Server Time Tracking Issue
#3

In my opinion, this is a bad way of doing it, with timers, I think it'll decrease server performance a lot as long as new players keep joining. I have a better way of doing it perhaps, check it out because I dunno if it works, however it should do:

pawn Код:
enum PLAYER_SPENT_TIME_STRUCT
{
    connectedAtHr, // When did this player connect to our server (hour)?
    connectedAtMin, // ~ ~ ~ minute ~ ~ ~
    connectedAtSec  // ~ ~ ~ second ~ ~ ~
}

new PlayerConnectedTime[MAX_PLAYERS][PLAYER_SPENT_TIME_STRUCT];

public OnPlayerConnect()
{
    // Update player new time
    // gettime gets the current time in hours, minutes and seconds
    // So this is when they connected
    gettime(PlayerConnectedTime[playerid][connectedAtHr], PlayerConnectedTime[playerid][connectedAtMin], PlayerConnectedTime[playerid][connectedAtSec]);
    return 1;
}

public OnPlayerDisconnect()
{
    // Now they're leaving the server
    // Let's see the difference between time now and time when they connected
    // Yes, we can do that as we've saved it in the PlayerConnectedTime variables
    new curHr, curMin, curSec;
    gettime(curHr, curMin, curSec);
    new newHrs, newMins, newSecs;
    newHrs = curHr - PlayerConnectedTime[playerid][connectedAtHr];
    newSecs = curSec - PlayerConnectedTime[playerid][connectedAtSec];
    newMins = curMin - PlayerConnectedTime[playerid][connectedAtMin];
    // Now newHrs, newMins, newSecs is the newly spent time
    // Do whatever you want with them!
    return 1;
}
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Messages In This Thread
Server Time Tracking Issue - by BR3TT - 14.06.2015, 00:23
Re: Server Time Tracking Issue - by J0sh... - 14.06.2015, 00:31
Re: Server Time Tracking Issue - by [KHK]Khalid - 14.06.2015, 02:45
Re: Server Time Tracking Issue - by Yashas - 14.06.2015, 04:18
Re: Server Time Tracking Issue - by BR3TT - 14.06.2015, 07:15
Re: Server Time Tracking Issue - by [KHK]Khalid - 14.06.2015, 14:00
Re: Server Time Tracking Issue - by Yashas - 14.06.2015, 15:51

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