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https://github.com/ACEmulator/ACE
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* Remove duplicate Timer from Physics.Common
* Clean up ACE.Common.Time and its usages
* WorldObject: Fix CreationTimestamp
* Remove PhysicsTimer which was just a class wrapping a double
* WorldManager.UpdateWorld Stopwatch Usage change
Before we were calculating the elapsed seconds manually with this:
(double)worldTickTimer.ElapsedTicks / Stopwatch.Frequency
The stopwatch can already do this for us via this:
worldTickTimer.Elapsed.TotalSeconds
* WorldManager UpdateWorld Summary improvement
* DateTime based tick removed from Tick() arguments
* No need to pass DateTime.UtcNow.Ticks to Session.Tick
* LastMovementBroadcastTicks was obsolete
Probably souldn't be referencing WorldManager.PortalYearTicks as well.
If we need this in the future, it's probably better to reference DateTime.UtcNow or Time.GetUnixTime()
* Fix WorldObject.Tick() overhead
* Revert "WorldObject: Fix CreationTimestamp"
This reverts commit 457bebc48e.
* PhysicsTimer stuff
Move the Timer back to the Physics namespace and rename it PhysicsTimer
Change some references from PhysicsTimer to DateTime.UtcNow
* timeBeginPeriod and timeEndPeriod added for Windows to improve timer resolution
* ServerManager Shutdown was using 100% cpu
* Fix the usage of CreationTimestamp
* CharacterHandler should not be setting default values. Player ctor should.
* EmoteManager switched from PhysicsTimer to DateTime.UtcNow
* Use PropertyInt and not PropertyFloat for LoginTimestamp
* Fix Session GetAll() to also include sessions that are at the character selections creen
23 lines
466 B
C#
23 lines
466 B
C#
using System;
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using ACE.Entity;
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using ACE.Server.WorldObjects;
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namespace ACE.Server.Entity
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{
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public class QueuedEmote
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{
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public Emote Data;
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public WorldObject Target;
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public DateTime ExecuteTime;
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public QueuedEmote() { }
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public QueuedEmote(Emote data, WorldObject target, DateTime executeTime)
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{
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Data = data;
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Target = target;
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ExecuteTime = executeTime;
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}
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}
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}
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