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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/Maps/MapManager.cpp
parentd3f2aee245d62c70c940831531b17da821053f91 (diff)
Core/Misc: Use std::scoped_lock instead of unique_lock where possible (and old lock_guard)HEADmaster
Diffstat (limited to 'src/server/game/Maps/MapManager.cpp')
-rw-r--r--src/server/game/Maps/MapManager.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/server/game/Maps/MapManager.cpp b/src/server/game/Maps/MapManager.cpp
index bc3a8c1c154..d363349febe 100644
--- a/src/server/game/Maps/MapManager.cpp
+++ b/src/server/game/Maps/MapManager.cpp
@@ -163,7 +163,7 @@ Map* MapManager::CreateMap(uint32 mapId, Player* player, Optional<uint32> lfgDun
if (!entry)
return nullptr;
- std::unique_lock<std::shared_mutex> lock(_mapsLock);
+ std::scoped_lock lock(_mapsLock);
Map* map = nullptr;
uint32 newInstanceId = 0; // instanceId of the resulting map