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authorShauren <shauren.trinity@gmail.com>2025-11-30 14:25:32 +0100
committerShauren <shauren.trinity@gmail.com>2025-11-30 14:25:32 +0100
commit90be8fafb39469bd2c318c033e63294ebaad2ca4 (patch)
tree2d2d5424e54339b7581f9e224e909d6f08003136 /src/server/game/Instances/InstanceLockMgr.cpp
parentd3f2aee245d62c70c940831531b17da821053f91 (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.cpp4
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);
}