* Remove CellLock class and all cell-level thread locking.

** It was wasting CPU power as cell-level locking is not needed.
** Our multithreading is on map-level, not cell-level.
** CellLock was just a 'proxy' between Cell and CellPair and in some cases carried redundant data.
** Some minor cleanup in Cell::Visit/Map::Visit.

--HG--
branch : trunk
This commit is contained in:
XTZGZoReX
2010-01-23 22:24:41 +01:00
parent fe07518baf
commit 9f00ca3eb8
24 changed files with 110 additions and 212 deletions

View File

@@ -501,8 +501,7 @@ Player* ScriptedAI::GetPlayerAtMinimumRange(float fMinimumRange)
Trinity::PlayerSearcher<Trinity::PlayerAtMinimumRangeAway> searcher(m_creature, pPlayer, check);
TypeContainerVisitor<Trinity::PlayerSearcher<Trinity::PlayerAtMinimumRangeAway>, GridTypeMapContainer> visitor(searcher);
CellLock<GridReadGuard> cell_lock(cell, pair);
cell_lock->Visit(cell_lock, visitor, *(m_creature->GetMap()));
cell.Visit(pair, visitor, *(m_creature->GetMap()));
return pPlayer;
}