Core/Misc: Replace Time.UnixTime with GameTime.GetGameTime()

Port From (https://github.com/TrinityCore/TrinityCore/commit/e17e4e6f0700c7d950e1b2654c217ec8b28ae79e)
This commit is contained in:
hondacrx
2021-04-17 19:28:50 -04:00
parent 95889fa53c
commit 63f0f919e2
68 changed files with 217 additions and 218 deletions
+9 -9
View File
@@ -39,7 +39,7 @@ namespace Game
default:
case GameEventState.Normal:
{
long currenttime = Time.UnixTime;
long currenttime = GameTime.GetGameTime();
// Get the event information
return mGameEvent[entry].start < currenttime
&& currenttime < mGameEvent[entry].end
@@ -56,7 +56,7 @@ namespace Game
// if inactive world event, check the prerequisite events
case GameEventState.WorldInactive:
{
long currenttime = Time.UnixTime;
long currenttime = GameTime.GetGameTime();
foreach (var gameEventId in mGameEvent[entry].prerequisite_events)
{
if ((mGameEvent[gameEventId].state != GameEventState.WorldNextPhase && mGameEvent[gameEventId].state != GameEventState.WorldFinished) || // if prereq not in nextphase or finished state, then can't start this one
@@ -72,7 +72,7 @@ namespace Game
public uint NextCheck(ushort entry)
{
long currenttime = Time.UnixTime;
long 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 == GameEventState.WorldNextPhase || mGameEvent[entry].state == GameEventState.WorldFinished) && mGameEvent[entry].nextstart >= currenttime)
@@ -132,13 +132,13 @@ namespace Game
ApplyNewEvent(event_id);
if (overwrite)
{
mGameEvent[event_id].start = Time.UnixTime;
mGameEvent[event_id].start = GameTime.GetGameTime();
if (data.end <= data.start)
data.end = data.start + data.length;
}
// When event is started, set its worldstate to current time
Global.WorldMgr.SetWorldState(event_id, Time.UnixTime);
Global.WorldMgr.SetWorldState(event_id, GameTime.GetGameTime());
return false;
}
else
@@ -179,7 +179,7 @@ namespace Game
if (overwrite && !serverwide_evt)
{
data.start = Time.UnixTime - data.length * Time.Minute;
data.start = GameTime.GetGameTime() - data.length * Time.Minute;
if (data.end <= data.start)
data.end = data.start + data.length;
}
@@ -971,7 +971,7 @@ namespace Game
public uint Update() // return the next event delay in ms
{
long currenttime = Time.UnixTime;
long currenttime = GameTime.GetGameTime();
uint nextEventDelay = Time.Day; // 1 day
uint calcDelay;
List<ushort> activate = new();
@@ -1526,7 +1526,7 @@ namespace Game
// set the followup events' start time
if (mGameEvent[event_id].nextstart == 0)
{
long currenttime = Time.UnixTime;
long currenttime = GameTime.GetGameTime();
mGameEvent[event_id].nextstart = currenttime + mGameEvent[event_id].length * 60;
}
return true;
@@ -1613,7 +1613,7 @@ namespace Game
bool singleDate = ((holiday.Date[0] >> 24) & 0x1F) == 31; // Events with fixed date within year have - 1
long curTime = Time.UnixTime;
long curTime = GameTime.GetGameTime();
for (int i = 0; i < SharedConst.MaxHolidayDates && holiday.Date[i] != 0; ++i)
{
uint date = holiday.Date[i];