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[10432] Rename ASSERT -> MANGOS_ASSERT and related fixes
ASSERT hard use in predictable way because diff. 3rd party libs code redefine it inf different ways and hard make sure that used in end of mangos define version. This is real detected problem make some expected assert checks ignored and so bugs not detected as expected from code. In addition made related changes: * Common.h header expected to be first include in any src/game/header except most simple cases. * Related FILE.h header expected to be first include in FILE.cpp * Fixed some absent includes and type forwards for safe build without PCH enabled. * Avoid using MANGOS_ASSERT in src/framework code
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77 changed files with 309 additions and 260 deletions
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@ -281,7 +281,7 @@ template<class T>
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inline void LoadDBC(LocalData& localeData,barGoLink& bar, StoreProblemList& errlist, DBCStorage<T>& storage, const std::string& dbc_path, const std::string& filename)
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{
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// compatibility format and C++ structure sizes
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ASSERT(DBCFileLoader::GetFormatRecordSize(storage.GetFormat()) == sizeof(T) || LoadDBC_assert_print(DBCFileLoader::GetFormatRecordSize(storage.GetFormat()),sizeof(T),filename));
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MANGOS_ASSERT(DBCFileLoader::GetFormatRecordSize(storage.GetFormat()) == sizeof(T) || LoadDBC_assert_print(DBCFileLoader::GetFormatRecordSize(storage.GetFormat()),sizeof(T),filename));
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std::string dbc_filename = dbc_path + filename;
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if(storage.Load(dbc_filename.c_str()))
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@ -463,7 +463,7 @@ void LoadDBCStores(const std::string& dataPath)
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for(uint32 i = 0; i < sPvPDifficultyStore.GetNumRows(); ++i)
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if (PvPDifficultyEntry const* entry = sPvPDifficultyStore.LookupEntry(i))
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if (entry->bracketId > MAX_BATTLEGROUND_BRACKETS)
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ASSERT(false && "Need update MAX_BATTLEGROUND_BRACKETS by DBC data");
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MANGOS_ASSERT(false && "Need update MAX_BATTLEGROUND_BRACKETS by DBC data");
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LoadDBC(availableDbcLocales,bar,bad_dbc_files,sRandomPropertiesPointsStore, dbcPath,"RandPropPoints.dbc");
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LoadDBC(availableDbcLocales,bar,bad_dbc_files,sScalingStatDistributionStore, dbcPath,"ScalingStatDistribution.dbc");
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@ -925,7 +925,7 @@ bool IsPointInAreaTriggerZone(AreaTriggerEntry const* atEntry, uint32 mapid, flo
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// rotate the players position instead of rotating the whole cube, that way we can make a simplified
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// is-in-cube check and we have to calculate only one point instead of 4
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// 2PI = 360°, keep in mind that ingame orientation is counter-clockwise
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// 2PI = 360 | ||||