[Code] PlayerEventLogs Global to Singleton Cleanup (#4928)

* [Code] PlayerEventLogs Global to Singleton Cleanup

* Fix

---------

Co-authored-by: Chris Miles <akkadius1@gmail.com>
This commit is contained in:
Alex King
2025-06-25 16:05:33 -04:00
committed by GitHub
parent c0bb32ed12
commit 643ee56433
41 changed files with 95 additions and 106 deletions
+3 -4
View File
@@ -99,7 +99,6 @@ volatile bool RunLoops = true;
uint32 numclients = 0;
uint32 numzones = 0;
const WorldConfig *Config;
PlayerEventLogs player_event_logs;
void CatchSignal(int sig_num);
@@ -368,8 +367,8 @@ int main(int argc, char **argv)
}
);
if (player_event_logs.LoadDatabaseConnection()) {
player_event_logs.Init();
if (PlayerEventLogs::Instance()->LoadDatabaseConnection()) {
PlayerEventLogs::Instance()->Init();
}
auto loop_fn = [&](EQ::Timer* t) {
@@ -467,7 +466,7 @@ int main(int argc, char **argv)
if (!RuleB(Logging, PlayerEventsQSProcess)) {
if (player_event_log_process.Check()) {
player_event_logs.Process();
PlayerEventLogs::Instance()->Process();
}
}