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2021-07-08 07:07:27 -07:00
// Copyright(c) 2015-present, Gabi Melman & spdlog contributors.
// Distributed under the MIT License (http://opensource.org/licenses/MIT)
#pragma once
#ifndef SPDLOG_HEADER_ONLY
Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
2021-12-25 22:36:38 +01:00
#include <thirdparty/spdlog/include/spdlog.h>
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#endif
Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
2021-12-25 22:36:38 +01:00
#include <thirdparty/spdlog/include/common.h>
#include <thirdparty/spdlog/include/pattern_formatter.h>
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namespace spdlog {
SPDLOG_INLINE void initialize_logger(std::shared_ptr<logger> logger)
{
details::registry::instance().initialize_logger(std::move(logger));
}
SPDLOG_INLINE std::shared_ptr<logger> get(const std::string &name)
{
return details::registry::instance().get(name);
}
SPDLOG_INLINE void set_formatter(std::unique_ptr<spdlog::formatter> formatter)
{
details::registry::instance().set_formatter(std::move(formatter));
}
SPDLOG_INLINE void set_pattern(std::string pattern, pattern_time_type time_type)
{
set_formatter(std::unique_ptr<spdlog::formatter>(new pattern_formatter(std::move(pattern), time_type)));
}
SPDLOG_INLINE void enable_backtrace(size_t n_messages)
{
details::registry::instance().enable_backtrace(n_messages);
}
SPDLOG_INLINE void disable_backtrace()
{
details::registry::instance().disable_backtrace();
}
SPDLOG_INLINE void dump_backtrace()
{
default_logger_raw()->dump_backtrace();
}
SPDLOG_INLINE level::level_enum get_level()
{
return default_logger_raw()->level();
}
SPDLOG_INLINE bool should_log(level::level_enum log_level)
{
return default_logger_raw()->should_log(log_level);
}
SPDLOG_INLINE void set_level(level::level_enum log_level)
{
details::registry::instance().set_level(log_level);
}
SPDLOG_INLINE void flush_on(level::level_enum log_level)
{
details::registry::instance().flush_on(log_level);
}
SPDLOG_INLINE void flush_every(std::chrono::seconds interval)
{
details::registry::instance().flush_every(interval);
}
SPDLOG_INLINE void set_error_handler(void (*handler)(const std::string &msg))
{
details::registry::instance().set_error_handler(handler);
}
SPDLOG_INLINE void register_logger(std::shared_ptr<logger> logger)
{
details::registry::instance().register_logger(std::move(logger));
}
SPDLOG_INLINE void apply_all(const std::function<void(std::shared_ptr<logger>)> &fun)
{
details::registry::instance().apply_all(fun);
}
SPDLOG_INLINE void drop(const std::string &name)
{
details::registry::instance().drop(name);
}
SPDLOG_INLINE void drop_all()
{
details::registry::instance().drop_all();
}
SPDLOG_INLINE void shutdown()
{
details::registry::instance().shutdown();
}
SPDLOG_INLINE void set_automatic_registration(bool automatic_registration)
{
details::registry::instance().set_automatic_registration(automatic_registration);
}
SPDLOG_INLINE std::shared_ptr<spdlog::logger> default_logger()
{
return details::registry::instance().default_logger();
}
SPDLOG_INLINE spdlog::logger *default_logger_raw()
{
return details::registry::instance().get_default_raw();
}
SPDLOG_INLINE void set_default_logger(std::shared_ptr<spdlog::logger> default_logger)
{
details::registry::instance().set_default_logger(std::move(default_logger));
}
} // namespace spdlog