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https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-08-05 18:24:12 +00:00
Move CDClientManager to be a namespace (#1431)
Tested that worlds still load data as expected. Had no use being a singleton anyways.
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@@ -275,9 +275,9 @@ eInventoryType Inventory::FindInventoryTypeForLot(const LOT lot) {
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}
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const CDItemComponent& Inventory::FindItemComponent(const LOT lot) {
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auto* registry = CDClientManager::Instance().GetTable<CDComponentsRegistryTable>();
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auto* registry = CDClientManager::GetTable<CDComponentsRegistryTable>();
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auto* itemComponents = CDClientManager::Instance().GetTable<CDItemComponentTable>();
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auto* itemComponents = CDClientManager::GetTable<CDItemComponentTable>();
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const auto componentId = registry->GetByIDAndType(lot, eReplicaComponentType::ITEM);
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@@ -293,7 +293,7 @@ const CDItemComponent& Inventory::FindItemComponent(const LOT lot) {
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}
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bool Inventory::IsValidItem(const LOT lot) {
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auto* registry = CDClientManager::Instance().GetTable<CDComponentsRegistryTable>();
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auto* registry = CDClientManager::GetTable<CDComponentsRegistryTable>();
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const auto componentId = registry->GetByIDAndType(lot, eReplicaComponentType::ITEM);
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@@ -247,7 +247,7 @@ bool Item::IsEquipped() const {
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}
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bool Item::Consume() {
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auto* skillsTable = CDClientManager::Instance().GetTable<CDObjectSkillsTable>();
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auto* skillsTable = CDClientManager::GetTable<CDObjectSkillsTable>();
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auto skills = skillsTable->Query([this](const CDObjectSkills entry) {
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return entry.objectTemplate == static_cast<uint32_t>(lot);
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@@ -313,12 +313,12 @@ void Item::UseNonEquip(Item* item) {
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bool success = false;
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auto inventory = item->GetInventory();
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if (inventory && inventory->GetType() == eInventoryType::ITEMS) {
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auto* compRegistryTable = CDClientManager::Instance().GetTable<CDComponentsRegistryTable>();
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auto* compRegistryTable = CDClientManager::GetTable<CDComponentsRegistryTable>();
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const auto packageComponentId = compRegistryTable->GetByIDAndType(lot, eReplicaComponentType::PACKAGE);
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if (packageComponentId == 0) return;
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auto* packCompTable = CDClientManager::Instance().GetTable<CDPackageComponentTable>();
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auto* packCompTable = CDClientManager::GetTable<CDPackageComponentTable>();
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auto packages = packCompTable->Query([=](const CDPackageComponent entry) {return entry.id == static_cast<uint32_t>(packageComponentId); });
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auto success = !packages.empty();
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@@ -396,7 +396,7 @@ void Item::Disassemble(const eInventoryType inventoryType) {
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}
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void Item::DisassembleModel(uint32_t numToDismantle) {
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auto* table = CDClientManager::Instance().GetTable<CDComponentsRegistryTable>();
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auto* table = CDClientManager::GetTable<CDComponentsRegistryTable>();
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const auto componentId = table->GetByIDAndType(GetLot(), eReplicaComponentType::RENDER);
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@@ -481,7 +481,7 @@ void Item::DisassembleModel(uint32_t numToDismantle) {
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currentBrick = currentBrick->NextSiblingElement(searchTerm.c_str());
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}
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auto* brickIDTable = CDClientManager::Instance().GetTable<CDBrickIDTableTable>();
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auto* brickIDTable = CDClientManager::GetTable<CDBrickIDTableTable>();
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// Second iteration actually distributes the bricks
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for (const auto& [part, count] : parts) {
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@@ -129,7 +129,7 @@ void ItemSet::OnEquip(const LOT lot) {
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auto* missionComponent = m_InventoryComponent->GetParent()->GetComponent<MissionComponent>();
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for (const auto skill : skillSet) {
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auto* skillTable = CDClientManager::Instance().GetTable<CDSkillBehaviorTable>();
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auto* skillTable = CDClientManager::GetTable<CDSkillBehaviorTable>();
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const auto behaviorId = skillTable->GetSkillByID(skill).behaviorID;
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@@ -161,7 +161,7 @@ void ItemSet::OnUnEquip(const LOT lot) {
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const auto& skillComponent = m_InventoryComponent->GetParent()->GetComponent<SkillComponent>();
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for (const auto skill : skillSet) {
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auto* skillTable = CDClientManager::Instance().GetTable<CDSkillBehaviorTable>();
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auto* skillTable = CDClientManager::GetTable<CDSkillBehaviorTable>();
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const auto behaviorId = skillTable->GetSkillByID(skill).behaviorID;
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