ID:2025598
 
BYOND Version:509
Operating System:Linux
Web Browser:Chrome 48.0.2564.82
Applies to:Dream Daemon
Status: Open

Issue hasn't been assigned a status value.
Super minor thing, probably just needs the ref tweaking to read a week instead of a day.

Descriptive Problem Summary: The ref for time2text() states that values in the range 0 to 864000 (1 day) are treated as relative to the current day; in actuality, values up to 6048000 (7 days) are treated as such.

Numbered Steps to Reproduce Problem:
1. Call time2text() on a number between 864000 and 6048000, expecting a date somewhere in 2000.
2. Get a date somewhere in the next week instead.

Code Snippet (if applicable) to Reproduce Problem:
/world/New()
// Wed Jan 27 23:59:59 2016
world.log << "[time2text( 863999)]"

// Expected: Mon Jan 2 03:46:40 2000
// Actual: Thu Jan 28 03:46:40 2016
world.log << "[time2text(1000000)]"

// Expected: Fri Jan 7 23:59:59 2000
// Actual: Tue Feb 2 23:59:59 2016
world.log << "[time2text(6047999)]"

// Sat Jan 8 00:00:00 2000
world.log << "[time2text(6048000)]"


Expected Results: Values representing up to a day of time are treated as relative to the current day; other values are treated as relative to 2000-01-01 00:00:00.

Actual Results: Values representing up to a week of time are treated as relative to the current day; other values are treated as relative to 2000-01-01 00:00:00.

Does the problem occur:
Every time? Or how often? Every time.
In other games? N/A.
In other user accounts? Unknown.
On other computers? Unknown.

When does the problem NOT occur? N/A

Did the problem NOT occur in any earlier versions? If so, what was the last version that worked? Unknown

Workarounds: None.

I'd say this isn't a documentation error but an actual time2text() bug, the reason for the difference is because of the usage of world.timeofday and world.realtime, the one-day thing is for timeofday which shouldn't ever be more than a day old at any point.

Have you tried using those variables with and offset to be sure there's not some sneaky stuff behind the scenes that changes how it works depending on which variable you use? (I doubt it, but you never know)