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