Core/Criteria: Use std::chrono type for CriteriaHandler::SendCriteriaUpdate

Port From (https://github.com/TrinityCore/TrinityCore/commit/33bce9e28b28f018dc43a31ed37790fa1fc81f88)
This commit is contained in:
hondacrx
2021-04-12 12:30:51 -04:00
parent b35aa78c2e
commit d62ca82d30
4 changed files with 15 additions and 13 deletions
+5 -5
View File
@@ -609,18 +609,18 @@ namespace Game.Achievements
progress.PlayerGUID = referencePlayer ? referencePlayer.GetGUID() : ObjectGuid.Empty;
_criteriaProgress[criteria.Id] = progress;
uint timeElapsed = 0;
TimeSpan timeElapsed = TimeSpan.Zero;
if (criteria.Entry.StartTimer != 0)
{
Cypher.Assert(trees != null);
foreach (CriteriaTree tree in trees)
{
var timedIter = _timeCriteriaTrees.LookupByKey(tree.Id);
if (timedIter != 0)
var timed = _timeCriteriaTrees.LookupByKey(tree.Id);
if (timed != 0)
{
// Client expects this in packet
timeElapsed = criteria.Entry.StartTimer - (timedIter / Time.InMilliseconds);
timeElapsed = TimeSpan.FromSeconds(criteria.Entry.StartTimer - (timed / Time.InMilliseconds));
// Remove the timer, we wont need it anymore
if (IsCompletedCriteriaTree(tree))
@@ -2590,7 +2590,7 @@ namespace Game.Achievements
}
public virtual void SendAllData(Player receiver) { }
public virtual void SendCriteriaUpdate(Criteria criteria, CriteriaProgress progress, uint timeElapsed, bool timedCompleted) { }
public virtual void SendCriteriaUpdate(Criteria criteria, CriteriaProgress progress, TimeSpan timeElapsed, bool timedCompleted) { }
public virtual void SendCriteriaProgressRemoved(uint criteriaId) { }
public virtual void CompletedCriteriaTree(CriteriaTree tree, Player referencePlayer) { }