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