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[Client] Add option to use game time in game log timestamps (#7265)
* [Client] Add option to use game time in game log timestamps (#2202) Game log timestamps showed the local clock time, which is meaningless in a replay or in a log read after the fact — nobody can tell when a play happened relative to the game. Add a "Use game time instead of local time in game logs" setting. When enabled, the message log stamps entries with the elapsed game time (HH:MM:SS since the game started); regular chat views keep the local clock. * [Game] Move formatElapsedTime helper out of public slots (#2202) The message log needs the HH:MM:SS formatter used by the game timer, but it lives in GameState's public slots, tying a pure formatting helper to the signal-slot machinery. Move formatElapsedTime into a public section of GameState so the log can call it directly, and add the missing trailing newline to game_state.cpp. --------- Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
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12 changed files with 68 additions and 12 deletions
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@ -110,6 +110,11 @@ public:
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return hostId;
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}
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int getSecondsElapsed() const
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{
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return secondsElapsed;
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}
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signals:
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void updateTimeElapsedLabel(QString newTime);
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void gameStarted(bool resuming);
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@ -121,6 +126,9 @@ public slots:
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void incrementGameTime();
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void setGameTime(int _secondsElapsed);
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public:
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static QString formatElapsedTime(int _secondsElapsed);
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private:
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QTimer *gameTimer;
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int secondsElapsed;
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