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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@@ -165,7 +165,7 @@ bool OPvPCapturePoint::DelCreature(uint32 type)
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// explicit removal from map
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// beats me why this is needed, but with the recent removal "cleanup" some creatures stay in the map if "properly" deleted
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// so this is a big fat workaround, if AddObjectToRemoveList and DoDelayedMovesAndRemoves worked correctly, this wouldn't be needed
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//if (Map * map = MapManager::Instance().FindMap(cr->GetMapId()))
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//if (Map * map = sMapMgr.FindMap(cr->GetMapId()))
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// map->Remove(cr,false);
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// delete respawn time for this creature
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WorldDatabase.PExecute("DELETE FROM creature_respawn WHERE guid = '%u'", guid);
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@@ -25,9 +25,6 @@
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#include "OutdoorPvPEP.h"
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#include "ObjectMgr.h"
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#include "Player.h"
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#include "SingletonImp.h"
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INSTANTIATE_SINGLETON_1(OutdoorPvPMgr);
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OutdoorPvPMgr::OutdoorPvPMgr()
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{
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@@ -22,7 +22,7 @@
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#define OUTDOORPVP_OBJECTIVE_UPDATE_INTERVAL 1000
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#include "OutdoorPvP.h"
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#include "Singleton.h"
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#include "ace/Singleton.h"
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class Player;
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class GameObject;
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@@ -79,7 +79,7 @@ private:
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uint32 m_UpdateTimer;
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};
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#define sOutdoorPvPMgr Trinity::Singleton<OutdoorPvPMgr>::Instance()
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#define sOutdoorPvPMgr (*ACE_Singleton<OutdoorPvPMgr, ACE_Null_Mutex>::instance())
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#endif /*OUTDOOR_PVP_MGR_H_*/
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