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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!).
58 lines
1.7 KiB
C++
58 lines
1.7 KiB
C++
#include <algorithm>
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#include <thread>
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#include <functional>
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#include <vector>
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/// @param[in] nb_elements : size of your for loop
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/// @param[in] functor(start, end) :
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/// your function processing a sub chunk of the for loop.
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/// "start" is the first index to process (included) until the index "end"
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/// (excluded)
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/// @code
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/// for(int i = start; i < end; ++i)
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/// computation(i);
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/// @endcode
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/// @param use_threads : enable / disable threads.
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///
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///
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static
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void parallel_for(unsigned nb_elements,
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std::function<void (int start, int end)> functor,
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bool use_threads = true)
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{
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// -------
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unsigned nb_threads_hint = std::thread::hardware_concurrency();
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unsigned nb_threads = nb_threads_hint == 0 ? 8 : (nb_threads_hint);
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unsigned batch_size = nb_elements / nb_threads;
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unsigned batch_remainder = nb_elements % nb_threads;
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std::vector< std::thread > my_threads(nb_threads);
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if( use_threads )
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{
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// Multithread execution
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for(unsigned i = 0; i < nb_threads; ++i)
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{
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int start = i * batch_size;
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my_threads[i] = std::thread(functor, start, start+batch_size);
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}
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}
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else
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{
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// Single thread execution (for easy debugging)
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for(unsigned i = 0; i < nb_threads; ++i){
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int start = i * batch_size;
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functor( start, start+batch_size );
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}
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}
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// Deform the elements left
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int start = nb_threads * batch_size;
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functor( start, start+batch_remainder);
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// Wait for the other thread to finish their task
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if( use_threads )
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std::for_each(my_threads.begin(), my_threads.end(), std::mem_fn(&std::thread::join));
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}
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