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* All libraries have been isolated from each other, and build into separate artifacts. * Project has been restructured to support isolating libraries. * CCrashHandler now calls a callback on crash (setup from core/dllmain.cpp, this can be setup in any way for any project. This callback is getting called when the apllication crashes. Useful for flushing buffers before closing handles to logging files for example). * Tier0 'CoreMsgV' function now calls a callback sink, which could be set by the user (currently setup to the SDK's internal logger in core/dllmain.cpp). TODO: * Add a batch file to autogenerate all projects. * Add support for dedicated server. * Add support for client dll. Bugs: * Game crashes on the title screen after the UI script compiler has finished (root cause unknown). * Curl error messages are getting logged twice for the dedicated server due to the removal of all "DEDICATED" preprocessor directives to support isolating projects. This has to be fixed properly!
35 lines
985 B
C++
35 lines
985 B
C++
//===========================================================================//
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//
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// Purpose: Low-level tier0 interface.
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//
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//===========================================================================//
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#include "core/logdef.h"
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#include "common/sdkdefs.h"
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#include "tier0/module.h"
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// Module handles; user is responsible for initializing these.
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CModule g_GameDll;
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CModule g_SDKDll;
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CModule g_RadVideoToolsDll;
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CModule g_RadAudioDecoderDll;
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CModule g_RadAudioSystemDll;
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string g_LogSessionUUID;
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string g_LogSessionDirectory;
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static const char* s_AdrFmt = "| {:s}: {:42s}: {:#18x} |\n";
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void LogFunAdr(const char* szFun, uintptr_t nAdr) // Logging function addresses.
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{
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spdlog::debug(s_AdrFmt, "FUN", szFun, nAdr);
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}
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void LogVarAdr(const char* szVar, uintptr_t nAdr) // Logging variable addresses.
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{
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spdlog::debug(s_AdrFmt, "VAR", szVar, nAdr);
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}
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void LogConAdr(const char* szCon, uintptr_t nAdr) // Logging constant addresses.
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{
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spdlog::debug(s_AdrFmt, "CON", szCon, nAdr);
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}
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