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
//
// Async logging using global thread pool
// All loggers created here share same global thread pool.
// Each log message is pushed to a queue along with a shared pointer to the
// logger.
// If a logger deleted while having pending messages in the queue, it's actual
// destruction will defer
// until all its messages are processed by the thread pool.
// This is because each message in the queue holds a shared_ptr to the
// originating logger.
#include <thirdparty/spdlog/include/async_logger.h>
#include <thirdparty/spdlog/include/details/registry.h>
#include <thirdparty/spdlog/include/details/thread_pool.h>
#include <memory>
#include <mutex>
#include <functional>
namespace spdlog {
namespace details {
static const size_t default_async_q_size = 8192;
}
// async logger factory - creates async loggers backed with thread pool.
// if a global thread pool doesn't already exist, create it with default queue
// size of 8192 items and single thread.
template<async_overflow_policy OverflowPolicy = async_overflow_policy::block>
struct async_factory_impl
{
template<typename Sink, typename... SinkArgs>
static std::shared_ptr<async_logger> create(std::string logger_name, SinkArgs &&...args)
{
auto &registry_inst = details::registry::instance();
// create global thread pool if not already exists..
auto &mutex = registry_inst.tp_mutex();
std::lock_guard<std::recursive_mutex> tp_lock(mutex);
auto tp = registry_inst.get_tp();
if (tp == nullptr)
{
tp = std::make_shared<details::thread_pool>(details::default_async_q_size, 1U);
registry_inst.set_tp(tp);
}
auto sink = std::make_shared<Sink>(std::forward<SinkArgs>(args)...);
auto new_logger = std::make_shared<async_logger>(std::move(logger_name), std::move(sink), std::move(tp), OverflowPolicy);
registry_inst.initialize_logger(new_logger);
return new_logger;
}
};
using async_factory = async_factory_impl<async_overflow_policy::block>;
using async_factory_nonblock = async_factory_impl<async_overflow_policy::overrun_oldest>;
template<typename Sink, typename... SinkArgs>
inline std::shared_ptr<spdlog::logger> create_async(std::string logger_name, SinkArgs &&...sink_args)
{
return async_factory::create<Sink>(std::move(logger_name), std::forward<SinkArgs>(sink_args)...);
}
template<typename Sink, typename... SinkArgs>
inline std::shared_ptr<spdlog::logger> create_async_nb(std::string logger_name, SinkArgs &&...sink_args)
{
return async_factory_nonblock::create<Sink>(std::move(logger_name), std::forward<SinkArgs>(sink_args)...);
}
// set global thread pool.
inline void init_thread_pool(size_t q_size, size_t thread_count, std::function<void()> on_thread_start)
{
auto tp = std::make_shared<details::thread_pool>(q_size, thread_count, on_thread_start);
details::registry::instance().set_tp(std::move(tp));
}
// set global thread pool.
inline void init_thread_pool(size_t q_size, size_t thread_count)
{
init_thread_pool(q_size, thread_count, [] {});
}
// get the global thread pool.
inline std::shared_ptr<spdlog::details::thread_pool> thread_pool()
{
return details::registry::instance().get_tp();
}
} // namespace spdlog