Change: Use seconds for Linkgraph update settings (#10610)
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@@ -37,7 +37,7 @@ LinkGraphJob::LinkGraphJob(const LinkGraph &orig) :
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* This is on purpose. */
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link_graph(orig),
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settings(_settings_game.linkgraph),
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join_date(_date + _settings_game.linkgraph.recalc_time),
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join_date(_date + (_settings_game.linkgraph.recalc_time / SECONDS_PER_DAY)),
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job_completed(false),
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job_aborted(false)
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{
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@@ -178,7 +178,7 @@ void StateGameLoop_LinkGraphPauseControl()
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}
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} else if (_pause_mode == PM_UNPAUSED &&
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_date_fract == LinkGraphSchedule::SPAWN_JOIN_TICK - 2 &&
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_date % _settings_game.linkgraph.recalc_interval == _settings_game.linkgraph.recalc_interval / 2 &&
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_date % (_settings_game.linkgraph.recalc_interval / SECONDS_PER_DAY) == (_settings_game.linkgraph.recalc_interval / SECONDS_PER_DAY) / 2 &&
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LinkGraphSchedule::instance.IsJoinWithUnfinishedJobDue()) {
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/* Perform check two _date_fract ticks before we would join, to make
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* sure it also works in multiplayer. */
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@@ -205,10 +205,10 @@ void AfterLoad_LinkGraphPauseControl()
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void OnTick_LinkGraph()
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{
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if (_date_fract != LinkGraphSchedule::SPAWN_JOIN_TICK) return;
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Date offset = _date % _settings_game.linkgraph.recalc_interval;
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Date offset = _date % (_settings_game.linkgraph.recalc_interval / SECONDS_PER_DAY);
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if (offset == 0) {
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LinkGraphSchedule::instance.SpawnNext();
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} else if (offset == _settings_game.linkgraph.recalc_interval / 2) {
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} else if (offset == (_settings_game.linkgraph.recalc_interval / SECONDS_PER_DAY) / 2) {
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if (!_networking || _network_server) {
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PerformanceMeasurer::SetInactive(PFE_GL_LINKGRAPH);
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LinkGraphSchedule::instance.JoinNext();
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