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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/common.h>
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#include <ctime> // std::time_t
namespace spdlog {
namespace details {
namespace os {
SPDLOG_API spdlog::log_clock::time_point now() SPDLOG_NOEXCEPT;
SPDLOG_API std::tm localtime(const std::time_t &time_tt) SPDLOG_NOEXCEPT;
SPDLOG_API std::tm localtime() SPDLOG_NOEXCEPT;
SPDLOG_API std::tm gmtime(const std::time_t &time_tt) SPDLOG_NOEXCEPT;
SPDLOG_API std::tm gmtime() SPDLOG_NOEXCEPT;
// eol definition
#if !defined(SPDLOG_EOL)
#ifdef _WIN32
#define SPDLOG_EOL "\r\n"
#else
#define SPDLOG_EOL "\n"
#endif
#endif
SPDLOG_CONSTEXPR static const char *default_eol = SPDLOG_EOL;
// folder separator
#if !defined(SPDLOG_FOLDER_SEPS)
#ifdef _WIN32
#define SPDLOG_FOLDER_SEPS "\\/"
#else
#define SPDLOG_FOLDER_SEPS "/"
#endif
#endif
SPDLOG_CONSTEXPR static const char folder_seps[] = SPDLOG_FOLDER_SEPS;
SPDLOG_CONSTEXPR static const filename_t::value_type folder_seps_filename[] = SPDLOG_FILENAME_T(SPDLOG_FOLDER_SEPS);
// fopen_s on non windows for writing
SPDLOG_API bool fopen_s(FILE **fp, const filename_t &filename, const filename_t &mode);
// Remove filename. return 0 on success
SPDLOG_API int remove(const filename_t &filename) SPDLOG_NOEXCEPT;
// Remove file if exists. return 0 on success
// Note: Non atomic (might return failure to delete if concurrently deleted by other process/thread)
SPDLOG_API int remove_if_exists(const filename_t &filename) SPDLOG_NOEXCEPT;
SPDLOG_API int rename(const filename_t &filename1, const filename_t &filename2) SPDLOG_NOEXCEPT;
// Return if file exists.
SPDLOG_API bool path_exists(const filename_t &filename) SPDLOG_NOEXCEPT;
// Return file size according to open FILE* object
SPDLOG_API size_t filesize(FILE *f);
// Return utc offset in minutes or throw spdlog_ex on failure
SPDLOG_API int utc_minutes_offset(const std::tm &tm = details::os::localtime());
// Return current thread id as size_t
// It exists because the std::this_thread::get_id() is much slower(especially
// under VS 2013)
SPDLOG_API size_t _thread_id() SPDLOG_NOEXCEPT;
// Return current thread id as size_t (from thread local storage)
SPDLOG_API size_t thread_id() SPDLOG_NOEXCEPT;
// This is avoid msvc issue in sleep_for that happens if the clock changes.
// See https://github.com/gabime/spdlog/issues/609
SPDLOG_API void sleep_for_millis(unsigned int milliseconds) SPDLOG_NOEXCEPT;
SPDLOG_API std::string filename_to_str(const filename_t &filename);
SPDLOG_API int pid() SPDLOG_NOEXCEPT;
// Determine if the terminal supports colors
// Source: https://github.com/agauniyal/rang/
SPDLOG_API bool is_color_terminal() SPDLOG_NOEXCEPT;
// Determine if the terminal attached
// Source: https://github.com/agauniyal/rang/
SPDLOG_API bool in_terminal(FILE *file) SPDLOG_NOEXCEPT;
#if (defined(SPDLOG_WCHAR_TO_UTF8_SUPPORT) || defined(SPDLOG_WCHAR_FILENAMES)) && defined(_WIN32)
SPDLOG_API void wstr_to_utf8buf(wstring_view_t wstr, memory_buf_t &target);
SPDLOG_API void utf8_to_wstrbuf(string_view_t str, wmemory_buf_t &target);
#endif
// Return directory name from given path or empty string
// "abc/file" => "abc"
// "abc/" => "abc"
// "abc" => ""
// "abc///" => "abc//"
SPDLOG_API filename_t dir_name(filename_t path);
// Create a dir from the given path.
// Return true if succeeded or if this dir already exists.
SPDLOG_API bool create_dir(filename_t path);
// non thread safe, cross platform getenv/getenv_s
// return empty string if field not found
SPDLOG_API std::string getenv(const char *field);
} // namespace os
} // namespace details
} // namespace spdlog
#ifdef SPDLOG_HEADER_ONLY
#include "os-inl.h"
#endif