Core/Errors: Stop using System.Diagnostics.Contracts, Its just closing the server without error or warning. We now log the error and then throw a exception
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@@ -17,7 +17,6 @@
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using Framework.GameMath;
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using System.Collections.Generic;
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using System.Diagnostics.Contracts;
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namespace Game.Collision
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{
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@@ -68,7 +67,7 @@ namespace Game.Collision
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bool result = false;
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float maxDist = (endPos - startPos).magnitude();
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// valid map coords should *never ever* produce float overflow, but this would produce NaNs too
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Contract.Assert(maxDist < float.MaxValue);
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Cypher.Assert(maxDist < float.MaxValue);
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// prevent NaN values which can cause BIH intersection to enter infinite loop
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if (maxDist < 1e-10f)
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{
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@@ -19,7 +19,6 @@ using Framework.Constants;
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using Framework.GameMath;
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using System;
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using System.Collections.Generic;
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using System.Diagnostics.Contracts;
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namespace Game.Collision
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{
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@@ -221,7 +220,7 @@ namespace Game.Collision
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if (instanceTree.GetLocationInfo(pos, info))
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{
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floor = info.ground_Z;
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Contract.Assert(floor < float.MaxValue);
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Cypher.Assert(floor < float.MaxValue);
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type = info.hitModel.GetLiquidType(); // entry from LiquidType.dbc
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if (reqLiquidType != 0 && !Convert.ToBoolean(Global.DB2Mgr.GetLiquidFlags(type) & reqLiquidType))
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return false;
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@@ -19,7 +19,6 @@ using Framework.Constants;
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using Framework.GameMath;
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using System;
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using System.Collections.Generic;
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using System.Diagnostics.Contracts;
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using System.IO;
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namespace Game.Collision
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@@ -328,7 +327,7 @@ namespace Game.Collision
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bool result = false;
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float maxDist = (pPos2 - pPos1).magnitude();
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// valid map coords should *never ever* produce float overflow, but this would produce NaNs too
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Contract.Assert(maxDist < float.MaxValue);
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Cypher.Assert(maxDist < float.MaxValue);
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// prevent NaN values which can cause BIH intersection to enter infinite loop
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if (maxDist < 1e-10f)
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{
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@@ -375,7 +374,7 @@ namespace Game.Collision
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return false;
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// valid map coords should *never ever* produce float overflow, but this would produce NaNs too
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Contract.Assert(maxDist < float.MaxValue);
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Cypher.Assert(maxDist < float.MaxValue);
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// prevent NaN values which can cause BIH intersection to enter infinite loop
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if (maxDist < 1e-10f)
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return true;
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@@ -18,7 +18,6 @@
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using Framework.GameMath;
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using System;
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using System.Collections.Generic;
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using System.Diagnostics.Contracts;
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using System.Collections.Concurrent;
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namespace Game.Collision
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@@ -102,7 +101,7 @@ namespace Game.Collision
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Node getGrid(int x, int y)
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{
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Contract.Assert(x < CELL_NUMBER && y < CELL_NUMBER);
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Cypher.Assert(x < CELL_NUMBER && y < CELL_NUMBER);
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if (nodes[x][y] == null)
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nodes[x][y] = new Node();
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return nodes[x][y];
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