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* 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!).
62 lines
1.6 KiB
C++
62 lines
1.6 KiB
C++
// Copyright(c) 2015-present, Gabi Melman & spdlog contributors.
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// Distributed under the MIT License (http://opensource.org/licenses/MIT)
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#pragma once
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#include <thirdparty/spdlog/include/fmt/fmt.h>
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// Stopwatch support for spdlog (using std::chrono::steady_clock).
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// Displays elapsed seconds since construction as double.
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//
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// Usage:
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//
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// spdlog::stopwatch sw;
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// ...
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// spdlog::debug("Elapsed: {} seconds", sw); => "Elapsed 0.005116733 seconds"
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// spdlog::info("Elapsed: {:.6} seconds", sw); => "Elapsed 0.005163 seconds"
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//
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//
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// If other units are needed (e.g. millis instead of double), include "fmt/chrono.h" and use "duration_cast<..>(sw.elapsed())":
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//
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// #include <fmt/chrono.h>
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//..
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// using std::chrono::duration_cast;
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// using std::chrono::milliseconds;
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// spdlog::info("Elapsed {}", duration_cast<milliseconds>(sw.elapsed())); => "Elapsed 5ms"
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namespace spdlog {
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class stopwatch
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{
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using clock = std::chrono::steady_clock;
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std::chrono::time_point<clock> start_tp_;
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public:
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stopwatch()
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: start_tp_{clock::now()}
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{}
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std::chrono::duration<double> elapsed() const
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{
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return std::chrono::duration<double>(clock::now() - start_tp_);
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}
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void reset()
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{
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start_tp_ = clock ::now();
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}
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};
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} // namespace spdlog
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// Support for fmt formatting (e.g. "{:012.9}" or just "{}")
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namespace fmt {
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template<>
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struct formatter<spdlog::stopwatch> : formatter<double>
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{
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template<typename FormatContext>
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auto format(const spdlog::stopwatch &sw, FormatContext &ctx) -> decltype(ctx.out())
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{
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return formatter<double>::format(sw.elapsed().count(), ctx);
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}
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};
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} // namespace fmt
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