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
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@@ -21,22 +21,19 @@
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#include "Creature.h"
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#include "CreatureAISelector.h"
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#include "PassiveAI.h"
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#include "SingletonImp.h"
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#include "MovementGenerator.h"
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#include "Pet.h"
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#include "TemporarySummon.h"
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#include "CreatureAIFactory.h"
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#include "ScriptMgr.h"
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INSTANTIATE_SINGLETON_1(CreatureAIRegistry);
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INSTANTIATE_SINGLETON_1(MovementGeneratorRegistry);
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namespace FactorySelector
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{
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CreatureAI* selectAI(Creature *creature)
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{
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const CreatureAICreator *ai_factory = NULL;
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CreatureAIRegistry &ai_registry(CreatureAIRepository::Instance());
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CreatureAIRegistry& ai_registry(*CreatureAIRepository::instance());
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if (creature->isPet())
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ai_factory = ai_registry.GetRegistryItem("PetAI");
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@@ -106,7 +103,7 @@ namespace FactorySelector
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MovementGenerator* selectMovementGenerator(Creature *creature)
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{
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MovementGeneratorRegistry &mv_registry(MovementGeneratorRepository::Instance());
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MovementGeneratorRegistry& mv_registry(*MovementGeneratorRepository::instance());
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assert(creature->GetCreatureInfo() != NULL);
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const MovementGeneratorCreator *mv_factory = mv_registry.GetRegistryItem(creature->GetDefaultMovementType());
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