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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@@ -21,7 +21,6 @@ using Game.Entities;
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using Game.Maps;
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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.Text;
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namespace Game.Conditions
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@@ -36,7 +35,7 @@ namespace Game.Conditions
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public bool Meets(ConditionSourceInfo sourceInfo)
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{
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Contract.Assert(ConditionTarget < SharedConst.MaxConditionTargets);
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Cypher.Assert(ConditionTarget < SharedConst.MaxConditionTargets);
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WorldObject obj = sourceInfo.mConditionTargets[ConditionTarget];
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// object not present, return false
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if (obj == null)
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@@ -62,7 +61,7 @@ namespace Game.Conditions
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if (player != null)
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{
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// don't allow 0 items (it's checked during table load)
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Contract.Assert(ConditionValue2 != 0);
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Cypher.Assert(ConditionValue2 != 0);
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bool checkBank = ConditionValue3 != 0 ? true : false;
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condMeets = player.HasItemCount(ConditionValue1, ConditionValue2, checkBank);
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}
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@@ -486,7 +485,7 @@ namespace Game.Conditions
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mask |= GridMapTypeMask.Player;
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break;
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default:
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Contract.Assert(false, "Condition.GetSearcherTypeMaskForCondition - missing condition handling!");
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Cypher.Assert(false, "Condition.GetSearcherTypeMaskForCondition - missing condition handling!");
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break;
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}
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return mask;
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@@ -25,7 +25,6 @@ using Game.Loots;
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using Game.Spells;
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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.Linq;
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namespace Game
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@@ -43,7 +42,7 @@ namespace Game
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foreach (var i in conditions)
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{
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// no point of having not loaded conditions in list
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Contract.Assert(i.isLoaded(), "ConditionMgr.GetSearcherTypeMaskForConditionList - not yet loaded condition found in list");
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Cypher.Assert(i.isLoaded(), "ConditionMgr.GetSearcherTypeMaskForConditionList - not yet loaded condition found in list");
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// group not filled yet, fill with widest mask possible
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if (!elseGroupSearcherTypeMasks.ContainsKey(i.ElseGroup))
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elseGroupSearcherTypeMasks[i.ElseGroup] = GridMapTypeMask.All;
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@@ -54,7 +53,7 @@ namespace Game
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if (i.ReferenceId != 0) // handle reference
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{
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var refe = ConditionReferenceStore.LookupByKey(i.ReferenceId);
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Contract.Assert(refe.Empty(), "ConditionMgr.GetSearcherTypeMaskForConditionList - incorrect reference");
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Cypher.Assert(refe.Empty(), "ConditionMgr.GetSearcherTypeMaskForConditionList - incorrect reference");
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elseGroupSearcherTypeMasks[i.ElseGroup] &= GetSearcherTypeMaskForConditionList(refe);
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}
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else // handle normal condition
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@@ -579,7 +578,7 @@ namespace Game
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{
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uint conditionEffMask = cond.SourceGroup;
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SpellInfo spellInfo = Global.SpellMgr.GetSpellInfo((uint)cond.SourceEntry);
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Contract.Assert(spellInfo != null);
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Cypher.Assert(spellInfo != null);
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List<uint> sharedMasks = new List<uint>();
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for (byte i = 0; i < SpellConst.MaxEffects; ++i)
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{
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@@ -1644,7 +1643,7 @@ namespace Game
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static bool PlayerConditionLogic(uint logic, bool[] results)
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{
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Contract.Assert(results.Length < 16, "Logic array size must be equal to or less than 16");
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Cypher.Assert(results.Length < 16, "Logic array size must be equal to or less than 16");
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for (var i = 0; i < results.Length; ++i)
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{
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@@ -22,7 +22,6 @@ using Game.DataStorage;
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using Game.Entities;
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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
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{
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@@ -288,7 +287,7 @@ namespace Game
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public bool IsDisabledFor(DisableType type, uint entry, Unit unit, byte flags = 0)
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{
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Contract.Assert(type < DisableType.Max);
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Cypher.Assert(type < DisableType.Max);
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if (!m_DisableMap.ContainsKey(type) || m_DisableMap[type].Empty())
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return false;
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