Core/Misc: Handle timezones for hour-specific events specifieds in worldserver.conf

Port From (https://github.com/TrinityCore/TrinityCore/commit/493fe066f6b107a9f356d693c5d37d878d3a63eb)
This commit is contained in:
hondacrx
2022-01-01 16:35:15 -05:00
parent a4c4897b4d
commit 9b3fe829d6
4 changed files with 27 additions and 13 deletions
+13
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@@ -120,6 +120,19 @@ public static class Time
return DateTimeToUnixTime((DateTime.Now.Date + new TimeSpan(months + days, hours, 0))); return DateTimeToUnixTime((DateTime.Now.Date + new TimeSpan(months + days, hours, 0)));
} }
public static long GetLocalHourTimestamp(long time, uint hour, bool onlyAfterTime = true)
{
DateTime timeLocal = UnixTimeToDateTime(time);
timeLocal = new DateTime(timeLocal.Year, timeLocal.Month, timeLocal.Day, 0, 0, 0, timeLocal.Kind);
long midnightLocal = DateTimeToUnixTime(timeLocal);
long hourLocal = midnightLocal + hour * Hour;
if (onlyAfterTime && hourLocal < time)
hourLocal += Day;
return hourLocal;
}
public static string secsToTimeString(ulong timeInSecs, bool shortText = false, bool hoursOnly = false) public static string secsToTimeString(ulong timeInSecs, bool shortText = false, bool hoursOnly = false)
{ {
ulong secs = timeInSecs % Minute; ulong secs = timeInSecs % Minute;
@@ -219,7 +219,7 @@ namespace Game.Maps
} }
// load the global respawn times for raid/heroic instances // load the global respawn times for raid/heroic instances
uint diff = (uint)(WorldConfig.GetIntValue(WorldCfg.InstanceResetTimeHour) * Time.Hour); uint resetHour = WorldConfig.GetUIntValue(WorldCfg.InstanceResetTimeHour);
result = DB.Characters.Query("SELECT mapid, difficulty, resettime FROM instance_reset"); result = DB.Characters.Query("SELECT mapid, difficulty, resettime FROM instance_reset");
if (!result.IsEmpty()) if (!result.IsEmpty())
{ {
@@ -241,7 +241,7 @@ namespace Game.Maps
} }
// update the reset time if the hour in the configs changes // update the reset time if the hour in the configs changes
long newresettime = (oldresettime / Time.Day) * Time.Day + diff; long newresettime = Time.GetLocalHourTimestamp(oldresettime, resetHour, false);
if (oldresettime != newresettime) if (oldresettime != newresettime)
{ {
PreparedStatement stmt = DB.Characters.GetPreparedStatement(CharStatements.UPD_GLOBAL_INSTANCE_RESETTIME); PreparedStatement stmt = DB.Characters.GetPreparedStatement(CharStatements.UPD_GLOBAL_INSTANCE_RESETTIME);
@@ -277,7 +277,7 @@ namespace Game.Maps
if (t == 0) if (t == 0)
{ {
// initialize the reset time // initialize the reset time
t = today + period + diff; t = Time.GetLocalHourTimestamp(today + period, resetHour);
PreparedStatement stmt = DB.Characters.GetPreparedStatement(CharStatements.INS_GLOBAL_INSTANCE_RESETTIME); PreparedStatement stmt = DB.Characters.GetPreparedStatement(CharStatements.INS_GLOBAL_INSTANCE_RESETTIME);
stmt.AddValue(0, mapid); stmt.AddValue(0, mapid);
@@ -290,8 +290,8 @@ namespace Game.Maps
{ {
// assume that expired instances have already been cleaned // assume that expired instances have already been cleaned
// calculate the next reset time // calculate the next reset time
t = (t / Time.Day) * Time.Day; long day = (t / Time.Day) * Time.Day;
t += ((today - t) / period + 1) * period + diff; t = Time.GetLocalHourTimestamp(day + ((today - day) / period + 1) * period, resetHour);
PreparedStatement stmt = DB.Characters.GetPreparedStatement(CharStatements.UPD_GLOBAL_INSTANCE_RESETTIME); PreparedStatement stmt = DB.Characters.GetPreparedStatement(CharStatements.UPD_GLOBAL_INSTANCE_RESETTIME);
stmt.AddValue(0, t); stmt.AddValue(0, t);
