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use a beammp_lua_errorf instead of a std::terminate on sol2 assertion failure
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+4
-1
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@@ -18,6 +18,9 @@
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#include <vector>
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#include <vector>
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#define SOL_ALL_SAFETIES_ON 1
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#define SOL_ALL_SAFETIES_ON 1
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#define SOL_USER_C_ASSERT SOL_ON
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#define SOL_C_ASSERT(...) \
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beammp_lua_errorf("SOL2 assertion failure: Assertion `{}` failed in {}:{}. This *should* be a fatal error, but BeamMP Server overrides it to not be fatal. This may cause the Lua Engine to crash, or cause other issues.", #__VA_ARGS__, __FILE__, __LINE__)
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#include <sol/sol.hpp>
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#include <sol/sol.hpp>
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using TLuaStateId = std::string;
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using TLuaStateId = std::string;
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+1
-1
@@ -89,7 +89,7 @@ int BeamMPServerMain(MainArguments Arguments) {
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Application::Console().WriteRaw("BeamMP-Server v" + Application::ServerVersionString());
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Application::Console().WriteRaw("BeamMP-Server v" + Application::ServerVersionString());
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return 0;
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return 0;
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}
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}
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std::string ConfigPath = "ServerConfig.toml";
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std::string ConfigPath = "ServerConfig.toml";
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if (Parser.FoundArgument({ "config" })) {
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if (Parser.FoundArgument({ "config" })) {
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auto MaybeConfigPath = Parser.GetValueOfArgument({ "config" });
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auto MaybeConfigPath = Parser.GetValueOfArgument({ "config" });
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