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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!).
127 lines
3.6 KiB
C++
127 lines
3.6 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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// multi producer-multi consumer blocking queue.
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// enqueue(..) - will block until room found to put the new message.
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// enqueue_nowait(..) - will return immediately with false if no room left in
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// the queue.
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// dequeue_for(..) - will block until the queue is not empty or timeout have
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// passed.
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#include <thirdparty/spdlog/include/details/circular_q.h>
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#include <condition_variable>
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#include <mutex>
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namespace spdlog {
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namespace details {
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template<typename T>
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class mpmc_blocking_queue
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{
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public:
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using item_type = T;
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explicit mpmc_blocking_queue(size_t max_items)
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: q_(max_items)
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{}
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#ifndef __MINGW32__
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// try to enqueue and block if no room left
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void enqueue(T &&item)
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{
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{
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std::unique_lock<std::mutex> lock(queue_mutex_);
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pop_cv_.wait(lock, [this] { return !this->q_.full(); });
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q_.push_back(std::move(item));
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}
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push_cv_.notify_one();
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}
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// enqueue immediately. overrun oldest message in the queue if no room left.
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void enqueue_nowait(T &&item)
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{
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{
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std::unique_lock<std::mutex> lock(queue_mutex_);
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q_.push_back(std::move(item));
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}
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push_cv_.notify_one();
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}
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// try to dequeue item. if no item found. wait upto timeout and try again
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// Return true, if succeeded dequeue item, false otherwise
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bool dequeue_for(T &popped_item, std::chrono::milliseconds wait_duration)
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{
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{
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std::unique_lock<std::mutex> lock(queue_mutex_);
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if (!push_cv_.wait_for(lock, wait_duration, [this] { return !this->q_.empty(); }))
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{
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return false;
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}
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popped_item = std::move(q_.front());
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q_.pop_front();
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}
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pop_cv_.notify_one();
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return true;
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}
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#else
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// apparently mingw deadlocks if the mutex is released before cv.notify_one(),
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// so release the mutex at the very end each function.
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// try to enqueue and block if no room left
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void enqueue(T &&item)
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{
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std::unique_lock<std::mutex> lock(queue_mutex_);
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pop_cv_.wait(lock, [this] { return !this->q_.full(); });
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q_.push_back(std::move(item));
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push_cv_.notify_one();
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}
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// enqueue immediately. overrun oldest message in the queue if no room left.
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void enqueue_nowait(T &&item)
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{
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std::unique_lock<std::mutex> lock(queue_mutex_);
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q_.push_back(std::move(item));
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push_cv_.notify_one();
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}
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// try to dequeue item. if no item found. wait upto timeout and try again
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// Return true, if succeeded dequeue item, false otherwise
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bool dequeue_for(T &popped_item, std::chrono::milliseconds wait_duration)
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{
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std::unique_lock<std::mutex> lock(queue_mutex_);
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if (!push_cv_.wait_for(lock, wait_duration, [this] { return !this->q_.empty(); }))
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{
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return false;
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}
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popped_item = std::move(q_.front());
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q_.pop_front();
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pop_cv_.notify_one();
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return true;
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}
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#endif
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size_t overrun_counter()
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{
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std::unique_lock<std::mutex> lock(queue_mutex_);
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return q_.overrun_counter();
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}
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size_t size()
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{
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std::unique_lock<std::mutex> lock(queue_mutex_);
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return q_.size();
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}
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private:
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std::mutex queue_mutex_;
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std::condition_variable push_cv_;
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std::condition_variable pop_cv_;
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spdlog::details::circular_q<T> q_;
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};
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} // namespace details
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} // namespace spdlog
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