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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
#ifdef __ANDROID__
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/details/fmt_helper.h>
#include <thirdparty/spdlog/include/details/null_mutex.h>
#include <thirdparty/spdlog/include/details/os.h>
#include <thirdparty/spdlog/include/sinks/base_sink.h>
#include <thirdparty/spdlog/include/details/synchronous_factory.h>
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#include <android/log.h>
#include <chrono>
#include <mutex>
#include <string>
#include <thread>
#if !defined(SPDLOG_ANDROID_RETRIES)
#define SPDLOG_ANDROID_RETRIES 2
#endif
namespace spdlog {
namespace sinks {
/*
* Android sink (logging using __android_log_write)
*/
template<typename Mutex>
class android_sink final : public base_sink<Mutex>
{
public:
explicit android_sink(std::string tag = "spdlog", bool use_raw_msg = false)
: tag_(std::move(tag))
, use_raw_msg_(use_raw_msg)
{}
protected:
void sink_it_(const details::log_msg &msg) override
{
const android_LogPriority priority = convert_to_android_(msg.level);
memory_buf_t formatted;
if (use_raw_msg_)
{
details::fmt_helper::append_string_view(msg.payload, formatted);
}
else
{
base_sink<Mutex>::formatter_->format(msg, formatted);
}
formatted.push_back('\0');
const char *msg_output = formatted.data();
// See system/core/liblog/logger_write.c for explanation of return value
int ret = __android_log_write(priority, tag_.c_str(), msg_output);
int retry_count = 0;
while ((ret == -11 /*EAGAIN*/) && (retry_count < SPDLOG_ANDROID_RETRIES))
{
details::os::sleep_for_millis(5);
ret = __android_log_write(priority, tag_.c_str(), msg_output);
retry_count++;
}
if (ret < 0)
{
throw_spdlog_ex("__android_log_write() failed", ret);
}
}
void flush_() override {}
private:
static android_LogPriority convert_to_android_(spdlog::level::level_enum level)
{
switch (level)
{
case spdlog::level::trace:
return ANDROID_LOG_VERBOSE;
case spdlog::level::debug:
return ANDROID_LOG_DEBUG;
case spdlog::level::info:
return ANDROID_LOG_INFO;
case spdlog::level::warn:
return ANDROID_LOG_WARN;
case spdlog::level::err:
return ANDROID_LOG_ERROR;
case spdlog::level::critical:
return ANDROID_LOG_FATAL;
default:
return ANDROID_LOG_DEFAULT;
}
}
std::string tag_;
bool use_raw_msg_;
};
using android_sink_mt = android_sink<std::mutex>;
using android_sink_st = android_sink<details::null_mutex>;
} // namespace sinks
// Create and register android syslog logger
template<typename Factory = spdlog::synchronous_factory>
inline std::shared_ptr<logger> android_logger_mt(const std::string &logger_name, const std::string &tag = "spdlog")
{
return Factory::template create<sinks::android_sink_mt>(logger_name, tag);
}
template<typename Factory = spdlog::synchronous_factory>
inline std::shared_ptr<logger> android_logger_st(const std::string &logger_name, const std::string &tag = "spdlog")
{
return Factory::template create<sinks::android_sink_st>(logger_name, tag);
}
} // namespace spdlog
#endif // __ANDROID__