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fix: Moving from ticks to ms to better handle all server environments - #34
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Description
This PR refactors the
TaskSchedulerabstraction to use milliseconds (long delayMs,long periodMs) instead of ticks across the entire project. This change addresses a critical bug in the Velocity implementation where tasks were running instantly due to integer division errors.Key Changes
Fixed Velocity Scheduling Bug:
ticks / 20). If a delay was less than 20 ticks (1 second), the result was0, causing tasks to run immediately in a tight loop.TimeUnit.MILLISECONDS.Standardized Time Units:
TaskSchedulerinterface now enforces milliseconds as the standard unit of time. This removes ambiguity between "game ticks" (20/sec) and real-time, which is crucial for proxy platforms (Velocity/BungeeCord) that do not operate on a standard game loop.Platform Implementation Updates:
ms / 50) for compatibility with their internal schedulers.Service Updates:
DatabaseServicenow uses a clearRETRY_DELAY_MS = 30000Lconstant instead of calculating ticks, ensuring consistent retry behavior across all platforms.