Core/Criteria: Use std::chrono type for CriteriaHandler::SendCriteriaUpdate
Port From (https://github.com/TrinityCore/TrinityCore/commit/33bce9e28b28f018dc43a31ed37790fa1fc81f88)
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@@ -602,7 +602,7 @@ namespace Game.Achievements
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return false;
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}
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public override void SendCriteriaUpdate(Criteria criteria, CriteriaProgress progress, uint timeElapsed, bool timedCompleted)
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public override void SendCriteriaUpdate(Criteria criteria, CriteriaProgress progress, TimeSpan timeElapsed, bool timedCompleted)
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{
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if (criteria.FlagsCu.HasAnyFlag(CriteriaFlagsCu.Account))
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{
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@@ -615,7 +615,7 @@ namespace Game.Achievements
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criteriaUpdate.Progress.Flags = timedCompleted ? 1 : 0u; // 1 is for keeping the counter at 0 in client
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criteriaUpdate.Progress.Date = progress.Date;
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criteriaUpdate.Progress.TimeFromStart = timeElapsed;
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criteriaUpdate.Progress.TimeFromStart = (uint)timeElapsed.TotalSeconds;
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criteriaUpdate.Progress.TimeFromCreate = 0;
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SendPacket(criteriaUpdate);
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}
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@@ -631,7 +631,7 @@ namespace Game.Achievements
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criteriaUpdate.Flags = timedCompleted ? 1 : 0u; // 1 is for keeping the counter at 0 in client
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criteriaUpdate.CurrentTime = progress.Date;
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criteriaUpdate.ElapsedTime = timeElapsed;
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criteriaUpdate.ElapsedTime = (uint)timeElapsed.TotalSeconds;
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criteriaUpdate.CreationTime = 0;
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SendPacket(criteriaUpdate);
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@@ -1013,7 +1013,7 @@ namespace Game.Achievements
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UpdateCriteria(CriteriaTypes.EarnAchievementPoints, achievement.Points, 0, 0, null, referencePlayer);
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}
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public override void SendCriteriaUpdate(Criteria entry, CriteriaProgress progress, uint timeElapsed, bool timedCompleted)
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public override void SendCriteriaUpdate(Criteria entry, CriteriaProgress progress, TimeSpan timeElapsed, bool timedCompleted)
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{
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GuildCriteriaUpdate guildCriteriaUpdate = new();
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@@ -609,18 +609,18 @@ namespace Game.Achievements
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progress.PlayerGUID = referencePlayer ? referencePlayer.GetGUID() : ObjectGuid.Empty;
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_criteriaProgress[criteria.Id] = progress;
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uint timeElapsed = 0;
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TimeSpan timeElapsed = TimeSpan.Zero;
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if (criteria.Entry.StartTimer != 0)
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{
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Cypher.Assert(trees != null);
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foreach (CriteriaTree tree in trees)
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{
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var timedIter = _timeCriteriaTrees.LookupByKey(tree.Id);
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if (timedIter != 0)
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var timed = _timeCriteriaTrees.LookupByKey(tree.Id);
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if (timed != 0)
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{
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// Client expects this in packet
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timeElapsed = criteria.Entry.StartTimer - (timedIter / Time.InMilliseconds);
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timeElapsed = TimeSpan.FromSeconds(criteria.Entry.StartTimer - (timed / Time.InMilliseconds));
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// Remove the timer, we wont need it anymore
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if (IsCompletedCriteriaTree(tree))
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@@ -2590,7 +2590,7 @@ namespace Game.Achievements
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}
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public virtual void SendAllData(Player receiver) { }
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public virtual void SendCriteriaUpdate(Criteria criteria, CriteriaProgress progress, uint timeElapsed, bool timedCompleted) { }
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public virtual void SendCriteriaUpdate(Criteria criteria, CriteriaProgress progress, TimeSpan timeElapsed, bool timedCompleted) { }
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public virtual void SendCriteriaProgressRemoved(uint criteriaId) { }
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public virtual void CompletedCriteriaTree(CriteriaTree tree, Player referencePlayer) { }
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@@ -21,6 +21,7 @@ using Game.Achievements;
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using Game.Entities;
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using Game.Networking;
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using Game.Networking.Packets;
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using System;
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using System.Collections.Generic;
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namespace Game
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@@ -240,7 +241,7 @@ namespace Game
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return _completedObjectives.Contains(questObjective.Id);
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}
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public override void SendCriteriaUpdate(Criteria criteria, CriteriaProgress progress, uint timeElapsed, bool timedCompleted)
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public override void SendCriteriaUpdate(Criteria criteria, CriteriaProgress progress, TimeSpan timeElapsed, bool timedCompleted)
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{
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CriteriaUpdate criteriaUpdate = new();
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@@ -252,7 +253,7 @@ namespace Game
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criteriaUpdate.Flags = timedCompleted ? 1 : 0u; // 1 is for keeping the counter at 0 in client
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criteriaUpdate.CurrentTime = progress.Date;
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criteriaUpdate.ElapsedTime = timeElapsed;
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criteriaUpdate.ElapsedTime = (uint)timeElapsed.TotalSeconds;
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criteriaUpdate.CreationTime = 0;
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SendPacket(criteriaUpdate);
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@@ -21,6 +21,7 @@ using Game.DataStorage;
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using Game.Entities;
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using Game.Networking;
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using Game.Networking.Packets;
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using System;
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using System.Collections.Generic;
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namespace Game.Scenarios
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@@ -153,7 +154,7 @@ namespace Game.Scenarios
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return _stepStates[step];
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}
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public override void SendCriteriaUpdate(Criteria criteria, CriteriaProgress progress, uint timeElapsed, bool timedCompleted)
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public override void SendCriteriaUpdate(Criteria criteria, CriteriaProgress progress, TimeSpan timeElapsed, bool timedCompleted)
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{
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ScenarioProgressUpdate progressUpdate = new();
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progressUpdate.CriteriaProgress.Id = criteria.Id;
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@@ -163,7 +164,7 @@ namespace Game.Scenarios
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if (criteria.Entry.StartTimer != 0)
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progressUpdate.CriteriaProgress.Flags = timedCompleted ? 1 : 0u;
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progressUpdate.CriteriaProgress.TimeFromStart = timeElapsed;
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progressUpdate.CriteriaProgress.TimeFromStart = (uint)timeElapsed.TotalSeconds;
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progressUpdate.CriteriaProgress.TimeFromCreate = 0;
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SendPacket(progressUpdate);
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