From 3be3bfaa17773550a696ed2b756136debfe79ae2 Mon Sep 17 00:00:00 2001 From: Aki Date: Mon, 1 Apr 2024 05:16:14 +0200 Subject: Fixed date and time consistency across Campaigns and Missions This fixes campaign mission generation mostly, but a full playthrough will be needed. Missions now serialize and accept stardate setting a bit better. Thanks to this, date is propagated over multiplayer, too. This seems to break points system? Code-wise, this does not workaround the problems from before namely over-reliance on side-effects. Stardate class is at least one small step into good direction. Now, it'd be nice to attach clocks to simulation and campaign and whatever else that needs them. --- StarsEx/Clock.cpp | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) (limited to 'StarsEx/Clock.cpp') diff --git a/StarsEx/Clock.cpp b/StarsEx/Clock.cpp index 60e6f67..252cc69 100644 --- a/StarsEx/Clock.cpp +++ b/StarsEx/Clock.cpp @@ -80,9 +80,10 @@ Clock::Step() void -Clock::ResetGameTime() +Clock::ResetGameTime(double seconds) { - m_game_elapsed = inner_clock::duration::zero(); + const std::chrono::duration target {seconds}; + m_game_elapsed = std::chrono::duration_cast(target); } -- cgit v1.1