From 90be8fafb39469bd2c318c033e63294ebaad2ca4 Mon Sep 17 00:00:00 2001 From: Shauren Date: Sun, 30 Nov 2025 14:25:32 +0100 Subject: Core/Misc: Use std::scoped_lock instead of unique_lock where possible (and old lock_guard) --- src/server/game/Instances/InstanceLockMgr.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'src/server/game/Instances/InstanceLockMgr.cpp') 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 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 guard(_locksMutex); + std::scoped_lock guard(_locksMutex); _instanceLocksByPlayer[playerGuid][entries.GetKey()].reset(instanceLock); } -- cgit v1.2.3