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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!).
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#include <thirdparty/spdlog/include/details/log_msg_buffer.h>
#include <thirdparty/spdlog/include/details/mpmc_blocking_q.h>
#include <thirdparty/spdlog/include/details/os.h>
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#include <chrono>
#include <memory>
#include <thread>
#include <vector>
#include <functional>
namespace spdlog {
class async_logger;
namespace details {
using async_logger_ptr = std::shared_ptr<spdlog::async_logger>;
enum class async_msg_type
{
log,
flush,
terminate
};
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#include <thirdparty/spdlog/include/details/log_msg_buffer.h>
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// Async msg to move to/from the queue
// Movable only. should never be copied
struct async_msg : log_msg_buffer
{
async_msg_type msg_type{async_msg_type::log};
async_logger_ptr worker_ptr;
async_msg() = default;
~async_msg() = default;
// should only be moved in or out of the queue..
async_msg(const async_msg &) = delete;
// support for vs2013 move
#if defined(_MSC_VER) && _MSC_VER <= 1800
async_msg(async_msg &&other)
: log_msg_buffer(std::move(other))
, msg_type(other.msg_type)
, worker_ptr(std::move(other.worker_ptr))
{}
async_msg &operator=(async_msg &&other)
{
*static_cast<log_msg_buffer *>(this) = std::move(other);
msg_type = other.msg_type;
worker_ptr = std::move(other.worker_ptr);
return *this;
}
#else // (_MSC_VER) && _MSC_VER <= 1800
async_msg(async_msg &&) = default;
async_msg &operator=(async_msg &&) = default;
#endif
// construct from log_msg with given type
async_msg(async_logger_ptr &&worker, async_msg_type the_type, const details::log_msg &m)
: log_msg_buffer{m}
, msg_type{the_type}
, worker_ptr{std::move(worker)}
{}
async_msg(async_logger_ptr &&worker, async_msg_type the_type)
: log_msg_buffer{}
, msg_type{the_type}
, worker_ptr{std::move(worker)}
{}
explicit async_msg(async_msg_type the_type)
: async_msg{nullptr, the_type}
{}
};
class SPDLOG_API thread_pool
{
public:
using item_type = async_msg;
using q_type = details::mpmc_blocking_queue<item_type>;
thread_pool(size_t q_max_items, size_t threads_n, std::function<void()> on_thread_start);
thread_pool(size_t q_max_items, size_t threads_n);
// message all threads to terminate gracefully join them
~thread_pool();
thread_pool(const thread_pool &) = delete;
thread_pool &operator=(thread_pool &&) = delete;
void post_log(async_logger_ptr &&worker_ptr, const details::log_msg &msg, async_overflow_policy overflow_policy);
void post_flush(async_logger_ptr &&worker_ptr, async_overflow_policy overflow_policy);
size_t overrun_counter();
size_t queue_size();
private:
q_type q_;
std::vector<std::thread> threads_;
void post_async_msg_(async_msg &&new_msg, async_overflow_policy overflow_policy);
void worker_loop_();
// process next message in the queue
// return true if this thread should still be active (while no terminate msg
// was received)
bool process_next_msg_();
};
} // namespace details
} // namespace spdlog
#ifdef SPDLOG_HEADER_ONLY
#include "thread_pool-inl.h"
#endif