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  #1  
Old 07-31-2007, 11:11 PM
HolySheepy HolySheepy is offline
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Clientsided Time Calculation

Hi,

uhm so i had a discussion with that weird coreys guy right now...(he's really weird lol)

now i told him how i calculate the time, using the clients, not calculating it on the serv
i was like i use this.timevar5, thats the timevar2 of the serv, he sends it to the players
the clients then do the time calculating
no he was like "WTF THATS NO GLOBALTIME!"
and im like "uhm why not?"
hes like "cause its clientside, it will be different at different times for different people"
and im like "why would it be different? they all use the same formula"
and hes like again "CAUSE
IT'S
FKIN
CLIENTSIDE"

uhm... well so can anyone tell me what he meant(he quit, after calling me an idiot & telling me to stop scripting)
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  #2  
Old 07-31-2007, 11:42 PM
DustyPorViva DustyPorViva is offline
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Hmm, I'm not really sure, timevar I believe has different values depending if it's clientside or serverside, but timevar2 is the time since some 1970 date or something :o so it's independent of anything clientside. I'll test it out though.
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Old 07-31-2007, 11:48 PM
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Way to include the very last part of the conversation when I had gotten frustrated with your lack of intelligence.
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  #4  
Old 07-31-2007, 11:56 PM
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Anyways, here's the results. I was wrong:

Serverside Timevar: 40974023
Serverside Timevar2: 1185918933.553539991
Clientside Timevar: 40974023
Clientside Timevar2: 437.106929791

It looks like this means if you use timevar2 on the clientside for a time system, people will get different times.
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  #5  
Old 08-01-2007, 12:04 AM
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HolySheepy, you were suggesting doing this sort of thing clientside...
PHP Code:
function onTimeOut() {
  
this.tvar++;
  
setTimer(1);

And saying that that would be the same for everyone...

And even still, timevar2 isn't the same clientside as it is serverside.

Edit: btw, Stan called you an idiot, not me.
Also, why are you using timevar2 for a clock for a server that isn't using realtime?
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*SlikRick: so should I even ask about your aim status?
*Xor: well if you want to
*Xor: but i am LARPING
*SlikRick: While on a computer?
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*Xor: in my living room
*SlikRick: ahh
*Xor: i have a fort setup to hide from beasts
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  #6  
Old 08-01-2007, 12:07 AM
DustyPorViva DustyPorViva is offline
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Ya, that won't work.
You could do something similar in a database NPC, and access findNPC("timeNPC").this.tvar or such... but ya, timevar/timevar2 is the simplest way to do it. Making your own variables is unneeded really.
Hell, you could even go as far as grabbing Timevar2 from the serverside on the onCreated, and then manually add time onto it clientside, and sync it every minute or so, to keep traffic to the serverside, then back to the clientside, down.

EDIT: Just noticed your edit, timevar2 is useful because it's updated by the nanoseconds, compared to timevar which is just updated 1 every 5 seconds.

Last edited by DustyPorViva; 08-01-2007 at 12:21 AM..
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  #7  
Old 08-01-2007, 04:34 AM
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timevar2 is useful if you want to check the time between two things (like a double tap of a key) and for realtime, but not for a world clock that goes through a day in 6 hours.
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*SlikRick: so should I even ask about your aim status?
*Xor: well if you want to
*Xor: but i am LARPING
*SlikRick: While on a computer?
*Xor: yes
*Xor: in my living room
*SlikRick: ahh
*Xor: i have a fort setup to hide from beasts
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  #8  
Old 08-01-2007, 05:31 AM
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It's good if you want to show time that doesn't update every 5 seconds. I personally like my time systems to be a little faster than that. I like to make my system where 1 second = 1 minute in the game.
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  #9  
Old 08-01-2007, 06:39 AM
Rapidwolve Rapidwolve is offline
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How is timevar defined?

Also timevar2 clientside is your system time, on serverside it is the server's time.
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  #10  
Old 08-01-2007, 06:47 AM
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Quote:
Originally Posted by Rapidwolve View Post
How is timevar defined?

