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
This commit is contained in:
Machiavelli
2010-06-25 00:18:01 +02:00
parent a6b9e716a6
commit 0f7657b68c
109 changed files with 349 additions and 1221 deletions
+1 -3
View File
@@ -15,7 +15,7 @@
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "SingletonImp.h"
#include "Common.h"
#include "SharedDefines.h"
#include "Group.h"
@@ -24,8 +24,6 @@
#include "ObjectMgr.h"
#include "WorldPacket.h"
INSTANTIATE_SINGLETON_1(LFGMgr);
/*********************************************************/
/*** LFG QUEUES ***/
/*********************************************************/
+33 -32
View File
@@ -20,7 +20,7 @@
#define _LFGMGR_H
#include "Common.h"
#include "Singleton.h"
#include "ace/Singleton.h"
#include "Group.h"
#include "LFG.h"
@@ -237,43 +237,44 @@ typedef std::map<uint8, LFGQueue *> LFGQueueMap;
class LFGMgr
{
public:
friend class ACE_Singleton<LFGMgr, ACE_Null_Mutex>;
LFGMgr();
~LFGMgr();
public:
~LFGMgr();
void InitLFG();
void SendLfgPlayerInfo(Player *plr);
void SendLfgPartyInfo(Player *plr);
void Join(Player *plr);
void Leave(Player *plr, Group *grp = NULL);
void UpdateRoleCheck(Group *grp, Player *plr = NULL);
void Update(uint32 diff);
void InitLFG();
void SendLfgPlayerInfo(Player *plr);
void SendLfgPartyInfo(Player *plr);
void Join(Player *plr);
void Leave(Player *plr, Group *grp = NULL);
void UpdateRoleCheck(Group *grp, Player *plr = NULL);
void Update(uint32 diff);
private:
void BuildLfgRoleCheck(WorldPacket &data, LfgRoleCheck *pRoleCheck);
void BuildAvailableRandomDungeonList(WorldPacket &data, Player *plr);
void BuildRewardBlock(WorldPacket &data, uint32 dungeon, Player *plr);
void BuildPlayerLockDungeonBlock(WorldPacket &data, LfgLockStatusSet *lockSet);
void BuildPartyLockDungeonBlock(WorldPacket &data, LfgLockStatusMap *lockMap);
bool CheckGroupRoles(LfgRolesMap &groles, bool removeLeaderFlag = true);
private:
void BuildLfgRoleCheck(WorldPacket &data, LfgRoleCheck *pRoleCheck);
void BuildAvailableRandomDungeonList(WorldPacket &data, Player *plr);
void BuildRewardBlock(WorldPacket &data, uint32 dungeon, Player *plr);
void BuildPlayerLockDungeonBlock(WorldPacket &data, LfgLockStatusSet *lockSet);
void BuildPartyLockDungeonBlock(WorldPacket &data, LfgLockStatusMap *lockMap);
bool CheckGroupRoles(LfgRolesMap &groles, bool removeLeaderFlag = true);
LfgLockStatusMap* GetPartyLockStatusDungeons(Player *plr, LfgDungeonSet *dungeons);
LfgLockStatusSet* GetPlayerLockStatusDungeons(Player *plr, LfgDungeonSet *dungeons);
LfgDungeonSet* GetRandomDungeons(uint8 level, uint8 expansion);
LfgDungeonSet* GetDungeonsByRandom(uint32 randomdungeon);
LfgDungeonSet* GetAllDungeons();
LfgReward* GetRandomDungeonReward(uint32 dungeon, bool done, uint8 level);
uint8 GetDungeonGroupType(uint32 dungeon);
LfgLockStatusMap* GetPartyLockStatusDungeons(Player *plr, LfgDungeonSet *dungeons);
LfgLockStatusSet* GetPlayerLockStatusDungeons(Player *plr, LfgDungeonSet *dungeons);
LfgDungeonSet* GetRandomDungeons(uint8 level, uint8 expansion);
LfgDungeonSet* GetDungeonsByRandom(uint32 randomdungeon);
LfgDungeonSet* GetAllDungeons();
LfgReward* GetRandomDungeonReward(uint32 dungeon, bool done, uint8 level);
uint8 GetDungeonGroupType(uint32 dungeon);
LfgRewardList m_RewardList;
LfgRewardList m_RewardDoneList;
LfgDungeonMap m_DungeonsMap;
LfgRewardList m_RewardList;
LfgRewardList m_RewardDoneList;
LfgDungeonMap m_DungeonsMap;
LFGQueueMap m_Queues;
LfgRoleCheckMap m_RoleChecks;
uint32 m_QueueTimer;
bool m_update;
LFGQueueMap m_Queues;
LfgRoleCheckMap m_RoleChecks;
uint32 m_QueueTimer;
bool m_update;
};
#define sLFGMgr Trinity::Singleton<LFGMgr>::Instance()
#define sLFGMgr (*ACE_Singleton<LFGMgr, ACE_Null_Mutex>::instance())
#endif