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Use precision clocks for timer

This commit is contained in:
nordsoft
2023-08-28 03:14:58 +04:00
parent 7dc1717ec6
commit 2c61d1b23f
2 changed files with 11 additions and 6 deletions

View File

@@ -72,7 +72,7 @@ void TurnTimerHandler::onPlayerMakingTurn(PlayerColor player, int waitTime)
int frequency = (timers[player].turnTimer > turnTimePropagateThreshold ? turnTimePropagateFrequency : turnTimePropagateFrequencyCrit);
if(state.status == EPlayerStatus::INGAME //do not send message if player is not active already
&& timers[player].turnTimer % frequency == 0)
&& timers[player].turnTimer / 100 * 100 % frequency == 0)
{
TurnTimeUpdate ttu;
ttu.player = state.color;
@@ -132,7 +132,7 @@ void TurnTimerHandler::onBattleNextStack(const CStack & stack)
if(!player.isValidPlayer())
return;
if(timers[player].battleTimer < si->turnTimerInfo.battleTimer)
if(timers[player].battleTimer == 0)
timers[player].battleTimer = timers[player].creatureTimer;
timers[player].creatureTimer = si->turnTimerInfo.creatureTimer;
@@ -177,7 +177,7 @@ void TurnTimerHandler::onBattleLoop(int waitTime)
? turnTimePropagateFrequency : turnTimePropagateFrequencyCrit;
if(state.status == EPlayerStatus::INGAME //do not send message if player is not active already
&& tTimer.creatureTimer % frequency == 0)
&& (tTimer.creatureTimer / 100 * 100 % frequency) == 0)
{
TurnTimeUpdate ttu;
ttu.player = state.color;