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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+1
-7
@@ -26,7 +26,7 @@
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#define __WORLD_H
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#include "Common.h"
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#include "Timer.h"
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#include "TimeMgr.h"
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#include "Policies/Singleton.h"
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#include "SharedDefines.h"
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#include "ace/Atomic_Op.h"
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@@ -516,12 +516,6 @@ class World
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/// Get the path where data (dbc, maps) are stored on disk
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std::string GetDataPath() const { return m_dataPath; }
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/// When server started?
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time_t const& GetStartTime() const { return m_startTime; }
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/// What time is it?
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time_t const& GetGameTime() const { return m_gameTime; }
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/// Uptime (in secs)
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uint32 GetUptime() const { return uint32(m_gameTime - m_startTime); }
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/// Update time
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uint32 GetUpdateTime() const { return m_updateTime; }
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void SetRecordDiffInterval(int32 t) { if(t >= 0) m_configs[CONFIG_INTERVAL_LOG_UPDATE] = (uint32)t; }
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