Codechange: Split dates and timers into Economy and Calendar time (#10700)

This commit is contained in:
Tyler Trahan
2024-01-22 09:04:34 -05:00
committed by GitHub
parent 419f48dfb3
commit 735abfe111
65 changed files with 952 additions and 550 deletions

View File

@@ -132,7 +132,7 @@ void LinkGraphSchedule::SpawnAll()
* graph jobs by the number of days given.
* @param interval Number of days to be added or subtracted.
*/
void LinkGraphSchedule::ShiftDates(TimerGameCalendar::Date interval)
void LinkGraphSchedule::ShiftDates(TimerGameEconomy::Date interval)
{
for (LinkGraph *lg : LinkGraph::Iterate()) lg->ShiftDates(interval);
for (LinkGraphJob *lgj : LinkGraphJob::Iterate()) lgj->ShiftJoinDate(interval);
@@ -163,10 +163,10 @@ LinkGraphSchedule::~LinkGraphSchedule()
}
/**
* Pause the game if in 2 TimerGameCalendar::date_fract ticks, we would do a join with the next
* Pause the game if in 2 TimerGameEconomy::date_fract ticks, we would do a join with the next
* link graph job, but it is still running.
* The check is done 2 TimerGameCalendar::date_fract ticks early instead of 1, as in multiplayer
* calls to DoCommandP are executed after a delay of 1 TimerGameCalendar::date_fract tick.
* The check is done 2 TimerGameEconomy::date_fract ticks early instead of 1, as in multiplayer
* calls to DoCommandP are executed after a delay of 1 TimerGameEconomy::date_fract tick.
* If we previously paused, unpause if the job is now ready to be joined with.
*/
void StateGameLoop_LinkGraphPauseControl()
@@ -177,10 +177,10 @@ void StateGameLoop_LinkGraphPauseControl()
Command<CMD_PAUSE>::Post(PM_PAUSED_LINK_GRAPH, false);
}
} else if (_pause_mode == PM_UNPAUSED &&
TimerGameCalendar::date_fract == LinkGraphSchedule::SPAWN_JOIN_TICK - 2 &&
TimerGameCalendar::date.base() % (_settings_game.linkgraph.recalc_interval / CalendarTime::SECONDS_PER_DAY) == (_settings_game.linkgraph.recalc_interval / CalendarTime::SECONDS_PER_DAY) / 2 &&
TimerGameEconomy::date_fract == LinkGraphSchedule::SPAWN_JOIN_TICK - 2 &&
TimerGameEconomy::date.base() % (_settings_game.linkgraph.recalc_interval / EconomyTime::SECONDS_PER_DAY) == (_settings_game.linkgraph.recalc_interval / EconomyTime::SECONDS_PER_DAY) / 2 &&
LinkGraphSchedule::instance.IsJoinWithUnfinishedJobDue()) {
/* Perform check two TimerGameCalendar::date_fract ticks before we would join, to make
/* Perform check two TimerGameEconomy::date_fract ticks before we would join, to make
* sure it also works in multiplayer. */
Command<CMD_PAUSE>::Post(PM_PAUSED_LINK_GRAPH, true);
}
@@ -204,11 +204,11 @@ void AfterLoad_LinkGraphPauseControl()
*/
void OnTick_LinkGraph()
{
if (TimerGameCalendar::date_fract != LinkGraphSchedule::SPAWN_JOIN_TICK) return;
TimerGameCalendar::Date offset = TimerGameCalendar::date.base() % (_settings_game.linkgraph.recalc_interval / CalendarTime::SECONDS_PER_DAY);
if (TimerGameEconomy::date_fract != LinkGraphSchedule::SPAWN_JOIN_TICK) return;
TimerGameEconomy::Date offset = TimerGameEconomy::date.base() % (_settings_game.linkgraph.recalc_interval / EconomyTime::SECONDS_PER_DAY);
if (offset == 0) {
LinkGraphSchedule::instance.SpawnNext();
} else if (offset == (_settings_game.linkgraph.recalc_interval / CalendarTime::SECONDS_PER_DAY) / 2) {
} else if (offset == (_settings_game.linkgraph.recalc_interval / EconomyTime::SECONDS_PER_DAY) / 2) {
if (!_networking || _network_server) {
PerformanceMeasurer::SetInactive(PFE_GL_LINKGRAPH);
LinkGraphSchedule::instance.JoinNext();