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General: Make use of lock deduction guides

This commit is contained in:
Lioncash
2020-04-20 00:37:23 -04:00
parent dca87e7dce
commit 1d0151ccbc
3 changed files with 12 additions and 11 deletions

View File

@@ -93,21 +93,21 @@ public:
}
void controllerDisconnected(unsigned idx) override {
/* Controller thread */
std::unique_lock<std::mutex> lk(m_stateLock);
std::unique_lock lk{m_stateLock};
m_statusChanges[idx].store(EStatusChange::Disconnected);
m_states[idx].reset();
}
void controllerUpdate(unsigned idx, boo::EDolphinControllerType,
const boo::DolphinControllerState& state) override {
/* Controller thread */
std::unique_lock<std::mutex> lk(m_stateLock);
std::unique_lock lk{m_stateLock};
m_states[idx] = state;
}
std::array<CFinalInput, 4> m_lastUpdates;
const CFinalInput& getFinalInput(unsigned idx, float dt, float leftDiv, float rightDiv) {
/* Game thread */
std::unique_lock<std::mutex> lk(m_stateLock);
std::unique_lock lk{m_stateLock};
boo::DolphinControllerState state = m_states[idx];
lk.unlock();
state.clamp(); /* PADClamp equivalent */