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Move turn timer logic from GameHandler class
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@@ -1570,6 +1570,7 @@ CGameHandler::CGameHandler(CVCMIServer * lobby)
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, complainNoCreatures("No creatures to split")
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, complainNotEnoughCreatures("Cannot split that stack, not enough creatures!")
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, complainInvalidSlot("Invalid slot accessed!")
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, turnTimerHandler(*this)
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{
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QID = 1;
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IObjectInterface::cb = this;
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@@ -2019,7 +2020,11 @@ void CGameHandler::run(bool resume)
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events::GameResumed::defaultExecute(serverEventBus.get());
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auto playerTurnOrder = generatePlayerTurnOrder();
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if(!resume)
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for(auto & playerColor : playerTurnOrder)
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turnTimerHandler.onGameplayStart(gs->players[playerColor]);
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while(lobby->state == EServerState::GAMEPLAY)
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{
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if(!resume)
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@@ -2068,13 +2073,7 @@ void CGameHandler::run(bool resume)
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yt.daysWithoutCastle = playerState->daysWithoutCastle;
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applyAndSend(&yt);
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if(gs->getStartInfo()->turnTimerInfo.turnTimer > 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.turnTimer = gs->getStartInfo()->turnTimerInfo;
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applyAndSend(&ttu);
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}
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turnTimerHandler.onPlayerGetTurn(gs->players[player]);
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}
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};
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@@ -2084,29 +2083,10 @@ void CGameHandler::run(bool resume)
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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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if(gs->getStartInfo()->turnTimerInfo.isEnabled() && !gs->curB) //turn timer check
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{
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if(gs->players[playerColor].turnTimer.turnTimer > 0)
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{
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gs->players[playerColor].turnTimer.turnTimer -= 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].turnTimer.turnTimer % turnTimePropagateFrequency == 0)
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{
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TurnTimeUpdate ttu;
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ttu.player = playerColor;
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ttu.turnTimer = gs->players[playerColor].turnTimer;
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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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turnTimerHandler.onPlayerMakingTurn(gs->players[playerColor], waitTime);
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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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