 2)
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EVENT_VISIBILITY_DELAY /= 2;
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else
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EVENT_VISIBILITY_DELAY -= diff;
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u->m_delayed_unit_relocation_timer = EVENT_VISIBILITY_DELAY;
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u->m_last_notify_mstime = World::GetGameTimeMS() + EVENT_VISIBILITY_DELAY - 1;
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u->m_last_notify_mstime = GameTime::GetGameTimeMS().count() + EVENT_VISIBILITY_DELAY - 1;
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}
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else if (f & NOTIFY_AI_RELOCATION)
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{
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