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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@@ -587,7 +587,7 @@ bool Player::Create(uint32 guidlow, const std::string& name, uint8 race, uint8 c
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return false;
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}
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SetMap(MapManager::Instance().CreateMap(info->mapId, this, 0));
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SetMap(sMapMgr.CreateMap(info->mapId, this, 0));
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uint8 powertype = cEntry->powerType;
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@@ -1822,12 +1822,12 @@ bool Player::TeleportTo(uint32 mapid, float x, float y, float z, float orientati
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// Check enter rights before map getting to avoid creating instance copy for player
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// this check not dependent from map instance copy and same for all instance copies of selected map
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if (!MapManager::Instance().CanPlayerEnter(mapid, this, false))
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if (!sMapMgr.CanPlayerEnter(mapid, this, false))
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return false;
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// If the map is not created, assume it is possible to enter it.
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// It will be created in the WorldPortAck.
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Map *map = MapManager::Instance().FindMap(mapid);
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Map *map = sMapMgr.FindMap(mapid);
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if (!map || map->CanEnter(this))
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{
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//lets reset near teleport flag if it wasn't reset during chained teleports
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@@ -4255,7 +4255,7 @@ void Player::DeleteFromDB(uint64 playerguid, uint32 accountId, bool updateRealmC
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// convert corpse to bones if exist (to prevent exiting Corpse in World without DB entry)
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// bones will be deleted by corpse/bones deleting thread shortly
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ObjectAccessor::Instance().ConvertCorpseForPlayer(playerguid);
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sObjectAccessor.ConvertCorpseForPlayer(playerguid);
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// remove from guild
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uint32 guildId = GetGuildIdFromDB(playerguid);
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@@ -4684,19 +4684,19 @@ void Player::CreateCorpse()
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corpse->SaveToDB();
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// register for player, but not show
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ObjectAccessor::Instance().AddCorpse(corpse);
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sObjectAccessor.AddCorpse(corpse);
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}
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void Player::SpawnCorpseBones()
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{
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if (ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID()))
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if (sObjectAccessor.ConvertCorpseForPlayer(GetGUID()))
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if (!GetSession()->PlayerLogoutWithSave()) // at logout we will already store the player
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SaveToDB(); // prevent loading as ghost without corpse
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}
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Corpse* Player::GetCorpse() const
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{
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return ObjectAccessor::Instance().GetCorpseForPlayerGUID(GetGUID());
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return sObjectAccessor.GetCorpseForPlayerGUID(GetGUID());
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}
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void Player::DurabilityLossAll(double percent, bool inventory)
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@@ -6758,7 +6758,7 @@ uint32 Player::GetZoneIdFromDB(uint64 guid)
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float posy = fields[2].GetFloat();
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float posz = fields[3].GetFloat();
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zone = MapManager::Instance().GetZoneId(map,posx,posy,posz);
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zone = sMapMgr.GetZoneId(map,posx,posy,posz);
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if (zone > 0)
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CharacterDatabase.PExecute("UPDATE characters SET zone='%u' WHERE guid='%u'", zone, guidLow);
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@@ -8013,7 +8013,7 @@ void Player::RemovedInsignia(Player* looterPlr)
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// We have to convert player corpse to bones, not to be able to resurrect there
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// SpawnCorpseBones isn't handy, 'cos it saves player while he in BG
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Corpse *bones = ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID(),true);
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Corpse *bones = sObjectAccessor.ConvertCorpseForPlayer(GetGUID(),true);
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if (!bones)
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return;
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@@ -13680,7 +13680,7 @@ void Player::PrepareQuestMenu(uint64 guid)
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{
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//we should obtain map pointer from GetMap() in 99% of cases. Special case
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//only for quests which cast teleport spells on player
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Map * _map = IsInWorld() ? GetMap() : MapManager::Instance().FindMap(GetMapId(), GetInstanceId());
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Map * _map = IsInWorld() ? GetMap() : sMapMgr.FindMap(GetMapId(), GetInstanceId());
