[Hotfix] Fix ClientList Singleton Shortcomings of #4942

This commit is contained in:
Chris Miles
2025-06-25 15:50:34 -05:00
parent 50ae0f8351
commit 2c6d405b2c
20 changed files with 80 additions and 109 deletions
+2 -4
View File
@@ -34,8 +34,6 @@
#include "../common/repositories/tributes_repository.h"
#include "../common/repositories/tribute_levels_repository.h"
extern ClientList client_list;
std::map<uint32, TributeData> tribute_list;
WorldGuildManager guild_mgr;
@@ -102,7 +100,7 @@ void WorldGuildManager::ProcessZonePacket(ServerPacket *pack) {
RefreshGuild(s->guild_id);
//preform the local update
client_list.UpdateClientGuild(s->char_id, s->guild_id);
ClientList::Instance()->UpdateClientGuild(s->char_id, s->guild_id);
//broadcast this update to any zone with a member in this guild.
//because im sick of this not working, sending it to all zones, just spends a bit more bandwidth.
@@ -306,7 +304,7 @@ void WorldGuildManager::Process()
uint32 WorldGuildManager::GetGuildTributeCost(uint32 guild_id)
{
auto guild_members = client_list.GetGuildClientsWithTributeOptIn(guild_id);
auto guild_members = ClientList::Instance()->GetGuildClientsWithTributeOptIn(guild_id);
auto total = guild_members.size();
auto total_cost = 0;