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Calculate world shutdown timer (#910)
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@ -296,6 +296,7 @@ int main(int argc, char** argv) {
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uint32_t chatReconnectionTime = 30 * currentFramerate; // 30 seconds in frames
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uint32_t saveTime = 10 * 60 * currentFramerate; // 10 minutes in frames
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uint32_t sqlPingTime = 10 * 60 * currentFramerate; // 10 minutes in frames
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uint32_t emptyShutdownTime = (cloneID == 0 ? 30 : 5) * 60 * currentFramerate; // 30 minutes for main worlds, 5 for all others.
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while (true) {
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Metrics::StartMeasurement(MetricVariable::Frame);
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Metrics::StartMeasurement(MetricVariable::GameLoop);
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@ -333,6 +334,8 @@ int main(int argc, char** argv) {
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framesSinceLastUsersSave *= ratioBeforeToAfter;
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sqlPingTime = 10 * 60 * currentFramerate; // 10 minutes in frames
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framesSinceLastSQLPing *= ratioBeforeToAfter;
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emptyShutdownTime = (cloneID == 0 ? 30 : 5) * 60 * currentFramerate; // 30 minutes for main worlds, 5 for all others.
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framesSinceLastUser *= ratioBeforeToAfter;
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}
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//Warning if we ran slow
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@ -440,7 +443,7 @@ int main(int argc, char** argv) {
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framesSinceLastUser++;
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//If we haven't had any players for a while, time out and shut down:
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if (framesSinceLastUser == (cloneID != 0 ? 4000 : 40000)) {
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if (framesSinceLastUser >= emptyShutdownTime) {
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Game::shouldShutdown = true;
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}
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} else {
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