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/cfg/helpers.h>
#include <thirdparty/spdlog/include/details/registry.h>
//
// Init log levels using each argv entry that starts with "SPDLOG_LEVEL="
//
// set all loggers to debug level:
// example.exe "SPDLOG_LEVEL=debug"
// set logger1 to trace level
// example.exe "SPDLOG_LEVEL=logger1=trace"
// turn off all logging except for logger1 and logger2:
// example.exe "SPDLOG_LEVEL=off,logger1=debug,logger2=info"
namespace spdlog {
namespace cfg {
// search for SPDLOG_LEVEL= in the args and use it to init the levels
inline void load_argv_levels(int argc, const char **argv)
{
const std::string spdlog_level_prefix = "SPDLOG_LEVEL=";
for (int i = 1; i < argc; i++)
{
std::string arg = argv[i];
if (arg.find(spdlog_level_prefix) == 0)
{
auto levels_string = arg.substr(spdlog_level_prefix.size());
helpers::load_levels(levels_string);
}
}
}
inline void load_argv_levels(int argc, char **argv)
{
load_argv_levels(argc, const_cast<const char **>(argv));
}
} // namespace cfg
} // namespace spdlog