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authorMachiavelli <none@none>2010-06-25 00:18:01 +0200
committerMachiavelli <none@none>2010-06-25 00:18:01 +0200
commit0f7657b68c8b6444fadb480cdd0f87631391afa5 (patch)
treea5ffdaecbb1332ffbc655916842a23a622340c98 /src/server/game/Pools/PoolHandler.h
parenta6b9e716a61334e218cff227f66b0c51053e72f3 (diff)
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
Diffstat (limited to 'src/server/game/Pools/PoolHandler.h')
-rw-r--r--src/server/game/Pools/PoolHandler.h11
1 files changed, 6 insertions, 5 deletions
diff --git a/src/server/game/Pools/PoolHandler.h b/src/server/game/Pools/PoolHandler.h
index df62badd9c8..156bc47a2a9 100644
--- a/src/server/game/Pools/PoolHandler.h
+++ b/src/server/game/Pools/PoolHandler.h
@@ -20,7 +20,7 @@
#define TRINITY_POOLHANDLER_H
#include "Define.h"
-#include "Singleton.h"
+#include "ace/Singleton.h"
#include "Creature.h"
#include "GameObject.h"
@@ -89,10 +89,11 @@ class PoolGroup
class PoolHandler
{
- public:
- PoolHandler();
- ~PoolHandler() {};
+ friend class ACE_Singleton<PoolHandler, ACE_Null_Mutex>;
+ PoolHandler();
+ ~PoolHandler() {};
+ public:
void LoadFromDB();
void Initialize();
@@ -134,7 +135,7 @@ class PoolHandler
SpawnedPoolData mSpawnedData;
};
-#define poolhandler Trinity::Singleton<PoolHandler>::Instance()
+#define poolhandler (*ACE_Singleton<PoolHandler, ACE_Null_Mutex>::instance())
// Method that tell if the creature is part of a pool and return the pool id if yes
template<>