@@ -327,12 +327,12 @@ namespace Game.Maps
return 0; return 0;
} }
long diff = WorldConfig.GetIntValue(WorldCfg.InstanceResetTimeHour) * Time.Hour; long resetHour = WorldConfig.GetIntValue(WorldCfg.InstanceResetTimeHour);
long period = (uint)(((mapDiff.GetRaidDuration() * WorldConfig.GetFloatValue(WorldCfg.RateInstanceResetTime)) / Time.Day) * Time.Day); long period = (uint)(((mapDiff.GetRaidDuration() * WorldConfig.GetFloatValue(WorldCfg.RateInstanceResetTime)) / Time.Day) * Time.Day);
if (period < Time.Day) if (period < Time.Day)
period = Time.Day; period = Time.Day;
return ((resetTime + Time.Minute) / Time.Day * Time.Day) + period + diff; return Time.GetLocalHourTimestamp(((resetTime + Time.Minute) / Time.Day * Time.Day) + period, (uint)resetHour);
} }
public void ScheduleReset(bool add, long time, InstResetEvent Event) public void ScheduleReset(bool add, long time, InstResetEvent Event)
+4 -4
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@@ -80,7 +80,7 @@ namespace Game
Global.ScriptMgr.OnOpenStateChange(!val); Global.ScriptMgr.OnOpenStateChange(!val);
} }
void LoadDBAllowedSecurityLevel() public void LoadDBAllowedSecurityLevel()
{ {
PreparedStatement stmt = DB.Login.GetPreparedStatement(LoginStatements.SEL_REALMLIST_SECURITY_LEVEL); PreparedStatement stmt = DB.Login.GetPreparedStatement(LoginStatements.SEL_REALMLIST_SECURITY_LEVEL);
stmt.AddValue(0, (int)_realm.Id.Index); stmt.AddValue(0, (int)_realm.Id.Index);
@@ -90,7 +90,7 @@ namespace Game
SetPlayerSecurityLimit((AccountTypes)result.Read<byte>(0)); SetPlayerSecurityLimit((AccountTypes)result.Read<byte>(0));
} }
void SetPlayerSecurityLimit(AccountTypes _sec) public void SetPlayerSecurityLimit(AccountTypes _sec)
{ {
AccountTypes sec = _sec < AccountTypes.Console ? _sec : AccountTypes.Player; AccountTypes sec = _sec < AccountTypes.Console ? _sec : AccountTypes.Player;
bool update = sec > m_allowedSecurityLevel; bool update = sec > m_allowedSecurityLevel;
@@ -121,11 +121,11 @@ namespace Game
long today = (gameTime / Time.Day) * Time.Day; long today = (gameTime / Time.Day) * Time.Day;
// Check if our window to restart today has passed. 5 mins until quiet time // Check if our window to restart today has passed. 5 mins until quiet time
while (gameTime >= (today + (WorldConfig.GetIntValue(WorldCfg.RespawnRestartQuietTime) * Time.Hour) - 1810)) while (gameTime >= Time.GetLocalHourTimestamp(today, WorldConfig.GetUIntValue(WorldCfg.RespawnRestartQuietTime)) - 1810)
today += Time.Day; today += Time.Day;
// Schedule restart for 30 minutes before quiet time, or as long as we have // Schedule restart for 30 minutes before quiet time, or as long as we have
_warnShutdownTime = today + (WorldConfig.GetIntValue(WorldCfg.RespawnRestartQuietTime) * Time.Hour) - 1800; _warnShutdownTime = Time.GetLocalHourTimestamp(today, WorldConfig.GetUIntValue(WorldCfg.RespawnRestartQuietTime)) - 1800;
_guidWarn = true; _guidWarn = true;
SendGuidWarning(); SendGuidWarning();
+3 -2
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@@ -34,9 +34,10 @@ namespace Scripts.World
bool IsXPBoostActive() bool IsXPBoostActive()
{ {
var now = Time.UnixTimeToDateTime(GameTime.GetGameTime()); long time = GameTime.GetGameTime();
var localTm = Time.UnixTimeToDateTime(time);
uint weekdayMaskBoosted = WorldConfig.GetUIntValue(WorldCfg.XpBoostDaymask); uint weekdayMaskBoosted = WorldConfig.GetUIntValue(WorldCfg.XpBoostDaymask);
uint weekdayMask = (1u << now.Day); uint weekdayMask = 1u << localTm.Day;
bool currentDayBoosted = (weekdayMask & weekdayMaskBoosted) != 0; bool currentDayBoosted = (weekdayMask & weekdayMaskBoosted) != 0;
return currentDayBoosted; return currentDayBoosted;
} }