Quote:
Originally Posted by ZeLpH_MyStiK
So I'm assuming once it's synced, client computers will do the addition of seconds and minutes and etc in a timeout loop? It's not accurate since the calculation will take cpu speed and throw off following loops. Plus, as Spark has said before, having a 24 hour clock will mean that half of your players will always play in the dark while the other half play in the light.
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Actually, timeout is running using the system clock, and is therefore pretty accurate regardless of the users CPU. As a general comparison, between my Intel Pentium3 450mhz, and my AMD AthlonXP 2600+ Barton, there is no discernable difference, and I think most people would agree that these are very different levels of CPU.
The calculation is not summing an ammount of seconds periodically anyway, it is always resalsculating the time from the stored offset, and the clientside timevar2. If we count the difference caused by the delay transmitting the offset back to the player as negligable, then the clock is acurate enough to create evolving day/night and weather effects. We can even creat extra snow in winter for example, by correctly identifying weather changes and simulating these as sinusoids (using the synced clock, with varying offsets and periods).
As for players playing in the dark, as weather and day/night are not central to the theme of Classic, users have the option to disable them (infact, for all players these effects are disabled by default).