Remove ConcurrentSystemLocker and use ReadWriteLock instead of better threading synchronization
This commit is contained in:
@@ -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
|
||||
|
||||
Reference in New Issue
Block a user