Also timevar2 clientside is your system time, on serverside it is the server's time.
I found it to be the time your client has been opened for on Windows...
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  #11  
Old 08-01-2007, 06:55 AM
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Hmm, would you be able to take the serverside timevar2, and compare it to the clientside timevar2, to have a timevar that is the same for all players, without having to constantly access it from serverside?
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  #12  
Old 08-01-2007, 07:49 AM
HolySheepy HolySheepy is offline
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well as i said earlier in the conversation i use this.timevar5 to calc, it the server sends his timevar2 to the players, they set it to this.timevar5, resend from the serv like ever 5 minutes, even with my kinda slow pc that would be only 1-2 minutes difference in est time :P
well im planning to use the timevar2 from the serv as a starting point for the players timevar2 instead of using this.timevar5

still its about the same time for everyone, and now dont tell me every clock in reallife shows the exactly same time..

so basically every client uses the same formula with the same variable for calculation, thats like saying if you have 30 calculators and input 4+5 in everyone some wont return 9
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Old 08-01-2007, 08:08 AM
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How about we just demand timevar3? Graal 3d gets it: why not add it for us?

For those who don't know, timevar3 is synchronized between server and client.
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Old 08-01-2007, 08:15 AM
HolySheepy HolySheepy is offline
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well, you can demand, i dont think you will get it
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  #15  
Old 08-01-2007, 08:19 AM
coreys coreys is offline
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He's Twinny. He get what he wants.
Or else.
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Quote:
*SlikRick: so should I even ask about your aim status?
*Xor: well if you want to
*Xor: but i am LARPING
*SlikRick: While on a computer?
*Xor: yes
*Xor: in my living room
*SlikRick: ahh
*Xor: i have a fort setup to hide from beasts
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  #16  
Old 08-01-2007, 08:33 AM
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Quote:
Originally Posted by coreys View Post
He's Twinny. He get what he wants.
Or else.
Doubt it. Seems common perception that I'm a Graal terrorist. I probably can't request anything now .
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  #17  
Old 08-01-2007, 09:21 AM
coreys coreys is offline
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Well that's just stupid.
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Quote:
*SlikRick: so should I even ask about your aim status?
*Xor: well if you want to
*Xor: but i am LARPING
*SlikRick: While on a computer?
*Xor: yes
*Xor: in my living room
*SlikRick: ahh
*Xor: i have a fort setup to hide from beasts
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  #18  
Old 08-01-2007, 10:49 AM
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On Windows, timevar2 is the number of seconds since the client was opened.
On Linux/Mac, it is the number of seconds since 1st January 1970 (see UNIX time).

On the serverside, timevar2 is representing the time in France I guess, while on the clientside on Linux/Mac, it is representing the local timezone.

If it is important that your time is the same for every user, then run your calculations serverside, since Linux/Mac users will get time relevant to their timezone, and Windows users will get something altogether completely different.
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  #19  
Old 08-01-2007, 11:11 AM
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This will let you have the accuracy of timevar2, while keeping your time the same as everyone elses(though I haven't tested it with others to compare the time).

PHP Code:
function onActionserverside() {
  if (
params[0]=="getdiff") {
    
temp.timedifference=timevar2-params[1];
    
triggerclient("gui",name,"senddiff",temp.timedifference);
  }
}


//#CLIENTSIDE

function onCreated() {
  
triggerserver("gui",name,"getdiff",timevar2);
}

function 
onActionclientside() {
  if (
params[0]=="senddiff") {
    
this.timedifference=params[1];
    
onTimeout();
  }
}

function 
onTimeout() {
  
temp.time=timevar2+this.timedifference;

  
setTimer(0.05);


Last edited by DustyPorViva; 08-01-2007 at 12:12 PM..
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  #20  
Old 08-01-2007, 12:09 PM
xXziroXx xXziroXx is offline
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Geez, just have a serversided DB calculate the time every second and set it as serverr variable(s) then have the clientsided system read those
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  #21  
Old 08-01-2007, 12:11 PM
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serverside variables are the bane!!!!
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Old 08-01-2007, 12:17 PM
Skyld Skyld is offline
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Quote:
Originally Posted by DustyPorViva View Post
serverside variables are the bane!!!!
What?
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Old 08-01-2007, 12:18 PM
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Nothing, I just try to avoid server.variables as I've always been told they can 'cause a bit of lag or some such when they pile up.
Either way I don't see the need of constantly transferring serverside timevar2 when you can just sync it with the clientside timevar2
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Old 08-01-2007, 12:21 PM
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Quote:
Originally Posted by DustyPorViva View Post
Nothing, I just try to avoid server.variables as I've always been told they can 'cause a bit of lag or some such when they pile up.
Either way I don't see the need of constantly transferring serverside timevar2 when you can just sync it with the clientside timevar2
There is no problem using serverr. variables when scripts on the clientside are actually making use of them. However, you should think about what information really needs to be sent over to the clientside for regular use, and not use serverr. variables for things that you can put into database NPCs, for example.
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Old 08-01-2007, 04:56 PM
HolySheepy HolySheepy is offline
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im avoiding servside timeouts because i was told they lag xP
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Old 08-01-2007, 08:38 PM
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Quote:
Originally Posted by HolySheepy View Post
im avoiding servside timeouts because i was told they lag xP
...Only when you're doing a very large amount of work every .05 seconds...

