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https://github.com/TrinityCore/TrinityCore.git
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Get rid of Trinity Singleton and Threading patterns and replace them with ACE_Singletons and ACE_GUARD_x macro´s with ACE_Thread_Mutex´es respectively.
Also get rid of unused CountedReference class that used Trinity threading pattern. --HG-- branch : trunk
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@@ -325,7 +325,7 @@ void Map::DeleteFromWorld(T* obj)
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template<>
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void Map::DeleteFromWorld(Player* pl)
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{
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ObjectAccessor::Instance().RemoveObject(pl);
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sObjectAccessor.RemoveObject(pl);
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delete pl;
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}
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@@ -334,7 +334,7 @@ Map::EnsureGridCreated(const GridPair &p)
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{
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if (!getNGrid(p.x_coord, p.y_coord))
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{
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Guard guard(*this);
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ACE_GUARD(ACE_Thread_Mutex, Guard, Lock);
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if (!getNGrid(p.x_coord, p.y_coord))
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{
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sLog.outDebug("Creating grid[%u,%u] for map %u instance %u", p.x_coord, p.y_coord, GetId(), i_InstanceId);
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@@ -395,7 +395,7 @@ bool Map::EnsureGridLoaded(const Cell &cell)
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loader.LoadN();
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// Add resurrectable corpses to world object list in grid
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ObjectAccessor::Instance().AddCorpsesToGrid(GridPair(cell.GridX(),cell.GridY()),(*grid)(cell.CellX(), cell.CellY()), this);
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sObjectAccessor.AddCorpsesToGrid(GridPair(cell.GridX(),cell.GridY()),(*grid)(cell.CellX(), cell.CellY()), this);
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setGridObjectDataLoaded(true,cell.GridX(), cell.GridY());
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return true;
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@@ -828,7 +828,7 @@ bool Map::RemoveBones(uint64 guid, float x, float y)
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{
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if (IsRemovalGrid(x, y))
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{
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Corpse * corpse = ObjectAccessor::Instance().GetObjectInWorld(GetId(), x, y, guid, (Corpse*)NULL);
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Corpse * corpse = sObjectAccessor.GetObjectInWorld(GetId(), x, y, guid, (Corpse*)NULL);
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if (corpse && corpse->GetTypeId() == TYPEID_CORPSE && corpse->GetType() == CORPSE_BONES)
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corpse->DeleteBonesFromWorld();
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else
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@@ -2069,7 +2069,7 @@ void Map::SendInitSelf(Player * player)
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void Map::SendInitTransports(Player * player)
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{
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// Hack to send out transports
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MapManager::TransportMap& tmap = MapManager::Instance().m_TransportsByMap;
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MapManager::TransportMap& tmap = sMapMgr.m_TransportsByMap;
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// no transports at map
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if (tmap.find(player->GetMapId()) == tmap.end())
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@@ -2096,7 +2096,7 @@ void Map::SendInitTransports(Player * player)
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void Map::SendRemoveTransports(Player * player)
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{
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// Hack to send out transports
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MapManager::TransportMap& tmap = MapManager::Instance().m_TransportsByMap;
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MapManager::TransportMap& tmap = sMapMgr.m_TransportsByMap;
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// no transports at map
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if (tmap.find(player->GetMapId()) == tmap.end())
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@@ -2196,7 +2196,7 @@ void Map::RemoveAllObjectsInRemoveList()
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{
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case TYPEID_CORPSE:
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{
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Corpse* corpse = ObjectAccessor::Instance().GetCorpse(*obj, obj->GetGUID());
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Corpse* corpse = sObjectAccessor.GetCorpse(*obj, obj->GetGUID());
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if (!corpse)
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sLog.outError("Tried to delete corpse/bones %u that is not in map.", obj->GetGUIDLow());
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else
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@@ -2408,7 +2408,7 @@ bool InstanceMap::Add(Player *player)
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// Is it needed?
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{
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Guard guard(*this);
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ACE_GUARD_RETURN(ACE_Thread_Mutex, guard, Lock, false);
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// Check moved to void WorldSession::HandleMoveWorldportAckOpcode()
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//if (!CanEnter(player))
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//return false;
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@@ -2733,7 +2733,7 @@ bool BattleGroundMap::CanEnter(Player * player)
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bool BattleGroundMap::Add(Player * player)
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{
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{
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Guard guard(*this);
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ACE_GUARD_RETURN(ACE_Thread_Mutex, guard, Lock, false);
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//Check moved to void WorldSession::HandleMoveWorldportAckOpcode()
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//if (!CanEnter(player))
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//return false;
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@@ -2877,7 +2877,7 @@ void Map::ScriptsProcess()
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source = HashMapHolder<Corpse>::Find(step.sourceGUID);
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break;
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case HIGHGUID_MO_TRANSPORT:
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for (MapManager::TransportSet::iterator iter = MapManager::Instance().m_Transports.begin(); iter != MapManager::Instance().m_Transports.end(); ++iter)
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for (MapManager::TransportSet::iterator iter = sMapMgr.m_Transports.begin(); iter != sMapMgr.m_Transports.end(); ++iter)
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{
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if ((*iter)->GetGUID() == step.sourceGUID)
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{
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