r5sdk/r5dev/thirdparty/spdlog/include/sinks/stdout_sinks-inl.h

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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
#ifndef SPDLOG_HEADER_ONLY
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/sinks/stdout_sinks.h>
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#endif
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/console_globals.h>
#include <thirdparty/spdlog/include/pattern_formatter.h>
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#include <memory>
#ifdef _WIN32
// under windows using fwrite to non-binary stream results in \r\r\n (see issue #1675)
// so instead we use ::FileWrite
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/windows_include.h>
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#ifndef _USING_V110_SDK71_ // fileapi.h doesnt exist in winxp
#include <fileapi.h> // WriteFile (..)
#endif
#include <io.h> // _get_osfhandle(..)
#include <stdio.h> // _fileno(..)
#endif // WIN32
namespace spdlog {
namespace sinks {
template<typename ConsoleMutex>
SPDLOG_INLINE stdout_sink_base<ConsoleMutex>::stdout_sink_base(FILE *file)
: mutex_(ConsoleMutex::mutex())
, file_(file)
, formatter_(details::make_unique<spdlog::pattern_formatter>())
{
#ifdef _WIN32
// get windows handle from the FILE* object
handle_ = (HANDLE)::_get_osfhandle(::_fileno(file_));
// don't throw to support cases where no console is attached,
// and let the log method to do nothing if (handle_ == INVALID_HANDLE_VALUE).
// throw only if non stdout/stderr target is requested (probably regular file and not console).
if (handle_ == INVALID_HANDLE_VALUE && file != stdout && file != stderr)
{
throw_spdlog_ex("spdlog::stdout_sink_base: _get_osfhandle() failed", errno);
}
#endif // WIN32
}
template<typename ConsoleMutex>
SPDLOG_INLINE void stdout_sink_base<ConsoleMutex>::log(const details::log_msg &msg)
{
#ifdef _WIN32
if (handle_ == INVALID_HANDLE_VALUE)
{
return;
}
std::lock_guard<mutex_t> lock(mutex_);
memory_buf_t formatted;
formatter_->format(msg, formatted);
::fflush(file_); // flush in case there is somthing in this file_ already
auto size = static_cast<DWORD>(formatted.size());
DWORD bytes_written = 0;
bool ok = ::WriteFile(handle_, formatted.data(), size, &bytes_written, nullptr) != 0;
if (!ok)
{
throw_spdlog_ex("stdout_sink_base: WriteFile() failed. GetLastError(): " + std::to_string(::GetLastError()));
}
#else
std::lock_guard<mutex_t> lock(mutex_);
memory_buf_t formatted;
formatter_->format(msg, formatted);
::fwrite(formatted.data(), sizeof(char), formatted.size(), file_);
::fflush(file_); // flush every line to terminal
#endif // WIN32
}
template<typename ConsoleMutex>
SPDLOG_INLINE void stdout_sink_base<ConsoleMutex>::flush()
{
std::lock_guard<mutex_t> lock(mutex_);
fflush(file_);
}
template<typename ConsoleMutex>
SPDLOG_INLINE void stdout_sink_base<ConsoleMutex>::set_pattern(const std::string &pattern)
{
std::lock_guard<mutex_t> lock(mutex_);
formatter_ = std::unique_ptr<spdlog::formatter>(new pattern_formatter(pattern));
}
template<typename ConsoleMutex>
SPDLOG_INLINE void stdout_sink_base<ConsoleMutex>::set_formatter(std::unique_ptr<spdlog::formatter> sink_formatter)
{
std::lock_guard<mutex_t> lock(mutex_);
formatter_ = std::move(sink_formatter);
}
// stdout sink
template<typename ConsoleMutex>
SPDLOG_INLINE stdout_sink<ConsoleMutex>::stdout_sink()
: stdout_sink_base<ConsoleMutex>(stdout)
{}
// stderr sink
template<typename ConsoleMutex>
SPDLOG_INLINE stderr_sink<ConsoleMutex>::stderr_sink()
: stdout_sink_base<ConsoleMutex>(stderr)
{}
} // namespace sinks
// factory methods
template<typename Factory>
SPDLOG_INLINE std::shared_ptr<logger> stdout_logger_mt(const std::string &logger_name)
{
return Factory::template create<sinks::stdout_sink_mt>(logger_name);
}
template<typename Factory>
SPDLOG_INLINE std::shared_ptr<logger> stdout_logger_st(const std::string &logger_name)
{
return Factory::template create<sinks::stdout_sink_st>(logger_name);
}
template<typename Factory>
SPDLOG_INLINE std::shared_ptr<logger> stderr_logger_mt(const std::string &logger_name)
{
return Factory::template create<sinks::stderr_sink_mt>(logger_name);
}
template<typename Factory>
SPDLOG_INLINE std::shared_ptr<logger> stderr_logger_st(const std::string &logger_name)
{
return Factory::template create<sinks::stderr_sink_st>(logger_name);
}
} // namespace spdlog