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
#include "thirdparty/spdlog/include/spdlog/sinks/base_sink.h"
#include "thirdparty/spdlog/include/spdlog/details/circular_q.h"
#include "thirdparty/spdlog/include/spdlog/details/log_msg_buffer.h"
#include "thirdparty/spdlog/include/spdlog/details/null_mutex.h"
#include <mutex>
#include <string>
#include <vector>
namespace spdlog {
namespace sinks {
/*
* Ring buffer sink
*/
template<typename Mutex>
class ringbuffer_sink final : public base_sink<Mutex>
{
public:
explicit ringbuffer_sink(size_t n_items)
: q_{n_items}
{}
std::vector<details::log_msg_buffer> last_raw(size_t lim = 0)
{
std::lock_guard<Mutex> lock(base_sink<Mutex>::mutex_);
auto items_available = q_.size();
auto n_items = lim > 0 ? (std::min)(lim, items_available) : items_available;
std::vector<details::log_msg_buffer> ret;
ret.reserve(n_items);
for (size_t i = (items_available - n_items); i < items_available; i++)
{
ret.push_back(q_.at(i));
}
return ret;
}
std::vector<std::string> last_formatted(size_t lim = 0)
{
std::lock_guard<Mutex> lock(base_sink<Mutex>::mutex_);
auto items_available = q_.size();
auto n_items = lim > 0 ? (std::min)(lim, items_available) : items_available;
std::vector<std::string> ret;
ret.reserve(n_items);
for (size_t i = (items_available - n_items); i < items_available; i++)
{
memory_buf_t formatted;
base_sink<Mutex>::formatter_->format(q_.at(i), formatted);
ret.push_back(fmt::to_string(formatted));
}
return ret;
}
protected:
void sink_it_(const details::log_msg &msg) override
{
q_.push_back(details::log_msg_buffer{msg});
}
void flush_() override {}
private:
details::circular_q<details::log_msg_buffer> q_;
};
using ringbuffer_sink_mt = ringbuffer_sink<std::mutex>;
using ringbuffer_sink_st = ringbuffer_sink<details::null_mutex>;
} // namespace sinks
} // namespace spdlog