Core: Get rid of dirty operator workaround for ACE_Singleton class implementation

--HG--
branch : trunk
This commit is contained in:
Shauren
2010-12-22 21:25:23 +01:00
parent 0948fc5bbe
commit 0f3b9019a8
159 changed files with 1943 additions and 1939 deletions
@@ -166,7 +166,7 @@ void InstanceSave::SaveToDB()
// save instance data too
std::string data;
Map *map = sMapMgr.FindMap(GetMapId(),m_instanceid);
Map *map = sMapMgr->FindMap(GetMapId(),m_instanceid);
if (map)
{
ASSERT(map->IsDungeon());
@@ -212,8 +212,8 @@ bool InstanceSave::UnloadIfEmpty()
{
if (m_playerList.empty() && m_groupList.empty())
{
if (!sInstanceSaveMgr.lock_instLists)
sInstanceSaveMgr.RemoveInstanceSave(GetInstanceId());
if (!sInstanceSaveMgr->lock_instLists)
sInstanceSaveMgr->RemoveInstanceSave(GetInstanceId());
return false;
}
@@ -255,7 +255,7 @@ void InstanceSaveManager::CleanupAndPackInstances()
uint32 oldMSTime = getMSTime();
// load reset times and clean expired instances
sInstanceSaveMgr.LoadResetTimes();
sInstanceSaveMgr->LoadResetTimes();
// Delete invalid character_instance and group_instance references
CharacterDatabase.DirectExecute("DELETE ci.* FROM character_instance AS ci LEFT JOIN characters AS c ON ci.guid = c.guid WHERE c.guid IS NULL");
@@ -540,7 +540,7 @@ void InstanceSaveManager::_ResetSave(InstanceSaveHashMap::iterator &itr)
void InstanceSaveManager::_ResetInstance(uint32 mapid, uint32 instanceId)
{
sLog.outDebug("InstanceSaveMgr::_ResetInstance %u, %u", mapid, instanceId);
Map *map = (MapInstanced*)sMapMgr.CreateBaseMap(mapid);
Map *map = (MapInstanced*)sMapMgr->CreateBaseMap(mapid);
if (!map->Instanceable())
return;
@@ -555,7 +555,7 @@ void InstanceSaveManager::_ResetInstance(uint32 mapid, uint32 instanceId)
if (iMap && iMap->IsDungeon())
((InstanceMap*)iMap)->Reset(INSTANCE_RESET_RESPAWN_DELAY);
else
sObjectMgr.DeleteRespawnTimeForInstance(instanceId); // even if map is not loaded
sObjectMgr->DeleteRespawnTimeForInstance(instanceId); // even if map is not loaded
}
void InstanceSaveManager::_ResetOrWarnAll(uint32 mapid, Difficulty difficulty, bool warn, time_t resetTime)
@@ -609,7 +609,7 @@ void InstanceSaveManager::_ResetOrWarnAll(uint32 mapid, Difficulty difficulty, b
}
// note: this isn't fast but it's meant to be executed very rarely
Map const *map = sMapMgr.CreateBaseMap(mapid); // _not_ include difficulty
Map const *map = sMapMgr->CreateBaseMap(mapid); // _not_ include difficulty
MapInstanced::InstancedMaps &instMaps = ((MapInstanced*)map)->GetInstancedMaps();
MapInstanced::InstancedMaps::iterator mitr;
uint32 timeLeft;