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Extended timer info to exhange between client and server
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commit
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@ -140,7 +140,6 @@ CPlayerInterface::CPlayerInterface(PlayerColor Player):
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firstCall = 1; //if loading will be overwritten in serialize
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autosaveCount = 0;
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isAutoFightOn = false;
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timerEnabled = true;
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duringMovement = false;
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ignoreEvents = false;
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numOfMovedArts = 0;
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@ -272,8 +271,6 @@ void CPlayerInterface::yourTurn(QueryID queryID)
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makingTurn = true;
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adventureInt->onPlayerTurnStarted(playerID);
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}
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timerEnabled = false;
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}
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acceptTurn(queryID);
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}
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@ -326,7 +323,6 @@ void CPlayerInterface::acceptTurn(QueryID queryID)
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}
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cb->selectionMade(0, queryID);
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timerEnabled = true;
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}
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void CPlayerInterface::heroMoved(const TryMoveHero & details, bool verbose)
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@ -2127,8 +2123,3 @@ std::optional<BattleAction> CPlayerInterface::makeSurrenderRetreatDecision(const
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{
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return std::nullopt;
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}
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bool CPlayerInterface::isTimerEnabled() const
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{
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return timerEnabled;
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}
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@ -57,7 +57,6 @@ namespace boost
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/// Central class for managing user interface logic
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class CPlayerInterface : public CGameInterface, public IUpdateable
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{
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bool timerEnabled;
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bool duringMovement;
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bool ignoreEvents;
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size_t numOfMovedArts;
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@ -208,8 +207,6 @@ public: // public interface for use by client via LOCPLINT access
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///returns true if all events are processed internally
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bool capturedAllEvents();
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bool isTimerEnabled() const;
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CPlayerInterface(PlayerColor Player);
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~CPlayerInterface();
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@ -102,22 +102,27 @@ void TurnTimerWidget::tick(uint32_t msPassed)
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if(!LOCPLINT || !LOCPLINT->cb)
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return;
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for (PlayerColor p(0); p < PlayerColor::PLAYER_LIMIT; ++p)
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for(PlayerColor p(0); p < PlayerColor::PLAYER_LIMIT; ++p)
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{
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auto player = p;
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if(LOCPLINT->battleInt)
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{
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if(auto * stack = LOCPLINT->battleInt->stacksController->getActiveStack())
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player = stack->getOwner();
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else
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continue;
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if(p != player)
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continue;
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}
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if(p != player || !LOCPLINT->cb->isPlayerMakingTurn(player))
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else if(!LOCPLINT->cb->isPlayerMakingTurn(player))
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continue;
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auto time = LOCPLINT->cb->getPlayerTurnTime(player);
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if(LOCPLINT->isTimerEnabled())
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if(time.isActive)
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cachedTurnTime -= msPassed;
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if(cachedTurnTime < 0) cachedTurnTime = 0; //do not go below zero
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if(cachedTurnTime < 0)
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cachedTurnTime = 0; //do not go below zero
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if(lastPlayer != player)
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{
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@ -140,15 +145,10 @@ void TurnTimerWidget::tick(uint32_t msPassed)
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auto * playerInfo = LOCPLINT->cb->getPlayer(player);
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if(player.isValidPlayer() || (playerInfo && playerInfo->isHuman()))
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{
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if(LOCPLINT->battleInt)
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{
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if(time.isBattleEnabled())
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timeCheckAndUpdate(time.creatureTimer);
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}
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if(time.isBattle)
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timeCheckAndUpdate(time.creatureTimer);
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else
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{
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timeCheckAndUpdate(time.turnTimer);
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}
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}
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else
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timeCheckAndUpdate(0);
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@ -19,6 +19,9 @@ struct DLL_LINKAGE TurnTimerInfo
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int battleTimer = 0; //in ms, counts down during battles when creature timer runs out
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int creatureTimer = 0; //in ms, counts down when player is choosing action in battle
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bool isActive = true; //should be paused if set to false
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bool isBattle = false; //indicator for current timer mode
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bool isEnabled() const;
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bool isBattleEnabled() const;
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@ -29,6 +32,8 @@ struct DLL_LINKAGE TurnTimerInfo
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h & baseTimer;
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h & battleTimer;
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h & creatureTimer;
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h & isActive;
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h & isBattle;
