Replaced time(NULL) on sGameTime.GetGameTime() this is used for better performance.
Original Timer.h divided into 2 parts. Shared project has no need to know about GameTime Singleton. 2 Identical structures with different types are now replaced with one generic templated structure and 2 typedefs. --HG-- branch : trunk
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@@ -32,6 +32,7 @@
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#include "Item.h"
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#include "Language.h"
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#include "Log.h"
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#include "TimeMgr.h"
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#include "ProgressBar.h"
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#include <vector>
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@@ -183,7 +184,7 @@ void AuctionHouseMgr::SendAuctionSalePendingMail(AuctionEntry * auction)
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std::ostringstream msgAuctionSalePendingBody;
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uint32 auctionCut = auction->GetAuctionCut();
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time_t distrTime = time(NULL) + sWorld.getConfig(CONFIG_MAIL_DELIVERY_DELAY);
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time_t distrTime = sGameTime.GetGameTime() + sWorld.getConfig(CONFIG_MAIL_DELIVERY_DELAY);
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msgAuctionSalePendingBody.width(16);
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msgAuctionSalePendingBody << std::right << std::hex << auction->bidder;
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@@ -499,7 +500,7 @@ AuctionHouseEntry const* AuctionHouseMgr::GetAuctionHouseEntry(uint32 factionTem
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void AuctionHouseObject::Update()
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{
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time_t curTime = sWorld.GetGameTime();
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time_t curTime = sGameTime.GetGameTime();
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///- Handle expired auctions
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// If storage is empty, no need to update. next == NULL in this case.
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@@ -683,7 +684,7 @@ bool AuctionEntry::BuildAuctionInfo(WorldPacket & data) const
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data << uint32(bid ? GetAuctionOutBid() : 0);
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//minimal outbid
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data << uint32(buyout); //auction->buyout
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data << uint32((expire_time-time(NULL))*IN_MILISECONDS);//time left
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data << uint32((expire_time-sGameTime.GetGameTime())*IN_MILISECONDS);//time left
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data << uint64(bidder) ; //auction->bidder current
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data << uint32(bid); //current bid
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return true;
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