Core: Get rid of dirty operator workaround for ACE_Singleton class implementation
--HG-- branch : trunk
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@@ -166,7 +166,7 @@ void InstanceSave::SaveToDB()
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// save instance data too
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std::string data;
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Map *map = sMapMgr.FindMap(GetMapId(),m_instanceid);
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Map *map = sMapMgr->FindMap(GetMapId(),m_instanceid);
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if (map)
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{
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ASSERT(map->IsDungeon());
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@@ -212,8 +212,8 @@ bool InstanceSave::UnloadIfEmpty()
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{
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if (m_playerList.empty() && m_groupList.empty())
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{
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if (!sInstanceSaveMgr.lock_instLists)
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sInstanceSaveMgr.RemoveInstanceSave(GetInstanceId());
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if (!sInstanceSaveMgr->lock_instLists)
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sInstanceSaveMgr->RemoveInstanceSave(GetInstanceId());
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return false;
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}
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@@ -255,7 +255,7 @@ void InstanceSaveManager::CleanupAndPackInstances()
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uint32 oldMSTime = getMSTime();
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// load reset times and clean expired instances
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sInstanceSaveMgr.LoadResetTimes();
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sInstanceSaveMgr->LoadResetTimes();
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// Delete invalid character_instance and group_instance references
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CharacterDatabase.DirectExecute("DELETE ci.* FROM character_instance AS ci LEFT JOIN characters AS c ON ci.guid = c.guid WHERE c.guid IS NULL");
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@@ -540,7 +540,7 @@ void InstanceSaveManager::_ResetSave(InstanceSaveHashMap::iterator &itr)
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void InstanceSaveManager::_ResetInstance(uint32 mapid, uint32 instanceId)
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{
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sLog.outDebug("InstanceSaveMgr::_ResetInstance %u, %u", mapid, instanceId);
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Map *map = (MapInstanced*)sMapMgr.CreateBaseMap(mapid);
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Map *map = (MapInstanced*)sMapMgr->CreateBaseMap(mapid);
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if (!map->Instanceable())
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return;
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@@ -555,7 +555,7 @@ void InstanceSaveManager::_ResetInstance(uint32 mapid, uint32 instanceId)
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if (iMap && iMap->IsDungeon())
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((InstanceMap*)iMap)->Reset(INSTANCE_RESET_RESPAWN_DELAY);
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else
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sObjectMgr.DeleteRespawnTimeForInstance(instanceId); // even if map is not loaded
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sObjectMgr->DeleteRespawnTimeForInstance(instanceId); // even if map is not loaded
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}
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void InstanceSaveManager::_ResetOrWarnAll(uint32 mapid, Difficulty difficulty, bool warn, time_t resetTime)
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@@ -609,7 +609,7 @@ void InstanceSaveManager::_ResetOrWarnAll(uint32 mapid, Difficulty difficulty, b
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}
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// note: this isn't fast but it's meant to be executed very rarely
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Map const *map = sMapMgr.CreateBaseMap(mapid); // _not_ include difficulty
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Map const *map = sMapMgr->CreateBaseMap(mapid); // _not_ include difficulty
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MapInstanced::InstancedMaps &instMaps = ((MapInstanced*)map)->GetInstancedMaps();
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MapInstanced::InstancedMaps::iterator mitr;
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uint32 timeLeft;
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