Core/Criteria: Use std::chrono type for CriteriaHandler::SendCriteriaUpdate
Port From (https://github.com/TrinityCore/TrinityCore/commit/33bce9e28b28f018dc43a31ed37790fa1fc81f88)
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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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