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
#include <thirdparty/spdlog/include/details/null_mutex.h>
#include <thirdparty/spdlog/include/sinks/base_sink.h>
#include <mutex>
#include <ostream>
namespace spdlog {
namespace sinks {
template<typename Mutex>
class ostream_sink final : public base_sink<Mutex>
{
public:
explicit ostream_sink(std::ostream &os, bool force_flush = false)
: ostream_(os)
, force_flush_(force_flush)
{}
ostream_sink(const ostream_sink &) = delete;
ostream_sink &operator=(const ostream_sink &) = delete;
protected:
void sink_it_(const details::log_msg &msg) override
{
memory_buf_t formatted;
base_sink<Mutex>::formatter_->format(msg, formatted);
ostream_.write(formatted.data(), static_cast<std::streamsize>(formatted.size()));
if (force_flush_)
{
ostream_.flush();
}
}
void flush_() override
{
ostream_.flush();
}
std::ostream &ostream_;
bool force_flush_;
};
using ostream_sink_mt = ostream_sink<std::mutex>;
using ostream_sink_st = ostream_sink<details::null_mutex>;
} // namespace sinks
} // namespace spdlog