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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
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/fmt/fmt.h>
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// Stopwatch support for spdlog (using std::chrono::steady_clock).
// Displays elapsed seconds since construction as double.
//
// Usage:
//
// spdlog::stopwatch sw;
// ...
// spdlog::debug("Elapsed: {} seconds", sw); => "Elapsed 0.005116733 seconds"
// spdlog::info("Elapsed: {:.6} seconds", sw); => "Elapsed 0.005163 seconds"
//
//
// If other units are needed (e.g. millis instead of double), include "fmt/chrono.h" and use "duration_cast<..>(sw.elapsed())":
//
// #include <fmt/chrono.h>
//..
// using std::chrono::duration_cast;
// using std::chrono::milliseconds;
// spdlog::info("Elapsed {}", duration_cast<milliseconds>(sw.elapsed())); => "Elapsed 5ms"
namespace spdlog {
class stopwatch
{
using clock = std::chrono::steady_clock;
std::chrono::time_point<clock> start_tp_;
public:
stopwatch()
: start_tp_{clock::now()}
{}
std::chrono::duration<double> elapsed() const
{
return std::chrono::duration<double>(clock::now() - start_tp_);
}
void reset()
{
start_tp_ = clock ::now();
}
};
} // namespace spdlog
// Support for fmt formatting (e.g. "{:012.9}" or just "{}")
namespace fmt {
template<>
struct formatter<spdlog::stopwatch> : formatter<double>
{
template<typename FormatContext>
auto format(const spdlog::stopwatch &sw, FormatContext &ctx) -> decltype(ctx.out())
{
return formatter<double>::format(sw.elapsed().count(), ctx);
}
};
} // namespace fmt