split debug_assert into ENSURE and ASSERT as discussed in a previous meeting.

the old debug_assert always ran and tested the expression, which slows
down release builds. wrapping them in #ifndef NDEBUG is clumsy. the new
ASSERT behaves like assert and ENSURE like the old debug_assert. Let's
change any time-critical but not-super-important ENSURE to ASSERT to
speed up release builds. (already done in bits.h and unique_range.h)

This was SVN commit r9362.
This commit is contained in:
janwas
2011-04-30 13:01:45 +00:00
parent 6c915291cc
commit 4663ac0fe7
225 changed files with 916 additions and 932 deletions
+15 -15
View File
@@ -90,7 +90,7 @@ CScriptVal GuiInterfaceCall(void* cbdata, std::wstring name, CScriptVal data)
if (!g_Game)
return JSVAL_VOID;
CSimulation2* sim = g_Game->GetSimulation2();
debug_assert(sim);
ENSURE(sim);
CmpPtr<ICmpGuiInterface> gui(*sim, SYSTEM_ENTITY);
if (gui.null())
@@ -112,7 +112,7 @@ void PostNetworkCommand(void* cbdata, CScriptVal cmd)
if (!g_Game)
return;
CSimulation2* sim = g_Game->GetSimulation2();
debug_assert(sim);
ENSURE(sim);
CmpPtr<ICmpCommandQueue> queue(*sim, SYSTEM_ENTITY);
if (queue.null())
@@ -169,7 +169,7 @@ std::wstring GetDefaultPlayerName(void* UNUSED(cbdata))
void StartNetworkGame(void* UNUSED(cbdata))
{
debug_assert(g_NetServer);
ENSURE(g_NetServer);
g_NetServer->StartGame();
}
@@ -177,10 +177,10 @@ void StartGame(void* cbdata, CScriptVal attribs, int playerID)
{
CGUIManager* guiManager = static_cast<CGUIManager*> (cbdata);
debug_assert(!g_NetServer);
debug_assert(!g_NetClient);
ENSURE(!g_NetServer);
ENSURE(!g_NetClient);
debug_assert(!g_Game);
ENSURE(!g_Game);
g_Game = new CGame();
// Convert from GUI script context to sim script context
@@ -196,7 +196,7 @@ void SetNetworkGameAttributes(void* cbdata, CScriptVal attribs)
{
CGUIManager* guiManager = static_cast<CGUIManager*> (cbdata);
debug_assert(g_NetServer);
ENSURE(g_NetServer);
g_NetServer->UpdateGameAttributes(attribs, guiManager->GetScriptInterface());
}
@@ -205,9 +205,9 @@ void StartNetworkHost(void* cbdata, std::wstring playerName)
{
CGUIManager* guiManager = static_cast<CGUIManager*> (cbdata);
debug_assert(!g_NetClient);
debug_assert(!g_NetServer);
debug_assert(!g_Game);
ENSURE(!g_NetClient);
ENSURE(!g_NetServer);
ENSURE(!g_Game);
g_NetServer = new CNetServer();
if (!g_NetServer->SetupConnection())
@@ -233,9 +233,9 @@ void StartNetworkJoin(void* cbdata, std::wstring playerName, std::string serverA
{
CGUIManager* guiManager = static_cast<CGUIManager*> (cbdata);
debug_assert(!g_NetClient);
debug_assert(!g_NetServer);
debug_assert(!g_Game);
ENSURE(!g_NetClient);
ENSURE(!g_NetServer);
ENSURE(!g_Game);
g_Game = new CGame();
g_NetClient = new CNetClient(g_Game);
@@ -272,14 +272,14 @@ CScriptVal PollNetworkClient(void* cbdata)
void AssignNetworkPlayer(void* UNUSED(cbdata), int playerID, std::string guid)
{
debug_assert(g_NetServer);
ENSURE(g_NetServer);
g_NetServer->AssignPlayer(playerID, guid);
}
void SendNetworkChat(void* UNUSED(cbdata), std::wstring message)
{
debug_assert(g_NetClient);
ENSURE(g_NetClient);
g_NetClient->SendChatMessage(message);
}