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Fix timer synchornization
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parent
68b11dbe38
commit
21af69e0b7
@ -34,6 +34,7 @@ void TurnTimerHandler::onGameplayStart(PlayerColor player)
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timers[player] = si->turnTimerInfo;
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timers[player].turnTimer = 0;
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timerEnabled[player] = true;
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timerLastUpdate[player] = std::numeric_limits<int>::max();
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}
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}
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@ -59,6 +60,7 @@ void TurnTimerHandler::onPlayerGetTurn(PlayerColor player)
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ttu.player = player;
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ttu.turnTimer = timers[player];
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gameHandler.sendAndApply(&ttu);
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timerLastUpdate[player] = 0;
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}
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}
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}
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@ -79,15 +81,17 @@ void TurnTimerHandler::onPlayerMakingTurn(PlayerColor player, int waitTime)
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if(timers[player].turnTimer > 0)
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{
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timers[player].turnTimer -= waitTime;
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timerLastUpdate[player] += waitTime;
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int frequency = (timers[player].turnTimer > turnTimePropagateThreshold ? turnTimePropagateFrequency : turnTimePropagateFrequencyCrit);
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if(state.status == EPlayerStatus::INGAME //do not send message if player is not active already
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&& timers[player].turnTimer / 100 * 100 % frequency == 0)
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&& timerLastUpdate[player] >= frequency)
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{
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TurnTimeUpdate ttu;
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ttu.player = state.color;
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ttu.turnTimer = timers[player];
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gameHandler.sendAndApply(&ttu);
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timerLastUpdate[player] = 0;
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}
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}
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else if(timers[player].baseTimer > 0)
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@ -124,6 +128,7 @@ void TurnTimerHandler::onBattleStart()
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ttu.player = i;
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ttu.turnTimer = timers[i];
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gameHandler.sendAndApply(&ttu);
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timerLastUpdate[i] = 0;
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}
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}
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}
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@ -150,6 +155,7 @@ void TurnTimerHandler::onBattleNextStack(const CStack & stack)
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ttu.player = player;
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ttu.turnTimer = timers[player];
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gameHandler.sendAndApply(&ttu);
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timerLastUpdate[player] = 0;
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}
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void TurnTimerHandler::onBattleLoop(int waitTime)
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@ -182,17 +188,19 @@ void TurnTimerHandler::onBattleLoop(int waitTime)
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if(tTimer.creatureTimer > 0)
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{
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tTimer.creatureTimer -= waitTime;
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timerLastUpdate[state.color] += waitTime;
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int frequency = (tTimer.creatureTimer > turnTimePropagateThreshold
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&& si->turnTimerInfo.creatureTimer - tTimer.creatureTimer > turnTimePropagateThreshold)
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? turnTimePropagateFrequency : turnTimePropagateFrequencyCrit;
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if(state.status == EPlayerStatus::INGAME //do not send message if player is not active already
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&& (tTimer.creatureTimer / 100 * 100 % frequency) == 0)
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&& timerLastUpdate[state.color] >= frequency)
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{
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TurnTimeUpdate ttu;
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ttu.player = state.color;
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ttu.turnTimer = tTimer;
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gameHandler.sendAndApply(&ttu);
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timerLastUpdate[state.color] = 0;
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}
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return true;
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}
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@ -28,6 +28,7 @@ class TurnTimerHandler
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const int turnTimePropagateThreshold = 3000;
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std::map<PlayerColor, TurnTimerInfo> timers;
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std::map<PlayerColor, bool> timerEnabled;
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std::map<PlayerColor, int> timerLastUpdate;
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std::recursive_mutex mx;
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public:
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