Improper singletons migration to clean Meyer's singletons (cherry-pick) (#2082)

# Pull Request

- Applies the clean and corrected singletons, Meyer pattern. (cherry
picked from @SmashingQuasar )

Testing by just playing the game in various ways. Been tested by myself
@Celandriel and @SmashingQuasar
---

## Complexity & Impact

- Does this change add new decision branches?
    - [x] No
    - [ ] Yes (**explain below**)

- Does this change increase per-bot or per-tick processing?
    - [x] No
    - [ ] Yes (**describe and justify impact**)

- Could this logic scale poorly under load?
    - [x] No
    - [ ] Yes (**explain why**)

---

## Defaults & Configuration

- Does this change modify default bot behavior?
    - [x] No
    - [ ] Yes (**explain why**)

---

## AI Assistance

- Was AI assistance (e.g. ChatGPT or similar tools) used while working
on this change?
    - [x] No
    - [ ] Yes (**explain below**)
---

## Final Checklist

- [x] Stability is not compromised
- [x] Performance impact is understood, tested, and acceptable
- [x] Added logic complexity is justified and explained
- [x] Documentation updated if needed

---

## Notes for Reviewers

Anything that significantly improves realism at the cost of stability or
performance should be carefully discussed
before merging.

---------

Co-authored-by: Nicolas Lebacq <nicolas.cordier@outlook.com>
Co-authored-by: Keleborn <22352763+Celandriel@users.noreply.github.com>
This commit is contained in:
bashermens
2026-01-30 21:49:37 +01:00
committed by GitHub
parent a92886032c
commit 13fff46fa0
233 changed files with 2460 additions and 2354 deletions

View File

@@ -355,7 +355,7 @@ public:
if (!member || !newGroup->IsMember(memberGuid))
continue;
PlayerbotAI* memberBotAI = sPlayerbotsMgr->GetPlayerbotAI(member);
PlayerbotAI* memberBotAI = PlayerbotsMgr::instance().GetPlayerbotAI(member);
if (memberBotAI)
memberBotAI->Reset();
@@ -412,13 +412,13 @@ public:
if (!bot)
return false;
PlayerbotAI* botAI = sPlayerbotsMgr->GetPlayerbotAI(bot);
PlayerbotAI* botAI = PlayerbotsMgr::instance().GetPlayerbotAI(bot);
if (!botAI)
return false;
Group* group = bot->GetGroup();
if (group && !bot->InBattleground() && !bot->InBattlegroundQueue() && botAI->HasActivePlayerMaster())
sPlayerbotRepository->Save(botAI);
PlayerbotRepository::instance().Save(botAI);
return true;
}
@@ -448,7 +448,7 @@ public:
bool Execute() override
{
sRandomPlayerbotMgr->AddPlayerBot(m_botGuid, m_masterAccountId);
sRandomPlayerbotMgr.AddPlayerBot(m_botGuid, m_masterAccountId);
return true;
}
@@ -479,23 +479,33 @@ public:
bool Execute() override
{
// find and verify bot still exists
Player* bot = ObjectAccessor::FindConnectedPlayer(m_botGuid);
if (!bot)
return false;
Player* bot = ObjectAccessor::FindConnectedPlayer(this->m_botGuid);
PlayerbotHolder* holder = sRandomPlayerbotMgr;
if (m_masterAccountId)
if (!bot)
{
WorldSession* masterSession = sWorldSessionMgr->FindSession(m_masterAccountId);
Player* masterPlayer = masterSession ? masterSession->GetPlayer() : nullptr;
if (masterPlayer)
holder = GET_PLAYERBOT_MGR(masterPlayer);
return false;
}
if (!holder)
return false;
if (this->m_masterAccountId)
{
WorldSession* masterSession = sWorldSessionMgr->FindSession(this->m_masterAccountId);
Player* masterPlayer = masterSession ? masterSession->GetPlayer() : nullptr;
if (masterPlayer != nullptr)
{
PlayerbotMgr* manager = PlayerbotsMgr::instance().GetPlayerbotMgr(masterPlayer);
if (manager == nullptr)
{
return false;
}
manager->OnBotLogin(bot);
}
}
sRandomPlayerbotMgr.OnBotLogin(bot);
holder->OnBotLogin(bot);
return true;
}