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