r5sdk/r5dev/thirdparty/spdlog/include/async_logger-inl.h
Amos d5b2e58dae 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

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2.5 KiB
C++

// Copyright(c) 2015-present, Gabi Melman & spdlog contributors.
// Distributed under the MIT License (http://opensource.org/licenses/MIT)
#pragma once
#ifndef SPDLOG_HEADER_ONLY
#include <thirdparty/spdlog/include/async_logger.h>
#endif
#include <thirdparty/spdlog/include/sinks/sink.h>
#include <thirdparty/spdlog/include/details/thread_pool.h>
#include <memory>
#include <string>
SPDLOG_INLINE spdlog::async_logger::async_logger(
std::string logger_name, sinks_init_list sinks_list, std::weak_ptr<details::thread_pool> tp, async_overflow_policy overflow_policy)
: async_logger(std::move(logger_name), sinks_list.begin(), sinks_list.end(), std::move(tp), overflow_policy)
{}
SPDLOG_INLINE spdlog::async_logger::async_logger(
std::string logger_name, sink_ptr single_sink, std::weak_ptr<details::thread_pool> tp, async_overflow_policy overflow_policy)
: async_logger(std::move(logger_name), {std::move(single_sink)}, std::move(tp), overflow_policy)
{}
// send the log message to the thread pool
SPDLOG_INLINE void spdlog::async_logger::sink_it_(const details::log_msg &msg)
{
if (auto pool_ptr = thread_pool_.lock())
{
pool_ptr->post_log(shared_from_this(), msg, overflow_policy_);
}
else
{
throw_spdlog_ex("async log: thread pool doesn't exist anymore");
}
}
// send flush request to the thread pool
SPDLOG_INLINE void spdlog::async_logger::flush_()
{
if (auto pool_ptr = thread_pool_.lock())
{
pool_ptr->post_flush(shared_from_this(), overflow_policy_);
}
else
{
throw_spdlog_ex("async flush: thread pool doesn't exist anymore");
}
}
//
// backend functions - called from the thread pool to do the actual job
//
SPDLOG_INLINE void spdlog::async_logger::backend_sink_it_(const details::log_msg &msg)
{
for (auto &sink : sinks_)
{
if (sink->should_log(msg.level))
{
SPDLOG_TRY
{
sink->log(msg);
}
SPDLOG_LOGGER_CATCH()
}
}
if (should_flush_(msg))
{
backend_flush_();
}
}
SPDLOG_INLINE void spdlog::async_logger::backend_flush_()
{
for (auto &sink : sinks_)
{
SPDLOG_TRY
{
sink->flush();
}
SPDLOG_LOGGER_CATCH()
}
}
SPDLOG_INLINE std::shared_ptr<spdlog::logger> spdlog::async_logger::clone(std::string new_name)
{
auto cloned = std::make_shared<spdlog::async_logger>(*this);
cloned->name_ = std::move(new_name);
return cloned;
}