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https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-28 00:17:23 +00:00
Update shutdown time to be accurate
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6ed504c88e
commit
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@ -18,47 +18,42 @@ void MovementSwitchBehavior::Handle(BehaviorContext* context, RakNet::BitStream*
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Game::logger->Log("MovementSwitchBehavior", "Unable to read movementType from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
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return;
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};
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Game::logger->LogDebug("MovementSwitchBehavior", "Movement type %i", movementType);
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switch (movementType) {
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case 1:
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case 3:
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this->m_groundAction->Handle(context, bitStream, branch);
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break;
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case 2:
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this->m_jumpAction->Handle(context, bitStream, branch);
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break;
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case 3:
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this->m_fallingAction->Handle(context, bitStream, branch);
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break;
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case 4:
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this->m_doubleJumpAction->Handle(context, bitStream, branch);
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break;
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case 5:
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this->m_fallingAction->Handle(context, bitStream, branch);
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this->m_airAction->Handle(context, bitStream, branch);
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break;
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case 6:
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this->m_jetpackAction->Handle(context, bitStream, branch);
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break;
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default:
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this->m_groundAction->Handle(context, bitStream, branch);
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Game::logger->Log("MovementSwitchBehavior", "Invalid movement behavior type (%i)!", movementType);
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break;
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}
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}
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void MovementSwitchBehavior::Load() {
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this->m_groundAction = GetAction("ground_action");
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this->m_airAction = GetAction("air_action");
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if (!this->m_airAction) this->m_airAction = this->m_groundAction;
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this->m_doubleJumpAction = GetAction("double_jump_action");
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if (!this->m_doubleJumpAction) this->m_airAction = this->m_groundAction;
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this->m_fallingAction = GetAction("falling_action");
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if (!this->m_fallingAction) this->m_airAction = this->m_groundAction;
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this->m_groundAction = GetAction("ground_action");
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this->m_jetpackAction = GetAction("jetpack_action");
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if (!this->m_jetpackAction) this->m_airAction = this->m_groundAction;
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this->m_jumpAction = GetAction("jump_action");
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if (!this->m_jumpAction) this->m_airAction = this->m_groundAction;
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this->m_movingAction = GetAction("moving_action");
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if (!this->m_movingAction) this->m_airAction = this->m_groundAction;
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}
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@ -19,8 +19,6 @@ public:
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Behavior* m_jumpAction;
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Behavior* m_movingAction;
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/*
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* Inherited
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*/
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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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