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feat(Core/Threading): replace ace threading (#4821)
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@@ -1710,14 +1710,14 @@ void GameEventMgr::RunSmartAIScripts(uint16 event_id, bool activate)
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//! Iterate over every supported source type (creature and gameobject)
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//! Not entirely sure how this will affect units in non-loaded grids.
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{
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ACORE_READ_GUARD(HashMapHolder<Creature>::LockType, *HashMapHolder<Creature>::GetLock());
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std::shared_lock<std::shared_mutex> lock(*HashMapHolder<Creature>::GetLock());
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HashMapHolder<Creature>::MapType const& m = ObjectAccessor::GetCreatures();
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for (HashMapHolder<Creature>::MapType::const_iterator iter = m.begin(); iter != m.end(); ++iter)
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if (iter->second->IsInWorld() && !iter->second->IsDuringRemoveFromWorld() && iter->second->FindMap() && iter->second->IsAIEnabled && iter->second->AI())
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iter->second->AI()->sOnGameEvent(activate, event_id);
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}
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{
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ACORE_READ_GUARD(HashMapHolder<GameObject>::LockType, *HashMapHolder<GameObject>::GetLock());
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std::shared_lock<std::shared_mutex> lock(*HashMapHolder<GameObject>::GetLock());
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HashMapHolder<GameObject>::MapType const& m = ObjectAccessor::GetGameObjects();
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for (HashMapHolder<GameObject>::MapType::const_iterator iter = m.begin(); iter != m.end(); ++iter)
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if (iter->second->IsInWorld() && iter->second->FindMap() && iter->second->AI())
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