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!).
130 lines
3.2 KiB
C++
130 lines
3.2 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/details/thread_pool.h>
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#endif
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#include <thirdparty/spdlog/include/common.h>
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#include <cassert>
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namespace spdlog {
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namespace details {
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SPDLOG_INLINE thread_pool::thread_pool(size_t q_max_items, size_t threads_n, std::function<void()> on_thread_start)
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: q_(q_max_items)
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{
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if (threads_n == 0 || threads_n > 1000)
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{
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throw_spdlog_ex("spdlog::thread_pool(): invalid threads_n param (valid "
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"range is 1-1000)");
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}
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for (size_t i = 0; i < threads_n; i++)
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{
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threads_.emplace_back([this, on_thread_start] {
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on_thread_start();
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this->thread_pool::worker_loop_();
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});
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}
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}
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SPDLOG_INLINE thread_pool::thread_pool(size_t q_max_items, size_t threads_n)
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: thread_pool(q_max_items, threads_n, [] {})
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{}
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// message all threads to terminate gracefully join them
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SPDLOG_INLINE thread_pool::~thread_pool()
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{
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SPDLOG_TRY
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{
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for (size_t i = 0; i < threads_.size(); i++)
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{
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post_async_msg_(async_msg(async_msg_type::terminate), async_overflow_policy::block);
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}
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for (auto &t : threads_)
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{
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t.join();
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}
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}
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SPDLOG_CATCH_STD
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}
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void SPDLOG_INLINE thread_pool::post_log(async_logger_ptr &&worker_ptr, const details::log_msg &msg, async_overflow_policy overflow_policy)
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{
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async_msg async_m(std::move(worker_ptr), async_msg_type::log, msg);
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post_async_msg_(std::move(async_m), overflow_policy);
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}
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void SPDLOG_INLINE thread_pool::post_flush(async_logger_ptr &&worker_ptr, async_overflow_policy overflow_policy)
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{
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post_async_msg_(async_msg(std::move(worker_ptr), async_msg_type::flush), overflow_policy);
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}
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size_t SPDLOG_INLINE thread_pool::overrun_counter()
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{
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return q_.overrun_counter();
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}
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size_t SPDLOG_INLINE thread_pool::queue_size()
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{
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return q_.size();
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}
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void SPDLOG_INLINE thread_pool::post_async_msg_(async_msg &&new_msg, async_overflow_policy overflow_policy)
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{
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if (overflow_policy == async_overflow_policy::block)
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{
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q_.enqueue(std::move(new_msg));
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}
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else
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{
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q_.enqueue_nowait(std::move(new_msg));
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}
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}
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void SPDLOG_INLINE thread_pool::worker_loop_()
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{
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while (process_next_msg_()) {}
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}
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// process next message in the queue
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// return true if this thread should still be active (while no terminate msg
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// was received)
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bool SPDLOG_INLINE thread_pool::process_next_msg_()
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{
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async_msg incoming_async_msg;
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bool dequeued = q_.dequeue_for(incoming_async_msg, std::chrono::seconds(10));
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if (!dequeued)
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{
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return true;
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}
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switch (incoming_async_msg.msg_type)
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{
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case async_msg_type::log: {
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incoming_async_msg.worker_ptr->backend_sink_it_(incoming_async_msg);
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return true;
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}
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case async_msg_type::flush: {
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incoming_async_msg.worker_ptr->backend_flush_();
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return true;
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}
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case async_msg_type::terminate: {
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return false;
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}
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default: {
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assert(false);
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}
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}
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return true;
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}
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} // namespace details
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} // namespace spdlog
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