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Common::Timer: use chrono::steady_clock internally
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@ -240,9 +240,10 @@ void NetPlayServer::ThreadFunc()
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while (m_do_loop)
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{
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// update pings every so many seconds
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if ((m_ping_timer.GetTimeElapsed() > 1000) || m_update_pings)
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if ((m_ping_timer.ElapsedMs() > 1000) || m_update_pings)
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{
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m_ping_key = Common::Timer::GetTimeMs();
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// only used as an identifier, not time value, so truncation is fine
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m_ping_key = static_cast<u32>(Common::Timer::NowMs());
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sf::Packet spac;
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spac << MessageID::Ping;
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@ -951,7 +952,8 @@ unsigned int NetPlayServer::OnData(sf::Packet& packet, Client& player)
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case MessageID::Pong:
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{
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const u32 ping = (u32)m_ping_timer.GetTimeElapsed();
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// truncation (> ~49 days elapsed) should never happen here
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const u32 ping = static_cast<u32>(m_ping_timer.ElapsedMs());
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u32 ping_key = 0;
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packet >> ping_key;
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@ -1459,7 +1461,8 @@ bool NetPlayServer::StartGame()
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m_timebase_by_frame.clear();
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m_desync_detected = false;
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std::lock_guard lkg(m_crit.game);
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m_current_game = Common::Timer::GetTimeMs();
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// only used as an identifier, not time value, so truncation is fine
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m_current_game = static_cast<u32>(Common::Timer::NowMs());
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// no change, just update with clients
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if (!m_host_input_authority)
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