Core/WeatherMgr: singleton converted to namespace with free functions. Note how RAII saves your life and removes the need in explicit delete :)

This commit is contained in:
Spp
2011-09-28 11:38:56 +02:00
parent cc06c41887
commit b93067350c
5 changed files with 52 additions and 70 deletions

View File

@@ -21,66 +21,75 @@
*/
#include "WeatherMgr.h"
#include "Weather.h"
#include "Log.h"
#include "ObjectMgr.h"
#include <ace/Refcounted_Auto_Ptr.h>
WeatherMgr::~WeatherMgr()
namespace WeatherMgr
{
///- Empty the WeatherMap
for (WeatherMap::const_iterator itr = m_weathers.begin(); itr != m_weathers.end(); ++itr)
delete itr->second;
m_weathers.clear();
namespace
{
typedef UNORDERED_MAP<uint32, ACE_Refcounted_Auto_Ptr<Weather, ACE_Null_Mutex> > WeatherMap;
typedef UNORDERED_MAP<uint32, WeatherData> WeatherZoneMap;
WeatherMap m_weathers;
WeatherZoneMap mWeatherZoneMap;
WeatherData const* GetWeatherData(uint32 zone_id)
{
WeatherZoneMap::const_iterator itr = mWeatherZoneMap.find(zone_id);
return (itr != mWeatherZoneMap.end()) ? &itr->second : NULL;
}
}
/// Find a Weather object by the given zoneid
Weather* WeatherMgr::FindWeather(uint32 id) const
Weather* FindWeather(uint32 id)
{
WeatherMap::const_iterator itr = m_weathers.find(id);
if (itr != m_weathers.end())
return itr->second;
else
return 0;
return (itr != m_weathers.end()) ? itr->second.get() : 0;
}
/// Remove a Weather object for the given zoneid
void WeatherMgr::RemoveWeather(uint32 id)
void RemoveWeather(uint32 id)
{
// not called at the moment. Kept for completeness
WeatherMap::iterator itr = m_weathers.find(id);
if (itr != m_weathers.end())
{
delete itr->second;
m_weathers.erase(itr);
}
}
/// Add a Weather object to the list
Weather* WeatherMgr::AddWeather(uint32 zone_id)
Weather* AddWeather(uint32 zone_id)
{
WeatherData const* weatherChances = GetWeatherChances(zone_id);
WeatherData const* weatherChances = GetWeatherData(zone_id);
// zone not have weather, ignore
// zone does not have weather, ignore
if (!weatherChances)
return NULL;
Weather* w = new Weather(zone_id, weatherChances);
m_weathers[w->GetZone()] = w;
m_weathers[w->GetZone()].reset(w);
w->ReGenerate();
w->UpdateWeather();
return w;
}
void WeatherMgr::LoadWeatherData()
void LoadWeatherData()
{
uint32 oldMSTime = getMSTime();
uint32 count = 0;
// 0 1 2 3 4 5 6 7 8 9 10 11 12 13
QueryResult result = WorldDatabase.Query("SELECT zone, spring_rain_chance, spring_snow_chance, spring_storm_chance, summer_rain_chance, summer_snow_chance, summer_storm_chance, fall_rain_chance, fall_snow_chance, fall_storm_chance, winter_rain_chance, winter_snow_chance, winter_storm_chance, ScriptName FROM game_weather");
QueryResult result = WorldDatabase.Query("SELECT "
"zone, spring_rain_chance, spring_snow_chance, spring_storm_chance,"
"summer_rain_chance, summer_snow_chance, summer_storm_chance,"
"fall_rain_chance, fall_snow_chance, fall_storm_chance,"
"winter_rain_chance, winter_snow_chance, winter_storm_chance,"
"ScriptName FROM game_weather");
if (!result)
{
@@ -132,7 +141,7 @@ void WeatherMgr::LoadWeatherData()
sLog->outString();
}
void WeatherMgr::Update(uint32 diff)
void Update(uint32 diff)
{
///- Send an update signal to Weather objects
WeatherMap::iterator itr, next;
@@ -142,11 +151,10 @@ void WeatherMgr::Update(uint32 diff)
++next;
///- and remove Weather objects for zones with no player
//As interval > WorldTick
// As interval > WorldTick
if (!itr->second->Update(diff))
{
delete itr->second;
m_weathers.erase(itr);
}
}
}
} // namespace