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}
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};
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@ -31,11 +31,11 @@ void TurnTimerHandler::onGameplayStart(PlayerColor player)
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std::lock_guard<std::recursive_mutex> guard(mx);
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if(const auto * si = gameHandler.getStartInfo())
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{
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timerInfo[player].timer = si->turnTimerInfo;
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timerInfo[player].timer.turnTimer = 0;
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timerInfo[player].isEnabled = true;
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timerInfo[player].isBattle = false;
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timerInfo[player].lastUpdate = std::numeric_limits<int>::max();
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timers[player] = si->turnTimerInfo;
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timers[player].turnTimer = 0;
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timers[player].isActive = true;
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timers[player].isBattle = false;
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lastUpdate[player] = std::numeric_limits<int>::max();
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}
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}
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@ -43,17 +43,16 @@ void TurnTimerHandler::setTimerEnabled(PlayerColor player, bool enabled)
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{
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std::lock_guard<std::recursive_mutex> guard(mx);
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assert(player.isValidPlayer());
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timerInfo[player].isEnabled = enabled;
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timers[player].isActive = enabled;
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}
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void TurnTimerHandler::sendTimerUpdate(PlayerColor player)
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{
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auto & info = timerInfo[player];
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TurnTimeUpdate ttu;
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ttu.player = player;
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ttu.turnTimer = info.timer;
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ttu.turnTimer = timers[player];
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gameHandler.sendAndApply(&ttu);
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info.lastUpdate = 0;
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lastUpdate[player] = 0;
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}
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void TurnTimerHandler::onPlayerGetTurn(PlayerColor player)
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@ -63,10 +62,10 @@ void TurnTimerHandler::onPlayerGetTurn(PlayerColor player)
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{
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if(si->turnTimerInfo.isEnabled())
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{
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auto & info = timerInfo[player];
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auto & timer = timers[player];
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if(si->turnTimerInfo.baseTimer > 0)
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info.timer.baseTimer += info.timer.turnTimer;
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info.timer.turnTimer = si->turnTimerInfo.turnTimer;
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timer.baseTimer += timer.turnTimer;
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timer.turnTimer = si->turnTimerInfo.turnTimer;
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sendTimerUpdate(player);
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}
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@ -91,14 +90,13 @@ bool TurnTimerHandler::timerCountDown(int & timer, int initialTimer, PlayerColor
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{
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if(timer > 0)
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{
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auto & info = timerInfo[player];
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timer -= waitTime;
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info.lastUpdate += waitTime;
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lastUpdate[player] += waitTime;
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int frequency = (timer > turnTimePropagateThreshold
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&& initialTimer - timer > turnTimePropagateThreshold)
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? turnTimePropagateFrequency : turnTimePropagateFrequencyCrit;
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if(info.lastUpdate >= frequency)
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if(lastUpdate[player] >= frequency)
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sendTimerUpdate(player);
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return true;
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@ -114,16 +112,16 @@ void TurnTimerHandler::onPlayerMakingTurn(PlayerColor player, int waitTime)
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if(!si || !gs || !si->turnTimerInfo.isEnabled())
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return;
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auto & info = timerInfo[player];
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auto & timer = timers[player];
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const auto * state = gameHandler.getPlayerState(player);
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if(state && state->human && info.isEnabled && !info.isBattle && state->status == EPlayerStatus::INGAME)
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if(state && state->human && timer.isActive && !timer.isBattle && state->status == EPlayerStatus::INGAME)
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{
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if(!timerCountDown(info.timer.turnTimer, si->turnTimerInfo.turnTimer, player, waitTime))
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if(!timerCountDown(timer.turnTimer, si->turnTimerInfo.turnTimer, player, waitTime))
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{
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if(info.timer.baseTimer > 0)
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if(timer.baseTimer > 0)
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{
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info.timer.turnTimer = info.timer.baseTimer;
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info.timer.baseTimer = 0;
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timer.turnTimer = timer.baseTimer;
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timer.baseTimer = 0;
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onPlayerMakingTurn(player, 0);
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}
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else if(!gameHandler.queries->topQuery(state->color)) //wait for replies to avoid pending queries
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@ -164,10 +162,10 @@ void TurnTimerHandler::onBattleStart()
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{
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if(i.isValidPlayer())
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{
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auto & info = timerInfo[i];
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info.isBattle = true;
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info.timer.battleTimer = (pvpBattle ? si->turnTimerInfo.battleTimer : 0);
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info.timer.creatureTimer = (pvpBattle ? si->turnTimerInfo.creatureTimer : si->turnTimerInfo.battleTimer);
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auto & timer = timers[i];
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timer.isBattle = true;
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timer.battleTimer = (pvpBattle ? si->turnTimerInfo.battleTimer : 0);
