Core: Get rid of dirty operator workaround for ACE_Singleton class implementation
--HG-- branch : trunk
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@@ -157,7 +157,7 @@ bool ChatHandler::GetDeletedCharacterInfoList(DeletedInfoList& foundList, std::s
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info.accountId = fields[2].GetUInt32();
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// account name will be empty for not existed account
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sAccountMgr.GetName(info.accountId, info.accountName);
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sAccountMgr->GetName(info.accountId, info.accountName);
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info.deleteDate = time_t(fields[3].GetUInt64());
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@@ -280,14 +280,14 @@ void ChatHandler::HandleCharacterDeletedRestoreHelper(DeletedInfo const& delInfo
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}
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// check character count
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uint32 charcount = sAccountMgr.GetCharactersCount(delInfo.accountId);
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uint32 charcount = sAccountMgr->GetCharactersCount(delInfo.accountId);
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if (charcount >= 10)
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{
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PSendSysMessage(LANG_CHARACTER_DELETED_SKIP_FULL, delInfo.name.c_str(), delInfo.lowguid, delInfo.accountId);
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return;
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}
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if (sObjectMgr.GetPlayerGUIDByName(delInfo.name))
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if (sObjectMgr->GetPlayerGUIDByName(delInfo.name))
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{
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PSendSysMessage(LANG_CHARACTER_DELETED_SKIP_NAME, delInfo.name.c_str(), delInfo.lowguid, delInfo.accountId);
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return;
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@@ -352,7 +352,7 @@ bool ChatHandler::HandleCharacterDeletedRestoreCommand(const char* args)
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if (newAccount && newAccount != delInfo.accountId)
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{
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delInfo.accountId = newAccount;
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sAccountMgr.GetName(newAccount, delInfo.accountName);
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sAccountMgr->GetName(newAccount, delInfo.accountName);
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}
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HandleCharacterDeletedRestoreHelper(delInfo);
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@@ -447,7 +447,7 @@ bool ChatHandler::HandleCharacterEraseCommand(const char* args){
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uint64 character_guid;
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uint32 account_id;
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Player *player = sObjectMgr.GetPlayer(character_name.c_str());
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Player *player = sObjectMgr->GetPlayer(character_name.c_str());
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if (player)
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{
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character_guid = player->GetGUID();
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@@ -456,7 +456,7 @@ bool ChatHandler::HandleCharacterEraseCommand(const char* args){
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}
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else
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{
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character_guid = sObjectMgr.GetPlayerGUIDByName(character_name);
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character_guid = sObjectMgr->GetPlayerGUIDByName(character_name);
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if (!character_guid)
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{
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PSendSysMessage(LANG_NO_PLAYER,character_name.c_str());
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@@ -464,11 +464,11 @@ bool ChatHandler::HandleCharacterEraseCommand(const char* args){
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return false;
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}
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account_id = sObjectMgr.GetPlayerAccountIdByGUID(character_guid);
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account_id = sObjectMgr->GetPlayerAccountIdByGUID(character_guid);
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}
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std::string account_name;
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sAccountMgr.GetName (account_id,account_name);
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sAccountMgr->GetName (account_id,account_name);
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Player::DeleteFromDB(character_guid, account_id, true, true);
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PSendSysMessage(LANG_CHARACTER_DELETED,character_name.c_str(),GUID_LOPART(character_guid),account_name.c_str(), account_id);
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@@ -213,7 +213,7 @@ int RASocket::check_password(const std::string& user, const std::string& pass)
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AccountMgr::normalizeString(safe_pass);
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LoginDatabase.escape_string(safe_pass);
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std::string hash = sAccountMgr.CalculateShaPassHash(safe_user, safe_pass);
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std::string hash = sAccountMgr->CalculateShaPassHash(safe_user, safe_pass);
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QueryResult check = LoginDatabase.PQuery(
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"SELECT 1 FROM account WHERE username = '%s' AND sha_pass_hash = '%s'",
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@@ -91,20 +91,20 @@ int ns1__executeCommand(soap* soap, char* command, char** result)
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return 401;
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}
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uint32 accountId = sAccountMgr.GetId(soap->userid);
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uint32 accountId = sAccountMgr->GetId(soap->userid);
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if(!accountId)
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{
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sLog.outDebug("TCSoap: Client used invalid username '%s'", soap->userid);
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return 401;
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}
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if(!sAccountMgr.CheckPassword(accountId, soap->passwd))
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if(!sAccountMgr->CheckPassword(accountId, soap->passwd))
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{
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sLog.outDebug("TCSoap: invalid password for account '%s'", soap->userid);
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return 401;
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}
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if(sAccountMgr.GetSecurity(accountId) < SEC_ADMINISTRATOR)
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if(sAccountMgr->GetSecurity(accountId) < SEC_ADMINISTRATOR)
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{
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sLog.outDebug("TCSoap: %s's gmlevel is too low", soap->userid);
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return 403;
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@@ -46,7 +46,7 @@ void WorldRunnable::run()
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uint32 prevSleepTime = 0; // used for balanced full tick time length near WORLD_SLEEP_CONST
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sScriptMgr.OnStartup();
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sScriptMgr->OnStartup();
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///- While we have not World::m_stopEvent, update the world
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while (!World::IsStopped())
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@@ -80,16 +80,16 @@ void WorldRunnable::run()
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#endif
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}
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sScriptMgr.OnShutdown();
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sScriptMgr->OnShutdown();
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sWorld.KickAll(); // save and kick all players
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sWorld.UpdateSessions( 1 ); // real players unload required UpdateSessions call
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// unload battleground templates before different singletons destroyed
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sBattlegroundMgr.DeleteAllBattlegrounds();
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sBattlegroundMgr->DeleteAllBattlegrounds();
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sWorldSocketMgr->StopNetwork();
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sMapMgr.UnloadAll(); // unload all grids (including locked in memory)
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sMapMgr->UnloadAll(); // unload all grids (including locked in memory)
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}
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