diff --git a/src/linkgraph/linkgraphschedule.cpp b/src/linkgraph/linkgraphschedule.cpp --- a/src/linkgraph/linkgraphschedule.cpp +++ b/src/linkgraph/linkgraphschedule.cpp @@ -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::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::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();