Core: Remove redundant lock for FilterApprovedPatches call

This was necessary before we added locking inside FilterApprovedPatches,
but not anymore.
This commit is contained in:
JosJuice 2024-12-07 19:05:10 +01:00
parent 0a84d93a8e
commit 0c46205ba7
1 changed files with 1 additions and 4 deletions

View File

@ -183,10 +183,7 @@ void LoadPatches()
LoadPatchSection("OnFrame", &s_on_frame, globalIni, localIni); LoadPatchSection("OnFrame", &s_on_frame, globalIni, localIni);
#ifdef USE_RETRO_ACHIEVEMENTS #ifdef USE_RETRO_ACHIEVEMENTS
{ AchievementManager::GetInstance().FilterApprovedPatches(s_on_frame, sconfig.GetGameID());
std::lock_guard lg{AchievementManager::GetInstance().GetLock()};
AchievementManager::GetInstance().FilterApprovedPatches(s_on_frame, sconfig.GetGameID());
}
#endif // USE_RETRO_ACHIEVEMENTS #endif // USE_RETRO_ACHIEVEMENTS
// Check if I'm syncing Codes // Check if I'm syncing Codes