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

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// Copyright(c) 2015-present, Gabi Melman & spdlog contributors.
// Distributed under the MIT License (http://opensource.org/licenses/MIT)
#pragma once
//
// Custom sink for mongodb
// Building and using requires mongocxx library.
// For building mongocxx library check the url below
// http://mongocxx.org/mongocxx-v3/installation/
//
#include "thirdparty/spdlog/include/spdlog/common.h"
#include "thirdparty/spdlog/include/spdlog/details/log_msg.h"
#include "thirdparty/spdlog/include/spdlog/sinks/base_sink.h"
#include <thirdparty/spdlog/include/details/synchronous_factory.h>
#include <bsoncxx/builder/stream/document.hpp>
#include <bsoncxx/types.hpp>
#include <bsoncxx/view_or_value.hpp>
#include <mongocxx/client.hpp>
#include <mongocxx/instance.hpp>
#include <mongocxx/uri.hpp>
namespace spdlog {
namespace sinks {
template <typename Mutex> class mongo_sink : public base_sink<Mutex> {
public:
mongo_sink(const std::string &db_name, const std::string &collection_name,
const std::string &uri = "mongodb://localhost:27017") {
try {
client_ = std::make_unique<mongocxx::client>(mongocxx::uri{uri});
db_name_ = db_name;
coll_name_ = collection_name;
} catch (const std::exception) {
throw spdlog_ex("Error opening database");
}
}
~mongo_sink() { flush_(); }
protected:
void sink_it_(const details::log_msg &msg) override {
using bsoncxx::builder::stream::document;
using bsoncxx::builder::stream::finalize;
if (client_ != nullptr) {
auto doc = document{}
<< "timestamp" << bsoncxx::types::b_date(msg.time) << "level"
<< level::to_string_view(msg.level).data() << "message"
<< std::string(msg.payload.begin(), msg.payload.end())
<< "logger_name"
<< std::string(msg.logger_name.begin(), msg.logger_name.end())
<< "thread_id" << static_cast<int>(msg.thread_id) << finalize;
client_->database(db_name_).collection(coll_name_).insert_one(doc.view());
}
}
void flush_() override {}
private:
static mongocxx::instance instance_;
std::string db_name_;
std::string coll_name_;
std::unique_ptr<mongocxx::client> client_ = nullptr;
};
mongocxx::instance mongo_sink<std::mutex>::instance_{};
#include "spdlog/details/null_mutex.h"
#include <mutex>
using mongo_sink_mt = mongo_sink<std::mutex>;
using mongo_sink_st = mongo_sink<spdlog::details::null_mutex>;
} // namespace sinks
template <typename Factory = spdlog::synchronous_factory>
inline std::shared_ptr<logger>
mongo_logger_mt(const std::string &logger_name, const std::string &db_name,
const std::string &collection_name,
const std::string &uri = "mongodb://localhost:27017") {
return Factory::template create<sinks::mongo_sink_mt>(logger_name, db_name,
collection_name, uri);
}
template <typename Factory = spdlog::synchronous_factory>
inline std::shared_ptr<logger>
mongo_logger_st(const std::string &logger_name, const std::string &db_name,
const std::string &collection_name,
const std::string &uri = "mongodb://localhost:27017") {
return Factory::template create<sinks::mongo_sink_st>(logger_name, db_name,
collection_name, uri);
}
} // namespace spdlog