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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!).
53 lines
1.6 KiB
C++
53 lines
1.6 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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//
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// base sink templated over a mutex (either dummy or real)
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// concrete implementation should override the sink_it_() and flush_() methods.
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// locking is taken care of in this class - no locking needed by the
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// implementers..
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//
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#include <thirdparty/spdlog/include/common.h>
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#include <thirdparty/spdlog/include/details/log_msg.h>
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#include <thirdparty/spdlog/include/sinks/sink.h>
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namespace spdlog {
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namespace sinks {
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template<typename Mutex>
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class base_sink : public sink
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{
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public:
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base_sink();
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explicit base_sink(std::unique_ptr<spdlog::formatter> formatter);
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~base_sink() override = default;
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base_sink(const base_sink &) = delete;
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base_sink(base_sink &&) = delete;
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base_sink &operator=(const base_sink &) = delete;
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base_sink &operator=(base_sink &&) = delete;
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void log(const details::log_msg &msg) final;
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void flush() final;
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void set_pattern(const std::string &pattern) final;
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void set_formatter(std::unique_ptr<spdlog::formatter> sink_formatter) final;
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protected:
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// sink formatter
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std::unique_ptr<spdlog::formatter> formatter_;
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mutable Mutex mutex_;
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virtual void sink_it_(const details::log_msg &msg) = 0;
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virtual void flush_() = 0;
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virtual void set_pattern_(const std::string &pattern);
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virtual void set_formatter_(std::unique_ptr<spdlog::formatter> sink_formatter);
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};
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} // namespace sinks
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} // namespace spdlog
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#ifdef SPDLOG_HEADER_ONLY
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#include "base_sink-inl.h"
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#endif
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