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SRL run times

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May 2nd, 2013
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  1. database related question:
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  3. how do you store run times?
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  5. issues:
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  7. - most runs will be in terms of seconds
  8. - sometimes you will want to break a tie or time your run more accurately, to the frame. this would allow either centiseconds or milliseconds
  9. - if two runs tie at the same second, but one was timed more accurately, we want to assume the untimed one is .999 and loses to the accurate timed run
  10. - sometimes there will be multiple timing methods for a game -- for example "Game Time". Game Time sometimes goes by minutes, sometimes by seconds, and sometimes centiseconds/milliseconds.
  11. - for PC runs you may want to time the run without loads. In this case it would probably always use centiseconds/milliseconds.
  12. - we don't want to do stupid stuff like put 2:31:00 game time for a game that only tracks minutes. We'd rather put 2:31.
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  14. now, how do you store the run times in the database?
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