[9245] Remove CellLock class and all cell-level thread locking.

* It was wasting CPU power as cell-level locking is not needed.
* Future multithreading will be on map-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.
This commit is contained in:
XTZGZoReX 2010-01-23 21:36:01 +01:00
parent 39b7636094
commit 0ff9250de2
19 changed files with 104 additions and 209 deletions

View file

@ -17422,9 +17422,8 @@ void Player::HandleStealthedUnitsDetection()
TypeContainerVisitor<MaNGOS::UnitListSearcher<MaNGOS::AnyStealthedCheck >, WorldTypeMapContainer > world_unit_searcher(searcher);
TypeContainerVisitor<MaNGOS::UnitListSearcher<MaNGOS::AnyStealthedCheck >, GridTypeMapContainer > grid_unit_searcher(searcher);
CellLock<GridReadGuard> cell_lock(cell, p);
cell_lock->Visit(cell_lock, world_unit_searcher, *GetMap(), *this, MAX_PLAYER_STEALTH_DETECT_RANGE);
cell_lock->Visit(cell_lock, grid_unit_searcher, *GetMap(), *this, MAX_PLAYER_STEALTH_DETECT_RANGE);
cell.Visit(p, world_unit_searcher, *GetMap(), *this, MAX_PLAYER_STEALTH_DETECT_RANGE);
cell.Visit(p, grid_unit_searcher, *GetMap(), *this, MAX_PLAYER_STEALTH_DETECT_RANGE);
WorldObject const* viewPoint = GetViewPoint();