r5sdk/r5dev/vpc/basefilesystem.cpp
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

64 lines
1.6 KiB
C++

#include "core/stdafx.h"
#include "core/logdef.h"
#include "tier0/cvar.h"
#include "vpc/basefilesystem.h"
#include "gameui/IConsole.h"
//---------------------------------------------------------------------------------
// Purpose: prints the output of the filesystem based on the warning level
//---------------------------------------------------------------------------------
void HCBaseFileSystem_Warning(void* thisptr, FileWarningLevel_t level, const char* fmt, ...)
{
if (fs_warning_level_native->m_pParent->m_iValue < (int)level)
{
return;
}
static bool initialized = false;
static char buf[1024] = {};
static auto iconsole = spdlog::stdout_logger_mt("fs_warn_iconsole"); // in-game console.
static auto wconsole = spdlog::stdout_logger_mt("fs_warn_wconsole"); // windows console.
fs_oss.str("");
fs_oss.clear();
if (!initialized)
{
iconsole = std::make_shared<spdlog::logger>("fs_warn_ostream", fs_ostream_sink);
iconsole->set_pattern("[%S.%e] %v");
iconsole->set_level(spdlog::level::debug);
wconsole->set_pattern("[%S.%e] %v");
wconsole->set_level(spdlog::level::debug);
initialized = true;
}
va_list args{};
va_start(args, fmt);
vsnprintf(buf, sizeof(buf), fmt, args);
buf[sizeof(buf) - 1] = 0;
va_end(args);
iconsole->debug(buf);
wconsole->debug(buf);
#ifndef DEDICATED
std::string s = fs_oss.str();
const char* c = s.c_str();
Items.push_back(Strdup((const char*)c));
#endif // !DEDICATED
}
void CBaseFileSystem_Attach()
{
DetourAttach((LPVOID*)&CBaseFileSystem_Warning, &HCBaseFileSystem_Warning);
}
void CBaseFileSystem_Detach()
{
DetourDetach((LPVOID*)&CBaseFileSystem_Warning, &HCBaseFileSystem_Warning);
}