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For usages of assert() that are meant to persist in Release builds (when NDEBUG is defined), replace those usages with persistent alternatives

This commit is contained in:
Craig Robbins 2015-03-06 20:21:51 +10:00
parent a603a76787
commit ced6d20295
62 changed files with 299 additions and 294 deletions

View file

@ -273,7 +273,7 @@ int main(int argc, char *argv[])
if (!game_configure(&game_params, cmd_args))
return 1;
assert(game_params.world_path != "");
sanity_check(game_params.world_path != "");
infostream << "Using commanded world path ["
<< game_params.world_path << "]" << std::endl;
@ -549,7 +549,7 @@ static void startup_message()
static bool read_config_file(const Settings &cmd_args)
{
// Path of configuration file in use
assert(g_settings_path == ""); // Sanity check
sanity_check(g_settings_path == ""); // Sanity check
if (cmd_args.exists("config")) {
bool r = g_settings->readConfigFile(cmd_args.get("config").c_str());
@ -748,7 +748,7 @@ static bool auto_select_world(GameParams *game_params)
<< world_path << "]" << std::endl;
}
assert(world_path != "");
assert(world_path != ""); // Post-condition
game_params->world_path = world_path;
return true;
}
@ -804,7 +804,7 @@ static bool determine_subgame(GameParams *game_params)
{
SubgameSpec gamespec;
assert(game_params->world_path != ""); // pre-condition
assert(game_params->world_path != ""); // Pre-condition
verbosestream << _("Determining gameid/gamespec") << std::endl;
// If world doesn't exist