diff options
author | XTZGZoReX <none@none> | 2010-01-23 22:24:41 +0100 |
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committer | XTZGZoReX <none@none> | 2010-01-23 22:24:41 +0100 |
commit | 9f00ca3eb884399479009ae5d5a1224c047d0650 (patch) | |
tree | 1ba2681bb2ca1c7e4ad9b4334f1b725d222b44ed /src/game/ScriptedCreature.cpp | |
parent | fe07518bafe3f0a52630ce09ee5742453f2f6801 (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/ScriptedCreature.cpp')
-rw-r--r-- | src/game/ScriptedCreature.cpp | 3 |
1 files changed, 1 insertions, 2 deletions
diff --git a/src/game/ScriptedCreature.cpp b/src/game/ScriptedCreature.cpp index 204b5b266b1..5868b7e2fe9 100644 --- a/src/game/ScriptedCreature.cpp +++ b/src/game/ScriptedCreature.cpp @@ -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; } |