Move CDClientManager to be a namespace (#1431)

Tested that worlds still load data as expected.  Had no use being a singleton anyways.
This commit is contained in:
David Markowitz
2024-02-08 21:40:43 -08:00
committed by GitHub
parent 24f94edfeb
commit dc29f5962d
44 changed files with 128 additions and 142 deletions

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@@ -275,9 +275,9 @@ eInventoryType Inventory::FindInventoryTypeForLot(const LOT lot) {
}
const CDItemComponent& Inventory::FindItemComponent(const LOT lot) {
auto* registry = CDClientManager::Instance().GetTable<CDComponentsRegistryTable>();
auto* registry = CDClientManager::GetTable<CDComponentsRegistryTable>();
auto* itemComponents = CDClientManager::Instance().GetTable<CDItemComponentTable>();
auto* itemComponents = CDClientManager::GetTable<CDItemComponentTable>();
const auto componentId = registry->GetByIDAndType(lot, eReplicaComponentType::ITEM);
@@ -293,7 +293,7 @@ const CDItemComponent& Inventory::FindItemComponent(const LOT lot) {
}
bool Inventory::IsValidItem(const LOT lot) {
auto* registry = CDClientManager::Instance().GetTable<CDComponentsRegistryTable>();
auto* registry = CDClientManager::GetTable<CDComponentsRegistryTable>();
const auto componentId = registry->GetByIDAndType(lot, eReplicaComponentType::ITEM);

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@@ -247,7 +247,7 @@ bool Item::IsEquipped() const {
}
bool Item::Consume() {
auto* skillsTable = CDClientManager::Instance().GetTable<CDObjectSkillsTable>();
auto* skillsTable = CDClientManager::GetTable<CDObjectSkillsTable>();
auto skills = skillsTable->Query([this](const CDObjectSkills entry) {
return entry.objectTemplate == static_cast<uint32_t>(lot);
@@ -313,12 +313,12 @@ void Item::UseNonEquip(Item* item) {
bool success = false;
auto inventory = item->GetInventory();
if (inventory && inventory->GetType() == eInventoryType::ITEMS) {
auto* compRegistryTable = CDClientManager::Instance().GetTable<CDComponentsRegistryTable>();
auto* compRegistryTable = CDClientManager::GetTable<CDComponentsRegistryTable>();
const auto packageComponentId = compRegistryTable->GetByIDAndType(lot, eReplicaComponentType::PACKAGE);
if (packageComponentId == 0) return;
auto* packCompTable = CDClientManager::Instance().GetTable<CDPackageComponentTable>();
auto* packCompTable = CDClientManager::GetTable<CDPackageComponentTable>();
auto packages = packCompTable->Query([=](const CDPackageComponent entry) {return entry.id == static_cast<uint32_t>(packageComponentId); });
auto success = !packages.empty();
@@ -396,7 +396,7 @@ void Item::Disassemble(const eInventoryType inventoryType) {
}
void Item::DisassembleModel(uint32_t numToDismantle) {
auto* table = CDClientManager::Instance().GetTable<CDComponentsRegistryTable>();
auto* table = CDClientManager::GetTable<CDComponentsRegistryTable>();
const auto componentId = table->GetByIDAndType(GetLot(), eReplicaComponentType::RENDER);
@@ -481,7 +481,7 @@ void Item::DisassembleModel(uint32_t numToDismantle) {
currentBrick = currentBrick->NextSiblingElement(searchTerm.c_str());
}
auto* brickIDTable = CDClientManager::Instance().GetTable<CDBrickIDTableTable>();
auto* brickIDTable = CDClientManager::GetTable<CDBrickIDTableTable>();
// Second iteration actually distributes the bricks
for (const auto& [part, count] : parts) {

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@@ -129,7 +129,7 @@ void ItemSet::OnEquip(const LOT lot) {
auto* missionComponent = m_InventoryComponent->GetParent()->GetComponent<MissionComponent>();
for (const auto skill : skillSet) {
auto* skillTable = CDClientManager::Instance().GetTable<CDSkillBehaviorTable>();
auto* skillTable = CDClientManager::GetTable<CDSkillBehaviorTable>();
const auto behaviorId = skillTable->GetSkillByID(skill).behaviorID;
@@ -161,7 +161,7 @@ void ItemSet::OnUnEquip(const LOT lot) {
const auto& skillComponent = m_InventoryComponent->GetParent()->GetComponent<SkillComponent>();
for (const auto skill : skillSet) {
auto* skillTable = CDClientManager::Instance().GetTable<CDSkillBehaviorTable>();
auto* skillTable = CDClientManager::GetTable<CDSkillBehaviorTable>();
const auto behaviorId = skillTable->GetSkillByID(skill).behaviorID;