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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/GridNotifiersImpl.h
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/GridNotifiersImpl.h')
-rw-r--r--src/game/GridNotifiersImpl.h4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/game/GridNotifiersImpl.h b/src/game/GridNotifiersImpl.h
index 1409e770270..94f4de0e937 100644
--- a/src/game/GridNotifiersImpl.h
+++ b/src/game/GridNotifiersImpl.h
@@ -99,8 +99,8 @@ Trinity::DelayedUnitRelocation::Notify(GridRefManager<T> &m)
TypeContainerVisitor<VISITOR, WorldTypeMapContainer > c2world_relocation(relocate);
TypeContainerVisitor<VISITOR, GridTypeMapContainer > c2grid_relocation(relocate);
- i_lock->Visit(i_lock, c2world_relocation, i_map, *unit, i_radius);
- i_lock->Visit(i_lock, c2grid_relocation, i_map, *unit, i_radius);
+ i_cell.Visit(i_cellPair, c2world_relocation, i_map, *unit, i_radius);
+ i_cell.Visit(i_cellPair, c2grid_relocation, i_map, *unit, i_radius);
unit->SetNotified(NOTIFY_AI_RELOCATION);
}