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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@@ -2381,7 +2381,7 @@ bool ChatHandler::HandleWhispersCommand(const char* args)
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//Save all players in the world
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bool ChatHandler::HandleSaveAllCommand(const char* /*args*/)
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{
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ObjectAccessor::Instance().SaveAllPlayers();
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sObjectAccessor.SaveAllPlayers();
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SendSysMessage(LANG_PLAYERS_SAVED);
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return true;
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}
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@@ -2502,7 +2502,7 @@ bool ChatHandler::HandleTeleNameCommand(const char * args)
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PSendSysMessage(LANG_TELEPORTING_TO, nameLink.c_str(), GetTrinityString(LANG_OFFLINE), tele->name.c_str());
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Player::SavePositionInDB(tele->mapId,tele->position_x,tele->position_y,tele->position_z,tele->orientation,
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MapManager::Instance().GetZoneId(tele->mapId,tele->position_x,tele->position_y,tele->position_z),target_guid);
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sMapMgr.GetZoneId(tele->mapId,tele->position_x,tele->position_y,tele->position_z),target_guid);
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}
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return true;
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@@ -2768,7 +2768,7 @@ bool ChatHandler::HandleGoXYCommand(const char* args)
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else
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_player->SaveRecallPosition();
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Map const *map = MapManager::Instance().CreateBaseMap(mapid);
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Map const *map = sMapMgr.CreateBaseMap(mapid);
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float z = std::max(map->GetHeight(x, y, MAX_HEIGHT), map->GetWaterLevel(x, y));
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_player->TeleportTo(mapid, x, y, z, _player->GetOrientation());
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@@ -2861,7 +2861,7 @@ bool ChatHandler::HandleGoZoneXYCommand(const char* args)
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// update to parent zone if exist (client map show only zones without parents)
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AreaTableEntry const* zoneEntry = areaEntry->zone ? GetAreaEntryByAreaID(areaEntry->zone) : areaEntry;
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Map const *map = MapManager::Instance().CreateBaseMap(zoneEntry->mapid);
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Map const *map = sMapMgr.CreateBaseMap(zoneEntry->mapid);
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if (map->Instanceable())
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{
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@@ -2936,7 +2936,7 @@ bool ChatHandler::HandleGoGridCommand(const char* args)
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else
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_player->SaveRecallPosition();
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Map const *map = MapManager::Instance().CreateBaseMap(mapid);
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Map const *map = sMapMgr.CreateBaseMap(mapid);
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float z = std::max(map->GetHeight(x, y, MAX_HEIGHT), map->GetWaterLevel(x, y));
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_player->TeleportTo(mapid, x, y, z, _player->GetOrientation());
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