mirror of
https://github.com/Mauler125/r5sdk.git
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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!).
93 lines
2.5 KiB
C++
93 lines
2.5 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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#ifndef SPDLOG_HEADER_ONLY
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#include <thirdparty/spdlog/include/async_logger.h>
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#endif
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#include <thirdparty/spdlog/include/sinks/sink.h>
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#include <thirdparty/spdlog/include/details/thread_pool.h>
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#include <memory>
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#include <string>
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SPDLOG_INLINE spdlog::async_logger::async_logger(
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std::string logger_name, sinks_init_list sinks_list, std::weak_ptr<details::thread_pool> tp, async_overflow_policy overflow_policy)
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: async_logger(std::move(logger_name), sinks_list.begin(), sinks_list.end(), std::move(tp), overflow_policy)
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{}
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SPDLOG_INLINE spdlog::async_logger::async_logger(
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std::string logger_name, sink_ptr single_sink, std::weak_ptr<details::thread_pool> tp, async_overflow_policy overflow_policy)
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: async_logger(std::move(logger_name), {std::move(single_sink)}, std::move(tp), overflow_policy)
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{}
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// send the log message to the thread pool
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SPDLOG_INLINE void spdlog::async_logger::sink_it_(const details::log_msg &msg)
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{
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if (auto pool_ptr = thread_pool_.lock())
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{
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pool_ptr->post_log(shared_from_this(), msg, overflow_policy_);
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}
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else
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{
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throw_spdlog_ex("async log: thread pool doesn't exist anymore");
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}
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}
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// send flush request to the thread pool
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SPDLOG_INLINE void spdlog::async_logger::flush_()
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{
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if (auto pool_ptr = thread_pool_.lock())
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{
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pool_ptr->post_flush(shared_from_this(), overflow_policy_);
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}
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else
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{
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throw_spdlog_ex("async flush: thread pool doesn't exist anymore");
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}
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}
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//
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// backend functions - called from the thread pool to do the actual job
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//
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SPDLOG_INLINE void spdlog::async_logger::backend_sink_it_(const details::log_msg &msg)
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{
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for (auto &sink : sinks_)
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{
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if (sink->should_log(msg.level))
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{
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SPDLOG_TRY
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{
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sink->log(msg);
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}
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SPDLOG_LOGGER_CATCH()
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}
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}
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if (should_flush_(msg))
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{
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backend_flush_();
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}
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}
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SPDLOG_INLINE void spdlog::async_logger::backend_flush_()
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{
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for (auto &sink : sinks_)
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{
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SPDLOG_TRY
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{
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sink->flush();
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}
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SPDLOG_LOGGER_CATCH()
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}
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}
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SPDLOG_INLINE std::shared_ptr<spdlog::logger> spdlog::async_logger::clone(std::string new_name)
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{
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auto cloned = std::make_shared<spdlog::async_logger>(*this);
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cloned->name_ = std::move(new_name);
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return cloned;
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}
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