Remove ConcurrentSystemLocker and use ReadWriteLock instead of better threading synchronization

This commit is contained in:
Wojtek Figat
2025-09-04 14:48:52 +02:00
parent c44d939c08
commit 3e363c8275
16 changed files with 107 additions and 194 deletions

View File

@@ -22,7 +22,7 @@ AnimationGraphFunction::AnimationGraphFunction(const SpawnParams& params, const
Asset::LoadResult AnimationGraphFunction::load()
{
PROFILE_MEM(AnimationsData);
ConcurrentSystemLocker::WriteScope systemScope(Animations::SystemLocker);
ScopeWriteLock systemScope(Animations::SystemLocker);
// Get graph data from chunk
const auto surfaceChunk = GetChunk(0);
@@ -49,7 +49,7 @@ Asset::LoadResult AnimationGraphFunction::load()
void AnimationGraphFunction::unload(bool isReloading)
{
ConcurrentSystemLocker::WriteScope systemScope(Animations::SystemLocker);
ScopeWriteLock systemScope(Animations::SystemLocker);
GraphData.Release();
Inputs.Clear();
Outputs.Clear();
@@ -98,7 +98,7 @@ bool AnimationGraphFunction::SaveSurface(const BytesContainer& data) const
{
if (OnCheckSave())
return true;
ConcurrentSystemLocker::WriteScope systemScope(Animations::SystemLocker);
ScopeWriteLock systemScope(Animations::SystemLocker);
ScopeLock lock(Locker);
// Set Visject Surface data