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[8789] Rename several singleton macros to use more consistent names.
* objmgr -> sObjectMgr * spellmgr -> sSpellMgr * WaypointMgr -> sWaypointMgr * poolhandler -> sPoolMgr * objaccessor -> sObjectAccessor * mapmgr -> sMapMgr * sInstanceSaveManager -> sInstanceSaveMgr * ticketmgr -> sTicketMgr * CreatureEAI_Mgr -> sEventAIMgr * auctionmgr -> sAuctionMgr * achievementmgr -> sAchievementMgr
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parent
539072fcbd
commit
0734adb746
84 changed files with 1113 additions and 1113 deletions
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@ -168,7 +168,7 @@ void InstanceSave::SaveToDB()
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// save instance data too
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std::string data;
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Map *map = mapmgr.FindMap(GetMapId(),m_instanceid);
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Map *map = sMapMgr.FindMap(GetMapId(),m_instanceid);
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if(map)
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{
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assert(map->IsDungeon());
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@ -214,8 +214,8 @@ bool InstanceSave::UnloadIfEmpty()
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{
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if(m_playerList.empty() && m_groupList.empty())
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{
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if(!sInstanceSaveManager.lock_instLists)
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sInstanceSaveManager.RemoveInstanceSave(GetInstanceId());
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if(!sInstanceSaveMgr.lock_instLists)
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sInstanceSaveMgr.RemoveInstanceSave(GetInstanceId());
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return false;
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}
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else
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@ -258,7 +258,7 @@ void InstanceSaveManager::CleanupInstances()
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bar.step();
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// load reset times and clean expired instances
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sInstanceSaveManager.LoadResetTimes();
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sInstanceSaveMgr.LoadResetTimes();
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// clean character/group - instance binds with invalid group/characters
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_DelHelper(CharacterDatabase, "character_instance.guid, instance", "character_instance", "LEFT JOIN characters ON character_instance.guid = characters.guid WHERE characters.guid IS NULL");
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@ -567,7 +567,7 @@ void InstanceSaveManager::_ResetSave(InstanceSaveHashMap::iterator &itr)
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void InstanceSaveManager::_ResetInstance(uint32 mapid, uint32 instanceId)
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{
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sLog.outDebug("InstanceSaveMgr::_ResetInstance %u, %u", mapid, instanceId);
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Map *map = (MapInstanced*)mapmgr.CreateBaseMap(mapid);
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Map *map = (MapInstanced*)sMapMgr.CreateBaseMap(mapid);
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if(!map->Instanceable())
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return;
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@ -577,14 +577,14 @@ void InstanceSaveManager::_ResetInstance(uint32 mapid, uint32 instanceId)
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Map* iMap = ((MapInstanced*)map)->FindMap(instanceId);
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if(iMap && iMap->IsDungeon()) ((InstanceMap*)iMap)->Reset(INSTANCE_RESET_RESPAWN_DELAY);
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else objmgr.DeleteRespawnTimeForInstance(instanceId); // even if map is not loaded
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else sObjectMgr.DeleteRespawnTimeForInstance(instanceId); // even if map is not loaded
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}
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void InstanceSaveManager::_ResetOrWarnAll(uint32 mapid, bool warn, uint32 timeLeft)
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{
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// global reset for all instances of the given map
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// note: this isn't fast but it's meant to be executed very rarely
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Map const *map = mapmgr.CreateBaseMap(mapid);
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Map const *map = sMapMgr.CreateBaseMap(mapid);
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if(!map->Instanceable())
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return;
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uint64 now = (uint64)time(NULL);
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