And Dusty, why bother doing that if you can just do everything serverside in a DB NPC or a weapon.

PHP Code:
function onCreated() {
  
getTime();
  
timeFlags();
  
onTimeOut();
}
function 
onTimeOut() {
  
getTime();
  
timeFlags();
  
setTimer(1);
}
function 
getTime() {
  
this.t_var int(timevar2); 
  
this.t_second int(this.t_var%60); 
  
this.t_minute int((this.t_var/60)%60); 
  
this.t_hour int(((this.t_var/60)/60)%24); 
}
function 
timeFlags() {{
  
serverr.time.second this.t_second;
  
serverr.time.minute this.t_minute;
  
serverr.time.hour this.t_hour;
  
serverr.time.stamp getTimeStamp();
}
public function 
getTimeStamp() {
  if (
serverr.time.second == NULL
    
temp.second "0";
  else 
    
temp.second serverr.time.second;
  if (
serverr.time.minute == NULL
    
temp.minute "0";
  else 
    
temp.minute serverr.time.minute;
    
  if (
serverr.time.hour == NULL) {
    
temp.hour 12;
    
temp.hour temp.hour ":" temp.minute ":" temp.second "AM";
  }
  
  else if (
serverr.time.hour 12) {
    
temp.hour serverr.time.hour-12;
    
temp.hour temp.hour ":" temp.minute ":" temp.second "PM";
  }
  
  else 
temp.hour serverr.time.hour ":" temp.minute ":" temp.second "AM";
  
temp.timestamp serverr.time.month SPC serverr.time.day ", " serverr.time.year SPC temp.hour SPC "CST";
  
  return 
temp.timestamp;

Ziro originally showed me how to do those time calculations, but I lost 'em a while back and I had to figure it out on my own.

Anyways...
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*SlikRick: so should I even ask about your aim status?
*Xor: well if you want to
*Xor: but i am LARPING
*SlikRick: While on a computer?
*Xor: yes
*Xor: in my living room
*SlikRick: ahh
*Xor: i have a fort setup to hide from beasts
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  #27  
Old 08-01-2007, 08:44 PM
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Because then there's no need to transfer data between the client and server. The way I did it, the only time information is sent is once, from then on it uses comparison to retrieve the same time as everyone else, all on the clientside.
It's just more convenient to have something like the time on the clientside for fast and smooth access, since most things related to time(seteffect, lights) are on the clientside.
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Old 08-01-2007, 10:52 PM
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Serverside timeouts are 0.1 seconds minimum.
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Old 08-01-2007, 10:58 PM
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Quote:
Originally Posted by Inverness View Post
Serverside timeouts are 0.1 seconds minimum.
Everyone's been telling me 0.5. -/-
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Old 08-01-2007, 11:09 PM
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Quote:
Originally Posted by DustyPorViva View Post
Because then there's no need to transfer data between the client and server. The way I did it, the only time information is sent is once, from then on it uses comparison to retrieve the same time as everyone else, all on the clientside.
It's just more convenient to have something like the time on the clientside for fast and smooth access, since most things related to time(seteffect, lights) are on the clientside.
Serverr. strings never actually gets transfered between the client and the server, they are just serversided variables that can be read on the clientside.

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Serverside timeouts are 0.1 seconds minimum.
Correct.

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Everyone's been telling me 0.5. -/-
Wrong.
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  #31  
Old 08-01-2007, 11:15 PM
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Eh, either way I'd rather keep it all on the clientside and avoid serverr's, but I guess to each their own.
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Old 08-02-2007, 01:24 AM
Codein Codein is offline
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Quote:
Originally Posted by killerogue View Post
Everyone's been telling me 0.5. -/-
There's a difference between how fast a timeout can go and how fast a timeout should need to go.

I read on the wiki that a serverside timeout shouldn't need to go faster than 0.5 but it's always been common knowledge to me that the limit is 0.1 =P
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