improve spawnpoint error logging (#40021)
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@@ -27,7 +27,7 @@ public sealed class SpawnPointSystem : EntitySystem
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var points = EntityQueryEnumerator<SpawnPointComponent, TransformComponent>();
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var possiblePositions = new List<EntityCoordinates>();
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while ( points.MoveNext(out var uid, out var spawnPoint, out var xform))
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while (points.MoveNext(out var uid, out var spawnPoint, out var xform))
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{
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if (args.Station != null && _stationSystem.GetOwningStation(uid, xform) != args.Station)
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continue;
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@@ -39,7 +39,7 @@ public sealed class SpawnPointSystem : EntitySystem
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if (_gameTicker.RunLevel != GameRunLevel.InRound &&
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spawnPoint.SpawnType == SpawnPointType.Job &&
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(args.Job == null || spawnPoint.Job == args.Job))
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(args.Job == null || spawnPoint.Job == null || spawnPoint.Job == args.Job))
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{
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possiblePositions.Add(xform.Coordinates);
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}
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@@ -51,13 +51,14 @@ public sealed class SpawnPointSystem : EntitySystem
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// TODO: Refactor gameticker spawning code so we don't have to do this!
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var points2 = EntityQueryEnumerator<SpawnPointComponent, TransformComponent>();
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if (points2.MoveNext(out var spawnPoint, out var xform))
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if (points2.MoveNext(out _, out var xform))
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{
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Log.Error($"Unable to pick a valid spawn point, picking random spawner as a backup.\nRunLevel: {_gameTicker.RunLevel} Station: {ToPrettyString(args.Station)} Job: {args.Job}");
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possiblePositions.Add(xform.Coordinates);
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}
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else
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{
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Log.Error("No spawn points were available!");
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Log.Error($"No spawn points were available!\nRunLevel: {_gameTicker.RunLevel} Station: {ToPrettyString(args.Station)} Job: {args.Job}");
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return;
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}
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}
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