Core/Misc: Replace Time.UnixTime with GameTime.GetGameTime()
Port From (https://github.com/TrinityCore/TrinityCore/commit/e17e4e6f0700c7d950e1b2654c217ec8b28ae79e)
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@@ -39,7 +39,7 @@ namespace Game
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default:
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case GameEventState.Normal:
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{
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long currenttime = Time.UnixTime;
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long currenttime = GameTime.GetGameTime();
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// Get the event information
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return mGameEvent[entry].start < currenttime
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&& currenttime < mGameEvent[entry].end
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@@ -56,7 +56,7 @@ namespace Game
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// if inactive world event, check the prerequisite events
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case GameEventState.WorldInactive:
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{
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long currenttime = Time.UnixTime;
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long currenttime = GameTime.GetGameTime();
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foreach (var gameEventId in mGameEvent[entry].prerequisite_events)
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{
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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
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@@ -72,7 +72,7 @@ namespace Game
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public uint NextCheck(ushort entry)
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{
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long currenttime = Time.UnixTime;
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long currenttime = GameTime.GetGameTime();
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// for NEXTPHASE state world events, return the delay to start the next event, so the followup event will be checked correctly
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if ((mGameEvent[entry].state == GameEventState.WorldNextPhase || mGameEvent[entry].state == GameEventState.WorldFinished) && mGameEvent[entry].nextstart >= currenttime)
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@@ -132,13 +132,13 @@ namespace Game
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ApplyNewEvent(event_id);
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if (overwrite)
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{
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mGameEvent[event_id].start = Time.UnixTime;
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mGameEvent[event_id].start = GameTime.GetGameTime();
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if (data.end <= data.start)
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data.end = data.start + data.length;
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}
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// When event is started, set its worldstate to current time
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Global.WorldMgr.SetWorldState(event_id, Time.UnixTime);
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Global.WorldMgr.SetWorldState(event_id, GameTime.GetGameTime());
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return false;
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}
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else
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@@ -179,7 +179,7 @@ namespace Game
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if (overwrite && !serverwide_evt)
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{
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data.start = Time.UnixTime - data.length * Time.Minute;
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data.start = GameTime.GetGameTime() - data.length * Time.Minute;
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if (data.end <= data.start)
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data.end = data.start + data.length;
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}
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@@ -971,7 +971,7 @@ namespace Game
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public uint Update() // return the next event delay in ms
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{
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long currenttime = Time.UnixTime;
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long currenttime = GameTime.GetGameTime();
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uint nextEventDelay = Time.Day; // 1 day
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uint calcDelay;
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List<ushort> activate = new();
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@@ -1526,7 +1526,7 @@ namespace Game
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// set the followup events' start time
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if (mGameEvent[event_id].nextstart == 0)
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{
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long currenttime = Time.UnixTime;
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long currenttime = GameTime.GetGameTime();
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mGameEvent[event_id].nextstart = currenttime + mGameEvent[event_id].length * 60;
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}
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return true;
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@@ -1613,7 +1613,7 @@ namespace Game
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bool singleDate = ((holiday.Date[0] >> 24) & 0x1F) == 31; // Events with fixed date within year have - 1
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long curTime = Time.UnixTime;
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long curTime = GameTime.GetGameTime();
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for (int i = 0; i < SharedConst.MaxHolidayDates && holiday.Date[i] != 0; ++i)
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{
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uint date = holiday.Date[i];
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