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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/details/null_mutex.h>
#include <thirdparty/spdlog/include/sinks/base_sink.h>
2021-07-08 07:07:27 -07:00
#include <mutex>
#include <ostream>
namespace spdlog {
namespace sinks {
template<typename Mutex>
class ostream_sink final : public base_sink<Mutex>
{
public:
explicit ostream_sink(std::ostream &os, bool force_flush = false)
: ostream_(os)
, force_flush_(force_flush)
{}
ostream_sink(const ostream_sink &) = delete;
ostream_sink &operator=(const ostream_sink &) = delete;
protected:
void sink_it_(const details::log_msg &msg) override
{
memory_buf_t formatted;
base_sink<Mutex>::formatter_->format(msg, formatted);
ostream_.write(formatted.data(), static_cast<std::streamsize>(formatted.size()));
if (force_flush_)
{
ostream_.flush();
}
}
void flush_() override
{
ostream_.flush();
}
std::ostream &ostream_;
bool force_flush_;
};
using ostream_sink_mt = ostream_sink<std::mutex>;
using ostream_sink_st = ostream_sink<details::null_mutex>;
} // namespace sinks
} // namespace spdlog