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Scale timers
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0d460c0eb3
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@ -287,7 +287,7 @@ int main(int argc, char** argv) {
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}
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}
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uint32_t currentFrameDelta = highFrameDelta;
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uint32_t currentFrameDelta = highFrameDelta;
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// These values are adjust them selves to the current framerate should it update.
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uint32_t logFlushTime = 15 * currentFramerate; // 15 seconds in frames
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uint32_t shutdownTimeout = 10 * 60 * currentFramerate; // 10 minutes in frames
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@ -314,17 +314,24 @@ int main(int argc, char** argv) {
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newFrameDelta = PerformanceManager::GetServerFrameDelta();
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}
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// Update to the new framerate
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// Update to the new framerate and scale all timings to said new framerate
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if (newFrameDelta != currentFrameDelta) {
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float_t ratioBeforeToAfter = (float)currentFrameDelta / (float)newFrameDelta;
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currentFrameDelta = newFrameDelta;
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currentFramerate = MS_TO_FRAMES(newFrameDelta);
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Game::logger->LogDebug("WorldServer", "Framerate for zone/instance/clone %i/%i/%i is now %i", zoneID, instanceID, cloneID, currentFramerate);
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logFlushTime = 15 * currentFramerate; // 15 seconds in frames
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framesSinceLastFlush *= ratioBeforeToAfter;
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shutdownTimeout = 10 * 60 * currentFramerate; // 10 minutes in frames
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framesSinceLastUser *= ratioBeforeToAfter;
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noMasterConnectionTimeout = 5 * currentFramerate; // 5 seconds in frames
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framesSinceMasterDisconnect *= ratioBeforeToAfter;
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chatReconnectionTime = 30 * currentFramerate; // 30 seconds in frames
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framesSinceChatDisconnect *= ratioBeforeToAfter;
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saveTime = 10 * 60 * currentFramerate; // 10 minutes in frames
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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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}
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//Warning if we ran slow
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