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authorXTZGZoReX <none@none>2010-01-23 22:24:41 +0100
committerXTZGZoReX <none@none>2010-01-23 22:24:41 +0100
commit9f00ca3eb884399479009ae5d5a1224c047d0650 (patch)
tree1ba2681bb2ca1c7e4ad9b4334f1b725d222b44ed /src/game/GameObject.cpp
parentfe07518bafe3f0a52630ce09ee5742453f2f6801 (diff)
* 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
Diffstat (limited to 'src/game/GameObject.cpp')
-rw-r--r--src/game/GameObject.cpp7
1 files changed, 2 insertions, 5 deletions
diff --git a/src/game/GameObject.cpp b/src/game/GameObject.cpp
index 5d6f730a045..2b69dac6134 100644
--- a/src/game/GameObject.cpp
+++ b/src/game/GameObject.cpp
@@ -883,8 +883,7 @@ void GameObject::TriggeringLinkedGameObject(uint32 trapEntry, Unit* target)
Trinity::GameObjectLastSearcher<Trinity::NearestGameObjectEntryInObjectRangeCheck> checker(this, trapGO,go_check);
TypeContainerVisitor<Trinity::GameObjectLastSearcher<Trinity::NearestGameObjectEntryInObjectRangeCheck>, GridTypeMapContainer > object_checker(checker);
- CellLock<GridReadGuard> cell_lock(cell, p);
- cell_lock->Visit(cell_lock, object_checker, *GetMap(), *target, range);
+ cell.Visit(p, object_checker, *GetMap(), *target, range);
}
// found correct GO
@@ -903,10 +902,8 @@ GameObject* GameObject::LookupFishingHoleAround(float range)
Trinity::NearestGameObjectFishingHole u_check(*this, range);
Trinity::GameObjectSearcher<Trinity::NearestGameObjectFishingHole> checker(this, ok, u_check);
- CellLock<GridReadGuard> cell_lock(cell, p);
-
TypeContainerVisitor<Trinity::GameObjectSearcher<Trinity::NearestGameObjectFishingHole>, GridTypeMapContainer > grid_object_checker(checker);
- cell_lock->Visit(cell_lock, grid_object_checker, *GetMap(), *this, range);
+ cell.Visit(p, grid_object_checker, *GetMap(), *this, range);
return ok;
}