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Implement turn timer feature
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@@ -2067,6 +2067,14 @@ void CGameHandler::run(bool resume)
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//Change local daysWithoutCastle counter for local interface message //TODO: needed?
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yt.daysWithoutCastle = playerState->daysWithoutCastle;
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applyAndSend(&yt);
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if(gs->getStartInfo()->turnTime > 0) //turn timer check
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{
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TurnTimeUpdate ttu;
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ttu.player = player;
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ttu.turnTime = gs->getStartInfo()->turnTime * 60 * 1000; //ms
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applyAndSend(&ttu);
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}
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}
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};
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@@ -2075,10 +2083,31 @@ void CGameHandler::run(bool resume)
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if(playerColor != PlayerColor::CANNOT_DETERMINE)
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{
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//wait till turn is done
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const int waitTime = 100; //ms
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int turnTimePropagateFrequency = 5000; //do not send updates too frequently
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boost::unique_lock<boost::mutex> lock(states.mx);
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while(states.players.at(playerColor).makingTurn && lobby->state == EServerState::GAMEPLAY)
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{
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static time_duration p = milliseconds(100);
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if(gs->getStartInfo()->turnTime > 0 && !gs->curB) //turn timer check
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{
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if(gs->players[playerColor].turnTime > 0)
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{
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gs->players[playerColor].turnTime -= waitTime;
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if(gs->players[playerColor].status == EPlayerStatus::INGAME //do not send message if player is not active already
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&& gs->players[playerColor].turnTime % turnTimePropagateFrequency == 0)
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{
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TurnTimeUpdate ttu;
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ttu.player = playerColor;
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ttu.turnTime = gs->players[playerColor].turnTime;
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applyAndSend(&ttu);
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}
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}
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else if(!queries.topQuery(playerColor)) //wait for replies to avoid pending queries
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states.players.at(playerColor).makingTurn = false; //force end turn
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}
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static time_duration p = milliseconds(waitTime);
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states.cv.timed_wait(lock, p);
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}
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}
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