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[Cleanup] Remove SendGuildPacket() from clientlist.cpp, clientlist.h, and wguild_mgr.cpp (#3097)
# Notes - This is unused.
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@ -1301,29 +1301,6 @@ bool ClientList::SendPacket(const char* to, ServerPacket* pack) {
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return false;
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}
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void ClientList::SendGuildPacket(uint32 guild_id, ServerPacket* pack) {
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std::set<uint32> zone_ids;
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LinkedListIterator<ClientListEntry*> iterator(clientlist);
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iterator.Reset();
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while(iterator.MoreElements()) {
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if (iterator.GetData()->GuildID() == guild_id) {
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zone_ids.insert(iterator.GetData()->zone());
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}
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iterator.Advance();
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}
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//now we know all the zones, send it to each one... this is kinda a shitty way to do this
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//since its basically O(n^2)
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std::set<uint32>::iterator cur, end;
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cur = zone_ids.begin();
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end = zone_ids.end();
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for(; cur != end; cur++) {
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zoneserver_list.SendPacket(*cur, pack);
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}
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}
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void ClientList::UpdateClientGuild(uint32 char_id, uint32 guild_id) {
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LinkedListIterator<ClientListEntry*> iterator(clientlist);
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@ -46,7 +46,6 @@ public:
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void SendCLEList(const int16& admin, const char* to, WorldTCPConnection* connection, const char* iName = 0);
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bool SendPacket(const char* to, ServerPacket* pack);
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void SendGuildPacket(uint32 guild_id, ServerPacket* pack);
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void ClientUpdate(ZoneServer* zoneserver, ServerClientList_Struct* scl);
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void CLERemoveZSRef(ZoneServer* iZS);
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@ -101,7 +101,6 @@ void WorldGuildManager::ProcessZonePacket(ServerPacket *pack) {
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client_list.UpdateClientGuild(s->char_id, s->guild_id);
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//broadcast this update to any zone with a member in this guild.
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//client_list.SendGuildPacket(s->guild_id, pack);
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//because im sick of this not working, sending it to all zones, just spends a bit more bandwidth.
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zoneserver_list.SendPacket(pack);
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