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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@@ -30,7 +30,6 @@ using Game.Network.Packets;
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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.Entities
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@@ -139,7 +138,7 @@ namespace Game.Entities
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// If this is set during update SetCantProc(false) call is missing somewhere in the code
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// Having this would prevent spells from being proced, so let's crash
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Contract.Assert(m_procDeep == 0);
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Cypher.Assert(m_procDeep == 0);
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if (CanHaveThreatList() && GetThreatManager().isNeedUpdateToClient(diff))
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SendThreatListUpdate();
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@@ -811,7 +810,7 @@ namespace Game.Entities
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public void _EnterVehicle(Vehicle vehicle, sbyte seatId, AuraApplication aurApp)
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{
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// Must be called only from aura handler
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Contract.Assert(aurApp != null);
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Cypher.Assert(aurApp != null);
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if (!IsAlive() || GetVehicleKit() == vehicle || vehicle.GetBase().IsOnVehicle(this))
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return;
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@@ -840,7 +839,7 @@ namespace Game.Entities
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}
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}
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Contract.Assert(!m_vehicle);
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Cypher.Assert(!m_vehicle);
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vehicle.AddPassenger(this, seatId);
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}
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@@ -866,12 +865,12 @@ namespace Game.Entities
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continue;
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// Make sure there is only one ride vehicle aura on target cast by the unit changing seat
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Contract.Assert(rideVehicleEffect == null);
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Cypher.Assert(rideVehicleEffect == null);
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rideVehicleEffect = eff;
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}
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// Unit riding a vehicle must always have control vehicle aura on target
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Contract.Assert(rideVehicleEffect != null);
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Cypher.Assert(rideVehicleEffect != null);
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rideVehicleEffect.ChangeAmount((seatId < 0 ? GetTransSeat() : seatId) + 1);
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}
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@@ -1764,12 +1763,12 @@ namespace Game.Entities
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public AuraApplication _CreateAuraApplication(Aura aura, uint effMask)
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{
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// can't apply aura on unit which is going to be deleted - to not create a memory leak
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Contract.Assert(!m_cleanupDone);
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Cypher.Assert(!m_cleanupDone);
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// aura musn't be removed
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Contract.Assert(!aura.IsRemoved());
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Cypher.Assert(!aura.IsRemoved());
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// aura mustn't be already applied on target
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Contract.Assert(!aura.IsAppliedOnTarget(GetGUID()), "Unit._CreateAuraApplication: aura musn't be applied on target");
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Cypher.Assert(!aura.IsAppliedOnTarget(GetGUID()), "Unit._CreateAuraApplication: aura musn't be applied on target");
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SpellInfo aurSpellInfo = aura.GetSpellInfo();
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uint aurId = aurSpellInfo.Id;
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