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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!).
50 lines
1.0 KiB
C++
50 lines
1.0 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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#include <atomic>
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#include <utility>
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// null, no cost dummy "mutex" and dummy "atomic" int
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namespace spdlog {
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namespace details {
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struct null_mutex
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{
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void lock() const {}
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void unlock() const {}
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bool try_lock() const
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{
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return true;
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}
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};
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struct null_atomic_int
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{
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int value;
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null_atomic_int() = default;
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explicit null_atomic_int(int new_value)
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: value(new_value)
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{}
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int load(std::memory_order = std::memory_order_relaxed) const
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{
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return value;
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}
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void store(int new_value, std::memory_order = std::memory_order_relaxed)
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{
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value = new_value;
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}
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int exchange(int new_value, std::memory_order = std::memory_order_relaxed)
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{
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std::swap(new_value, value);
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return new_value; // return value before the call
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}
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};
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} // namespace details
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} // namespace spdlog
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