diff --git a/world/clientlist.cpp b/world/clientlist.cpp index 9d78ff982..2535a0955 100644 --- a/world/clientlist.cpp +++ b/world/clientlist.cpp @@ -1301,29 +1301,6 @@ bool ClientList::SendPacket(const char* to, ServerPacket* pack) { return false; } -void ClientList::SendGuildPacket(uint32 guild_id, ServerPacket* pack) { - std::set zone_ids; - - LinkedListIterator iterator(clientlist); - - iterator.Reset(); - while(iterator.MoreElements()) { - if (iterator.GetData()->GuildID() == guild_id) { - zone_ids.insert(iterator.GetData()->zone()); - } - iterator.Advance(); - } - - //now we know all the zones, send it to each one... this is kinda a shitty way to do this - //since its basically O(n^2) - std::set::iterator cur, end; - cur = zone_ids.begin(); - end = zone_ids.end(); - for(; cur != end; cur++) { - zoneserver_list.SendPacket(*cur, pack); - } -} - void ClientList::UpdateClientGuild(uint32 char_id, uint32 guild_id) { LinkedListIterator iterator(clientlist); diff --git a/world/clientlist.h b/world/clientlist.h index 43bc91847..37c740719 100644 --- a/world/clientlist.h +++ b/world/clientlist.h @@ -46,7 +46,6 @@ public: void SendCLEList(const int16& admin, const char* to, WorldTCPConnection* connection, const char* iName = 0); bool SendPacket(const char* to, ServerPacket* pack); - void SendGuildPacket(uint32 guild_id, ServerPacket* pack); void ClientUpdate(ZoneServer* zoneserver, ServerClientList_Struct* scl); void CLERemoveZSRef(ZoneServer* iZS); diff --git a/world/wguild_mgr.cpp b/world/wguild_mgr.cpp index 2768a4dd8..302dee616 100644 --- a/world/wguild_mgr.cpp +++ b/world/wguild_mgr.cpp @@ -101,7 +101,6 @@ void WorldGuildManager::ProcessZonePacket(ServerPacket *pack) { client_list.UpdateClientGuild(s->char_id, s->guild_id); //broadcast this update to any zone with a member in this guild. - //client_list.SendGuildPacket(s->guild_id, pack); //because im sick of this not working, sending it to all zones, just spends a bit more bandwidth. zoneserver_list.SendPacket(pack);