diff options
| author | Shauren <shauren.trinity@gmail.com> | 2025-11-30 14:25:32 +0100 |
|---|---|---|
| committer | Shauren <shauren.trinity@gmail.com> | 2025-11-30 14:25:32 +0100 |
| commit | 90be8fafb39469bd2c318c033e63294ebaad2ca4 (patch) | |
| tree | 2d2d5424e54339b7581f9e224e909d6f08003136 /src/server/game/Instances/InstanceLockMgr.cpp | |
| parent | d3f2aee245d62c70c940831531b17da821053f91 (diff) | |
Core/Misc: Use std::scoped_lock instead of unique_lock where possible (and old lock_guard)
Diffstat (limited to 'src/server/game/Instances/InstanceLockMgr.cpp')
| -rw-r--r-- | src/server/game/Instances/InstanceLockMgr.cpp | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/src/server/game/Instances/InstanceLockMgr.cpp b/src/server/game/Instances/InstanceLockMgr.cpp index bf84985bdea..98398d3989c 100644 --- a/src/server/game/Instances/InstanceLockMgr.cpp +++ b/src/server/game/Instances/InstanceLockMgr.cpp @@ -280,7 +280,7 @@ InstanceLock* InstanceLockMgr::UpdateInstanceLockForPlayer(CharacterDatabaseTran InstanceLock* instanceLock = FindActiveInstanceLock(playerGuid, entries, true, true); if (!instanceLock) { - std::unique_lock<std::shared_mutex> guard(_locksMutex); + std::scoped_lock guard(_locksMutex); // Move lock from temporary storage if it exists there // This is to avoid destroying expired locks before any boss is killed in a fresh lock @@ -323,7 +323,7 @@ InstanceLock* InstanceLockMgr::UpdateInstanceLockForPlayer(CharacterDatabaseTran GetNextResetTime(entries), updateEvent.InstanceId); { - std::unique_lock<std::shared_mutex> guard(_locksMutex); + std::scoped_lock guard(_locksMutex); _instanceLocksByPlayer[playerGuid][entries.GetKey()].reset(instanceLock); } |
