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EQTime will now save to the DB once every 10 real world minutes.
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17bbd8dfbe
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@ -349,6 +349,8 @@ int main(int argc, char** argv) {
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time_t realtime;
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eqTime = database.LoadTime(realtime);
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zoneserver_list.worldclock.SetCurrentEQTimeOfDay(eqTime, realtime);
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Timer EQTimeTimer(600000);
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EQTimeTimer.Start(600000);
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Log.Out(Logs::General, Logs::World_Server, "Loading launcher list..");
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launcher_list.LoadList();
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@ -473,6 +475,16 @@ int main(int argc, char** argv) {
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database.PurgeExpiredInstances();
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}
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if (EQTimeTimer.Check())
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{
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TimeOfDay_Struct tod;
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zoneserver_list.worldclock.GetCurrentEQTimeOfDay(time(0), &tod);
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if (!database.SaveTime(tod.minute, tod.hour, tod.day, tod.month, tod.year))
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Log.Out(Logs::General, Logs::World_Server, "Failed to save eqtime.");
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else
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Log.Out(Logs::General, Logs::World_Server, "EQTime successfully saved.");
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}
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//check for timeouts in other threads
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timeout_manager.CheckTimeouts();
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loginserverlist.Process();
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@ -522,10 +534,6 @@ int main(int argc, char** argv) {
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void CatchSignal(int sig_num) {
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Log.Out(Logs::General, Logs::World_Server,"Caught signal %d",sig_num);
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TimeOfDay_Struct eqTime;
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zoneserver_list.worldclock.GetCurrentEQTimeOfDay(time(0), &eqTime);
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if (!database.SaveTime(eqTime.minute, eqTime.hour, eqTime.day, eqTime.month, eqTime.year))
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Log.Out(Logs::General, Logs::World_Server, "Failed to save eqtime.");
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RunLoops = false;
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}
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