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
#ifndef SPDLOG_HEADER_ONLY
#include <thirdparty/spdlog/include/common.h>
#endif
#include <algorithm>
#include <iterator>
namespace spdlog {
namespace level {
#if __cplusplus >= 201703L
constexpr
#endif
static string_view_t level_string_views[] SPDLOG_LEVEL_NAMES;
static const char *short_level_names[] SPDLOG_SHORT_LEVEL_NAMES;
SPDLOG_INLINE const string_view_t &to_string_view(spdlog::level::level_enum l) SPDLOG_NOEXCEPT
{
return level_string_views[l];
}
SPDLOG_INLINE const char *to_short_c_str(spdlog::level::level_enum l) SPDLOG_NOEXCEPT
{
return short_level_names[l];
}
SPDLOG_INLINE spdlog::level::level_enum from_str(const std::string &name) SPDLOG_NOEXCEPT
{
auto it = std::find(std::begin(level_string_views), std::end(level_string_views), name);
if (it != std::end(level_string_views))
return static_cast<level::level_enum>(std::distance(std::begin(level_string_views), it));
// check also for "warn" and "err" before giving up..
if (name == "warn")
{
return level::warn;
}
if (name == "err")
{
return level::err;
}
return level::off;
}
} // namespace level
SPDLOG_INLINE spdlog_ex::spdlog_ex(std::string msg)
: msg_(std::move(msg))
{}
SPDLOG_INLINE spdlog_ex::spdlog_ex(const std::string &msg, int last_errno)
{
memory_buf_t outbuf;
fmt::format_system_error(outbuf, last_errno, msg.c_str());
msg_ = fmt::to_string(outbuf);
}
SPDLOG_INLINE const char *spdlog_ex::what() const SPDLOG_NOEXCEPT
{
return msg_.c_str();
}
SPDLOG_INLINE void throw_spdlog_ex(const std::string &msg, int last_errno)
{
SPDLOG_THROW(spdlog_ex(msg, last_errno));
}
SPDLOG_INLINE void throw_spdlog_ex(std::string msg)
{
SPDLOG_THROW(spdlog_ex(std::move(msg)));
}
} // namespace spdlog