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ASSERT(_map);
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GameObject *pGameObject = _map->GetGameObject(guid);
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if (pGameObject)
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@@ -13855,7 +13855,7 @@ Quest const * Player::GetNextQuest(uint64 guid, Quest const *pQuest)
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{
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//we should obtain map pointer from GetMap() in 99% of cases. Special case
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//only for quests which cast teleport spells on player
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Map * _map = IsInWorld() ? GetMap() : MapManager::Instance().FindMap(GetMapId(), GetInstanceId());
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Map * _map = IsInWorld() ? GetMap() : sMapMgr.FindMap(GetMapId(), GetInstanceId());
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ASSERT(_map);
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GameObject *pGameObject = _map->GetGameObject(guid);
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if (pGameObject)
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@@ -15955,7 +15955,7 @@ bool Player::LoadFromDB(uint32 guid, SqlQueryHolder *holder)
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}
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else
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{
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for (MapManager::TransportSet::iterator iter = MapManager::Instance().m_Transports.begin(); iter != MapManager::Instance().m_Transports.end(); ++iter)
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for (MapManager::TransportSet::iterator iter = sMapMgr.m_Transports.begin(); iter != sMapMgr.m_Transports.end(); ++iter)
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{
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if ((*iter)->GetGUIDLow() == transGUID)
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{
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@@ -16038,7 +16038,7 @@ bool Player::LoadFromDB(uint32 guid, SqlQueryHolder *holder)
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// NOW player must have valid map
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// load the player's map here if it's not already loaded
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Map *map = MapManager::Instance().CreateMap(mapId, this, instanceId);
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Map *map = sMapMgr.CreateMap(mapId, this, instanceId);
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if (!map)
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{
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@@ -16056,14 +16056,14 @@ bool Player::LoadFromDB(uint32 guid, SqlQueryHolder *holder)
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RelocateToHomebind();
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}
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map = MapManager::Instance().CreateMap(mapId, this, 0);
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map = sMapMgr.CreateMap(mapId, this, 0);
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if (!map)
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{
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PlayerInfo const *info = objmgr.GetPlayerInfo(getRace(), getClass());
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mapId = info->mapId;
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Relocate(info->positionX,info->positionY,info->positionZ,0.0f);
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sLog.outError("ERROR: Player (guidlow %d) have invalid coordinates (X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.",guid,GetPositionX(),GetPositionY(),GetPositionZ(),GetOrientation());
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map = MapManager::Instance().CreateMap(mapId, this, 0);
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map = sMapMgr.CreateMap(mapId, this, 0);
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if (!map)
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{
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sLog.outError("ERROR: Player (guidlow %d) has invalid default map coordinates (X: %f Y: %f Z: %f O: %f). or instance couldn't be created",guid,GetPositionX(),GetPositionY(),GetPositionZ(),GetOrientation());
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@@ -16532,7 +16532,7 @@ void Player::_LoadGlyphAuras()
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void Player::LoadCorpse()
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{
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if (isAlive())
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ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID());
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sObjectAccessor.ConvertCorpseForPlayer(GetGUID());
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else
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{
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if (Corpse *corpse = GetCorpse())
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@@ -17446,7 +17446,7 @@ bool Player::CheckInstanceLoginValid()
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}
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// do checks for satisfy accessreqs, instance full, encounter in progress (raid), perm bind group != perm bind player
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return MapManager::Instance().CanPlayerEnter(GetMap()->GetId(), this, true);
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return sMapMgr.CanPlayerEnter(GetMap()->GetId(), this, true);
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}
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bool Player::_LoadHomeBind(QueryResult_AutoPtr result)
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@@ -18285,7 +18285,7 @@ void Player::ResetInstances(uint8 method, bool isRaid)
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}
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// if the map is loaded, reset it
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Map *map = MapManager::Instance().FindMap(p->GetMapId(), p->GetInstanceId());
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Map *map = sMapMgr.FindMap(p->GetMapId(), p->GetInstanceId());
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if (map && map->IsDungeon())
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if (!((InstanceMap*)map)->Reset(method))
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{
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