Adjust server raid time calculations to match client (!202)
This change brings the server in raid time calculation (accelerated time/time you see when choosing a map) to parity with the client. The time returned by `getInRaidTime()` effectively is the same, but the server can stop using `acceleration - 1` and the adjacent comment has an answer. ----- The Tarkov client calculates current raid time via the following formula in `Session.GetCurrentLocationTime()`: `In Raid Time = Today's Date + Connection Time + Time Since Client Connection * Acceleration` The server currently uses the following: `In Raid Time = Current Date and Time + Time Since Client Connection * (Acceleration - 1)` The `Current Time` and `-1` used in the server calculation effectively cancel each other out if `acceleration > 1`. Removing both should have no effect on the calculated time (not date). The client side using `Today's Date + Connection Time` is kinda weird. Using `acceleration = 1`, you'd see the calculated date move 2 days after 24 hours. That said, I don't see the date portion of the raid time being used, so that might not matter. Either way, I've matched the formula to avoid any edge cases causing desync. Co-authored-by: OkaMoez <43766412+OkaMoez@users.noreply.github.com> Reviewed-on: https://dev.sp-tarkov.com/SPT-AKI/Server/pulls/202 Co-authored-by: OkaMoez <okamoez@noreply.dev.sp-tarkov.com> Co-committed-by: OkaMoez <okamoez@noreply.dev.sp-tarkov.com>
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@ -71,9 +71,16 @@ export class WeatherGenerator
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.getValue<number>();
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// Get delta between now and when client connected to server in milliseconds
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const deltaMSFromNow = Date.now() - gameStartTimeStampMS;
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const acceleratedMS = deltaMSFromNow * (this.weatherConfig.acceleration - 1); // For some reason nodejs moves faster than client time, reducing acceleration by 1 when client is 7 helps
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const clientAcceleratedDate = new Date(currentDate.valueOf() + acceleratedMS);
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const deltaMSFromNow = currentDate.getTime() - gameStartTimeStampMS;
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const acceleratedMS = deltaMSFromNow * (this.weatherConfig.acceleration);
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// Match client side time calculations which start from the current date + connection time, not current time
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const locationTime = new Date(gameStartTimeStampMS);
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locationTime.setFullYear(currentDate.getFullYear());
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locationTime.setMonth(currentDate.getMonth());
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locationTime.setDate(currentDate.getDate());
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const clientAcceleratedDate = new Date(locationTime.getTime() + acceleratedMS);
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return clientAcceleratedDate;
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}
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