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