Change Lobby timer
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@@ -33,20 +33,20 @@ Lobby::Lobby(Server* server) : m_Server(server), m_Timer(1000, std::bind(&Lobby:
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}
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void Lobby::Tick() {
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if (m_GameStarted || m_StartTimerTime == 0)
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if (m_GameStarted || m_StartTime == 0)
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return;
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if (utils::GetTime() - m_StartTimerTime >= LobbyWaitingTime) {
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if (utils::GetTime() >= m_StartTime) {
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m_Server->GetGame().NotifyListeners(&game::GameListener::OnGameBegin);
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m_GameStarted = true;
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return;
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}
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m_Timer.Update();
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//m_Timer.Update();
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}
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void Lobby::SendTimeRemaining() {
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protocol::UpdateLobbyTimePacket packet(LobbyWaitingTime - (utils::GetTime() - m_StartTimerTime)); // converting second to millis
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protocol::UpdateLobbyTimePacket packet(m_StartTime); // converting second to millis
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m_Server->BroadcastPacket(&packet);
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}
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@@ -56,7 +56,7 @@ void Lobby::OnPlayerJoin(std::uint8_t playerID) {
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utils::LOG("(Server) Player Joined Lobby !");
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m_Players.push_back(playerID);
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if (m_Players.size() == MIN_PLAYER_WAITING) { // start timer if a second player join the match
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m_StartTimerTime = utils::GetTime();
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m_StartTime = utils::GetTime() + static_cast<std::uint64_t>(LobbyWaitingTime);
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m_Timer.Reset();
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SendTimeRemaining();
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}
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@@ -73,9 +73,8 @@ void Lobby::OnPlayerLeave(std::uint8_t playerID) {
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m_Players.erase(it);
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if (m_Players.size() == 1) {
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protocol::UpdateLobbyTimePacket packet(0);
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m_Server->BroadcastPacket(&packet);
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m_StartTimerTime = 0; // reset timer if there is only one player left
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m_StartTime = 0; // reset timer if there is only one player left
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SendTimeRemaining();
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}
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}
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