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 -6
View File
@@ -33,7 +33,6 @@
*/
#include "Define.h"
#include "ThreadingModel.h"
#include "TypeContainer.h"
#include "TypeContainerVisitor.h"
@@ -44,8 +43,7 @@ template
<
class ACTIVE_OBJECT,
class WORLD_OBJECT_TYPES,
class GRID_OBJECT_TYPES,
class ThreadModel = Trinity::SingleThreaded<ACTIVE_OBJECT>
class GRID_OBJECT_TYPES
>
class Grid
{
@@ -131,9 +129,6 @@ class Grid
}*/
private:
typedef typename ThreadModel::Lock Guard;
typedef typename ThreadModel::VolatileType VolatileType;
TypeMapContainer<GRID_OBJECT_TYPES> i_container;
TypeMapContainer<WORLD_OBJECT_TYPES> i_objects;
//typedef std::set<void*> ActiveGridObjects;
+4 -5
View File
@@ -74,14 +74,13 @@ template
unsigned int N,
class ACTIVE_OBJECT,
class WORLD_OBJECT_TYPES,
class GRID_OBJECT_TYPES,
class ThreadModel = Trinity::SingleThreaded<ACTIVE_OBJECT>
class GRID_OBJECT_TYPES
>
class NGrid
{
public:
typedef Grid<ACTIVE_OBJECT, WORLD_OBJECT_TYPES, GRID_OBJECT_TYPES, ThreadModel> GridType;
typedef Grid<ACTIVE_OBJECT, WORLD_OBJECT_TYPES, GRID_OBJECT_TYPES> GridType;
NGrid(uint32 id, int32 x, int32 y, time_t expiry, bool unload = true)
: i_gridId(id), i_x(x), i_y(y), i_cellstate(GRID_STATE_INVALID), i_GridObjectDataLoaded(false)
{
@@ -109,7 +108,7 @@ class NGrid
int32 getX() const { return i_x; }
int32 getY() const { return i_y; }
void link(GridRefManager<NGrid<N, ACTIVE_OBJECT, WORLD_OBJECT_TYPES, GRID_OBJECT_TYPES, ThreadModel> >* pTo)
void link(GridRefManager<NGrid<N, ACTIVE_OBJECT, WORLD_OBJECT_TYPES, GRID_OBJECT_TYPES> >* pTo)
{
i_Reference.link(pTo, this);
}
@@ -178,7 +177,7 @@ class NGrid
uint32 i_gridId;
GridInfo i_GridInfo;
GridReference<NGrid<N, ACTIVE_OBJECT, WORLD_OBJECT_TYPES, GRID_OBJECT_TYPES, ThreadModel> > i_Reference;
GridReference<NGrid<N, ACTIVE_OBJECT, WORLD_OBJECT_TYPES, GRID_OBJECT_TYPES> > i_Reference;
int32 i_x;
int32 i_y;
grid_state_t i_cellstate;
+1 -1
View File
@@ -151,7 +151,7 @@ void LoadHelper(CellCorpseSet const& cell_corpses, CellPair &cell, CorpseMapType
uint32 player_guid = itr->first;
Corpse *obj = ObjectAccessor::Instance().GetCorpseForPlayerGUID(player_guid);
Corpse *obj = sObjectAccessor.GetCorpseForPlayerGUID(player_guid);
if (!obj)
continue;