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// Copyright(c) 2015-present, Gabi Melman & spdlog contributors.
// Distributed under the MIT License (http://opensource.org/licenses/MIT)
#pragma once
// Loggers registry of unique name->logger pointer
// An attempt to create a logger with an already existing name will result with spdlog_ex exception.
// If user requests a non existing logger, nullptr will be returned
// This class is thread safe
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 <chrono>
#include <functional>
#include <memory>
#include <string>
#include <unordered_map>
#include <mutex>
namespace spdlog {
class logger;
namespace details {
class thread_pool;
class periodic_worker;
class SPDLOG_API registry
{
public:
using log_levels = std::unordered_map<std::string, level::level_enum>;
registry(const registry &) = delete;
registry &operator=(const registry &) = delete;
void register_logger(std::shared_ptr<logger> new_logger);
void initialize_logger(std::shared_ptr<logger> new_logger);
std::shared_ptr<logger> get(const std::string &logger_name);
std::shared_ptr<logger> default_logger();
// Return raw ptr to the default logger.
// To be used directly by the spdlog default api (e.g. spdlog::info)
// This make the default API faster, but cannot be used concurrently with set_default_logger().
// e.g do not call set_default_logger() from one thread while calling spdlog::info() from another.
logger *get_default_raw();
// set default logger.
// default logger is stored in default_logger_ (for faster retrieval) and in the loggers_ map.
void set_default_logger(std::shared_ptr<logger> new_default_logger);
void set_tp(std::shared_ptr<thread_pool> tp);
std::shared_ptr<thread_pool> get_tp();
// Set global formatter. Each sink in each logger will get a clone of this object
void set_formatter(std::unique_ptr<formatter> formatter);
void enable_backtrace(size_t n_messages);
void disable_backtrace();
void set_level(level::level_enum log_level);
void flush_on(level::level_enum log_level);
void flush_every(std::chrono::seconds interval);
void set_error_handler(err_handler handler);
void apply_all(const std::function<void(const std::shared_ptr<logger>)> &fun);
void flush_all();
void drop(const std::string &logger_name);
void drop_all();
// clean all resources and threads started by the registry
void shutdown();
std::recursive_mutex &tp_mutex();
void set_automatic_registration(bool automatic_registration);
// set levels for all existing/future loggers. global_level can be null if should not set.
void set_levels(log_levels levels, level::level_enum *global_level);
static registry &instance();
private:
registry();
~registry();
void throw_if_exists_(const std::string &logger_name);
void register_logger_(std::shared_ptr<logger> new_logger);
bool set_level_from_cfg_(logger *logger);
std::mutex logger_map_mutex_, flusher_mutex_;
std::recursive_mutex tp_mutex_;
std::unordered_map<std::string, std::shared_ptr<logger>> loggers_;
log_levels log_levels_;
std::unique_ptr<formatter> formatter_;
spdlog::level::level_enum global_log_level_ = level::info;
level::level_enum flush_level_ = level::off;
err_handler err_handler_;
std::shared_ptr<thread_pool> tp_;
std::unique_ptr<periodic_worker> periodic_flusher_;
std::shared_ptr<logger> default_logger_;
bool automatic_registration_ = true;
size_t backtrace_n_messages_ = 0;
};
} // namespace details
} // namespace spdlog
#ifdef SPDLOG_HEADER_ONLY
#include "registry-inl.h"
#endif