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[Code] ClientList Global to Singleton Cleanup (#4942)
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@@ -108,7 +108,7 @@ void LoginServer::ProcessUsertoWorldReqLeg(uint16_t opcode, EQ::Net::Packet &p)
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}
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if (RuleB(World, EnforceCharacterLimitAtLogin)) {
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if (client_list.IsAccountInGame(utwr->lsaccountid)) {
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if (ClientList::Instance()->IsAccountInGame(utwr->lsaccountid)) {
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LogDebug("User already online account_id [{0}]", utwr->lsaccountid);
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utwrs->response = UserToWorldStatusAlreadyOnline;
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SendPacket(&outpack);
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@@ -189,7 +189,7 @@ void LoginServer::ProcessUsertoWorldReq(uint16_t opcode, EQ::Net::Packet &p)
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}
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if (RuleB(World, EnforceCharacterLimitAtLogin)) {
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if (client_list.IsAccountInGame(utwr->lsaccountid)) {
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if (ClientList::Instance()->IsAccountInGame(utwr->lsaccountid)) {
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LogDebug("User already online account_id [{0}]", utwr->lsaccountid);
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utwrs->response = UserToWorldStatusAlreadyOnline;
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SendPacket(&outpack);
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@@ -221,7 +221,7 @@ void LoginServer::ProcessLSClientAuthLegacy(uint16_t opcode, EQ::Net::Packet &p)
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r.is_client_from_local_network
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);
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client_list.CLEAdd(
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ClientList::Instance()->CLEAdd(
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r.loginserver_account_id,
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"eqemu",
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r.loginserver_account_name,
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@@ -256,7 +256,7 @@ void LoginServer::ProcessLSClientAuth(uint16_t opcode, EQ::Net::Packet &p)
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r.is_client_from_local_network
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);
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client_list.CLEAdd(
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ClientList::Instance()->CLEAdd(
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r.loginserver_account_id,
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r.loginserver_name,
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r.account_name,
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