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

82 lines
2.2 KiB
C++

// Copyright(c) 2015-present, Gabi Melman & spdlog contributors.
// Distributed under the MIT License (http://opensource.org/licenses/MIT)
#pragma once
#include <thirdparty/spdlog/include/common.h>
#include <thirdparty/spdlog/include/sinks/base_sink.h>
#include <thirdparty/spdlog/include/details/null_mutex.h>
#ifdef _WIN32
#include <thirdparty/spdlog/include/details/tcp_client-windows.h>
#else
#include <thirdparty/spdlog/include/details/tcp_client.h>
#endif
#include <mutex>
#include <string>
#include <chrono>
#include <functional>
#pragma once
// Simple tcp client sink
// Connects to remote address and send the formatted log.
// Will attempt to reconnect if connection drops.
// If more complicated behaviour is needed (i.e get responses), you can inherit it and override the sink_it_ method.
namespace spdlog {
namespace sinks {
struct tcp_sink_config
{
std::string server_host;
int server_port;
bool lazy_connect = false; // if true connect on first log call instead of on construction
tcp_sink_config(std::string host, int port)
: server_host{std::move(host)}
, server_port{port}
{}
};
template<typename Mutex>
class tcp_sink : public spdlog::sinks::base_sink<Mutex>
{
public:
// connect to tcp host/port or throw if failed
// host can be hostname or ip address
explicit tcp_sink(tcp_sink_config sink_config)
: config_{std::move(sink_config)}
{
if (!config_.lazy_connect)
{
this->client_.connect(config_.server_host, config_.server_port);
}
}
~tcp_sink() override = default;
protected:
void sink_it_(const spdlog::details::log_msg &msg) override
{
spdlog::memory_buf_t formatted;
spdlog::sinks::base_sink<Mutex>::formatter_->format(msg, formatted);
if (!client_.is_connected())
{
client_.connect(config_.server_host, config_.server_port);
}
client_.send(formatted.data(), formatted.size());
}
void flush_() override {}
tcp_sink_config config_;
details::tcp_client client_;
};
using tcp_sink_mt = tcp_sink<std::mutex>;
using tcp_sink_st = tcp_sink<spdlog::details::null_mutex>;
} // namespace sinks
} // namespace spdlog