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author | Aki <please@ignore.pl> | 2022-03-08 19:33:59 +0100 |
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committer | Aki <please@ignore.pl> | 2022-03-08 19:33:59 +0100 |
commit | e472d9537ee7919630e5f6039f8425b06f6c4213 (patch) | |
tree | c146d59b532ec1ae248727faa182102cab6365e2 /Stars45/NetGameServer.cpp | |
parent | b563a07d9fcaa58514eeb3ec78438db56ecf2e63 (diff) | |
download | starshatter-e472d9537ee7919630e5f6039f8425b06f6c4213.zip starshatter-e472d9537ee7919630e5f6039f8425b06f6c4213.tar.gz starshatter-e472d9537ee7919630e5f6039f8425b06f6c4213.tar.bz2 |
Replaced time funcs from Game with Clock equivalents
This excludes time compression stuff, as it will need some more
attention due to casting.
I don't quite like the long invocations that go through game instance
first then get the clock. It looks bad. I'll need to rethink how
modules are being made available in the codebase.
Diffstat (limited to 'Stars45/NetGameServer.cpp')
-rw-r--r-- | Stars45/NetGameServer.cpp | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/Stars45/NetGameServer.cpp b/Stars45/NetGameServer.cpp index 76bd4ff..fe53515 100644 --- a/Stars45/NetGameServer.cpp +++ b/Stars45/NetGameServer.cpp @@ -141,9 +141,9 @@ NetGameServer::ExecFrame() static DWORD time_mark = 0; - if (!time_mark) time_mark = Game::GetInstance()->RealTime(); - else if (Game::GetInstance()->RealTime() - time_mark > 60000) { - time_mark = Game::GetInstance()->RealTime(); + if (!time_mark) time_mark = Game::GetInstance()->GetClock()->RealTime(); + else if (Game::GetInstance()->GetClock()->RealTime() - time_mark > 60000) { + time_mark = Game::GetInstance()->GetClock()->RealTime(); if (link && players.size() > 0) { Print("Server Stats\n-------------\n"); @@ -1009,7 +1009,7 @@ NetGameServer::Send() if (players.isEmpty()) return; - DWORD time = Game::GetInstance()->GameTime(); + DWORD time = Game::GetInstance()->GetClock()->GameTime(); // don't flood the network... if (time - last_send_time < MIN_NET_FRAME) |