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timer.creatureTimer = (pvpBattle ? si->turnTimerInfo.creatureTimer : si->turnTimerInfo.battleTimer);
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sendTimerUpdate(i);
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}
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@ -191,12 +189,12 @@ void TurnTimerHandler::onBattleEnd()
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{
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if(i.isValidPlayer() && !pvpBattle)
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{
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auto & info = timerInfo[i];
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info.isBattle = false;
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if(si->turnTimerInfo.baseTimer && info.timer.baseTimer == 0)
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info.timer.baseTimer = info.timer.creatureTimer;
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else if(si->turnTimerInfo.turnTimer && info.timer.turnTimer == 0)
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info.timer.turnTimer = info.timer.creatureTimer;
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auto & timer = timers[i];
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timer.isBattle = false;
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if(si->turnTimerInfo.baseTimer && timer.baseTimer == 0)
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timer.baseTimer = timer.creatureTimer;
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else if(si->turnTimerInfo.turnTimer && timer.turnTimer == 0)
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timer.turnTimer = timer.creatureTimer;
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sendTimerUpdate(i);
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}
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@ -215,10 +213,10 @@ void TurnTimerHandler::onBattleNextStack(const CStack & stack)
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{
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auto player = stack.getOwner();
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auto & info = timerInfo[player];
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if(info.timer.battleTimer == 0)
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info.timer.battleTimer = info.timer.creatureTimer;
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info.timer.creatureTimer = si->turnTimerInfo.creatureTimer;
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auto & timer = timers[player];
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if(timer.battleTimer == 0)
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timer.battleTimer = timer.creatureTimer;
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timer.creatureTimer = si->turnTimerInfo.creatureTimer;
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sendTimerUpdate(player);
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}
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@ -254,16 +252,16 @@ void TurnTimerHandler::onBattleLoop(int waitTime)
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if(!state || state->status != EPlayerStatus::INGAME || !state->human)
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return;
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auto & info = timerInfo[player];
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if(info.isEnabled && info.isBattle && !timerCountDown(info.timer.creatureTimer, si->turnTimerInfo.creatureTimer, player, waitTime))
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auto & timer = timers[player];
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if(timer.isActive && timer.isBattle && !timerCountDown(timer.creatureTimer, si->turnTimerInfo.creatureTimer, player, waitTime))
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{
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if(isPvpBattle())
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{
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if(info.timer.battleTimer > 0)
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if(timer.battleTimer > 0)
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{
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info.timer.creatureTimer = info.timer.battleTimer;
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timerCountDown(info.timer.creatureTimer, info.timer.battleTimer, player, 0);
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info.timer.battleTimer = 0;
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timer.creatureTimer = timer.battleTimer;
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timerCountDown(timer.creatureTimer, timer.battleTimer, player, 0);
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timer.battleTimer = 0;
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}
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else
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{
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@ -281,17 +279,17 @@ void TurnTimerHandler::onBattleLoop(int waitTime)
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}
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else
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{
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if(info.timer.turnTimer > 0)
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if(timer.turnTimer > 0)
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{
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info.timer.creatureTimer = info.timer.turnTimer;
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timerCountDown(info.timer.creatureTimer, info.timer.turnTimer, player, 0);
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info.timer.turnTimer = 0;
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timer.creatureTimer = timer.turnTimer;
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timerCountDown(timer.creatureTimer, timer.turnTimer, player, 0);
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timer.turnTimer = 0;
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}
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else if(info.timer.baseTimer > 0)
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else if(timer.baseTimer > 0)
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{
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info.timer.creatureTimer = info.timer.baseTimer;
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timerCountDown(info.timer.creatureTimer, info.timer.baseTimer, player, 0);
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info.timer.baseTimer = 0;
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timer.creatureTimer = timer.baseTimer;
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timerCountDown(timer.creatureTimer, timer.baseTimer, player, 0);
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timer.baseTimer = 0;
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}
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else
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{
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@ -23,19 +23,12 @@ class CGameHandler;
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class TurnTimerHandler
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{
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struct PlayerTimerInfo
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{
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TurnTimerInfo timer;
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bool isEnabled = true;
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bool isBattle = false;
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int lastUpdate = 0;
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};
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CGameHandler & gameHandler;
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const int turnTimePropagateFrequency = 5000;
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const int turnTimePropagateFrequencyCrit = 1000;
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const int turnTimePropagateThreshold = 3000;
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std::map<PlayerColor, PlayerTimerInfo> timerInfo;
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std::map<PlayerColor, TurnTimerInfo> timers;
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std::map<PlayerColor, int> lastUpdate;
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std::recursive_mutex mx;
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void onPlayerMakingTurn(PlayerColor player, int waitTime);
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