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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!).
60 lines
1.6 KiB
C++
60 lines
1.6 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/common.h>
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#include <tuple>
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namespace spdlog {
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namespace details {
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// Helper class for file sinks.
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// When failing to open a file, retry several times(5) with a delay interval(10 ms).
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// Throw spdlog_ex exception on errors.
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class SPDLOG_API file_helper
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{
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public:
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explicit file_helper() = default;
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file_helper(const file_helper &) = delete;
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file_helper &operator=(const file_helper &) = delete;
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~file_helper();
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void open(const filename_t &fname, bool truncate = false);
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void reopen(bool truncate);
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void flush();
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void close();
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void write(const memory_buf_t &buf);
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size_t size() const;
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const filename_t &filename() const;
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//
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// return file path and its extension:
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//
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// "mylog.txt" => ("mylog", ".txt")
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// "mylog" => ("mylog", "")
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// "mylog." => ("mylog.", "")
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// "/dir1/dir2/mylog.txt" => ("/dir1/dir2/mylog", ".txt")
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//
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// the starting dot in filenames is ignored (hidden files):
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//
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// ".mylog" => (".mylog". "")
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// "my_folder/.mylog" => ("my_folder/.mylog", "")
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// "my_folder/.mylog.txt" => ("my_folder/.mylog", ".txt")
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static std::tuple<filename_t, filename_t> split_by_extension(const filename_t &fname);
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private:
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const int open_tries_ = 5;
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const unsigned int open_interval_ = 10;
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std::FILE *fd_{nullptr};
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filename_t filename_;
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};
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} // namespace details
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} // namespace spdlog
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#ifdef SPDLOG_HEADER_ONLY
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#include "file_helper-inl.h"
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#endif
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