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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@@ -22,8 +22,6 @@
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#include "DatabaseEnv.h"
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#include "SQLStorage.h"
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#include "SQLStorageImpl.h"
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#include "SingletonImp.h"
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#include "Log.h"
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#include "MapManager.h"
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#include "ObjectMgr.h"
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@@ -48,8 +46,6 @@
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#include "Vehicle.h"
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#include "AchievementMgr.h"
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INSTANTIATE_SINGLETON_1(ObjectMgr);
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ScriptMapMap sQuestEndScripts;
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ScriptMapMap sQuestStartScripts;
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ScriptMapMap sSpellScripts;
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@@ -1412,7 +1408,7 @@ uint32 ObjectMgr::AddGOData(uint32 entry, uint32 mapId, float x, float y, float
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if (!goinfo)
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return 0;
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Map* map = const_cast<Map*>(MapManager::Instance().CreateBaseMap(mapId));
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Map* map = const_cast<Map*>(sMapMgr.CreateBaseMap(mapId));
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if (!map)
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return 0;
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@@ -1473,7 +1469,7 @@ bool ObjectMgr::MoveCreData(uint32 guid, uint32 mapId, Position pos)
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AddCreatureToGrid(guid, &data);
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// Spawn if necessary (loaded grids only)
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if (Map* map = const_cast<Map*>(MapManager::Instance().CreateBaseMap(mapId)))
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if (Map* map = const_cast<Map*>(sMapMgr.CreateBaseMap(mapId)))
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{
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// We use spawn coords to spawn
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if (!map->Instanceable() && map->IsLoaded(data.posX, data.posY))
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@@ -1524,7 +1520,7 @@ uint32 ObjectMgr::AddCreData(uint32 entry, uint32 /*team*/, uint32 mapId, float
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AddCreatureToGrid(guid, &data);
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// Spawn if necessary (loaded grids only)
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if (Map* map = const_cast<Map*>(MapManager::Instance().CreateBaseMap(mapId)))
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if (Map* map = const_cast<Map*>(sMapMgr.CreateBaseMap(mapId)))
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{
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// We use spawn coords to spawn
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if (!map->Instanceable() && !map->IsRemovalGrid(x, y))
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@@ -5547,7 +5543,7 @@ void ObjectMgr::LoadGraveyardZones()
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WorldSafeLocsEntry const *ObjectMgr::GetClosestGraveYard(float x, float y, float z, uint32 MapId, uint32 team)
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{
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// search for zone associated closest graveyard
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uint32 zoneId = MapManager::Instance().GetZoneId(MapId,x,y,z);
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uint32 zoneId = sMapMgr.GetZoneId(MapId,x,y,z);
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// Simulate std. algorithm:
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// found some graveyard associated to (ghost_zone,ghost_map)
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@@ -6608,7 +6604,7 @@ void ObjectMgr::LoadCorpses()
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continue;
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}
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ObjectAccessor::Instance().AddCorpse(corpse);
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sObjectAccessor.AddCorpse(corpse);
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++count;
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}
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