r5sdk/r5dev/thirdparty/spdlog/include/sinks/rotating_file_sink-inl.h
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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C++

// Copyright(c) 2015-present, Gabi Melman & spdlog contributors.
// Distributed under the MIT License (http://opensource.org/licenses/MIT)
#pragma once
#ifndef SPDLOG_HEADER_ONLY
#include <thirdparty/spdlog/include/sinks/rotating_file_sink.h>
#endif
#include <thirdparty/spdlog/include/common.h>
#include <thirdparty/spdlog/include/details/file_helper.h>
#include <thirdparty/spdlog/include/details/null_mutex.h>
#include <thirdparty/spdlog/include/fmt/fmt.h>
#include <cerrno>
#include <chrono>
#include <ctime>
#include <mutex>
#include <string>
#include <tuple>
namespace spdlog {
namespace sinks {
template<typename Mutex>
SPDLOG_INLINE rotating_file_sink<Mutex>::rotating_file_sink(
filename_t base_filename, std::size_t max_size, std::size_t max_files, bool rotate_on_open)
: base_filename_(std::move(base_filename))
, max_size_(max_size)
, max_files_(max_files)
{
file_helper_.open(calc_filename(base_filename_, 0));
current_size_ = file_helper_.size(); // expensive. called only once
if (rotate_on_open && current_size_ > 0)
{
rotate_();
}
}
// calc filename according to index and file extension if exists.
// e.g. calc_filename("logs/mylog.txt, 3) => "logs/mylog.3.txt".
template<typename Mutex>
SPDLOG_INLINE filename_t rotating_file_sink<Mutex>::calc_filename(const filename_t &filename, std::size_t index)
{
if (index == 0u)
{
return filename;
}
filename_t basename, ext;
std::tie(basename, ext) = details::file_helper::split_by_extension(filename);
return fmt::format(SPDLOG_FILENAME_T("{}.{}{}"), basename, index, ext);
}
template<typename Mutex>
SPDLOG_INLINE filename_t rotating_file_sink<Mutex>::filename()
{
std::lock_guard<Mutex> lock(base_sink<Mutex>::mutex_);
return file_helper_.filename();
}
template<typename Mutex>
SPDLOG_INLINE void rotating_file_sink<Mutex>::sink_it_(const details::log_msg &msg)
{
memory_buf_t formatted;
base_sink<Mutex>::formatter_->format(msg, formatted);
current_size_ += formatted.size();
if (current_size_ > max_size_)
{
rotate_();
current_size_ = formatted.size();
}
file_helper_.write(formatted);
}
template<typename Mutex>
SPDLOG_INLINE void rotating_file_sink<Mutex>::flush_()
{
file_helper_.flush();
}
// Rotate files:
// log.txt -> log.1.txt
// log.1.txt -> log.2.txt
// log.2.txt -> log.3.txt
// log.3.txt -> delete
template<typename Mutex>
SPDLOG_INLINE void rotating_file_sink<Mutex>::rotate_()
{
using details::os::filename_to_str;
using details::os::path_exists;
file_helper_.close();
for (auto i = max_files_; i > 0; --i)
{
filename_t src = calc_filename(base_filename_, i - 1);
if (!path_exists(src))
{
continue;
}
filename_t target = calc_filename(base_filename_, i);
if (!rename_file_(src, target))
{
// if failed try again after a small delay.
// this is a workaround to a windows issue, where very high rotation
// rates can cause the rename to fail with permission denied (because of antivirus?).
details::os::sleep_for_millis(100);
if (!rename_file_(src, target))
{
file_helper_.reopen(true); // truncate the log file anyway to prevent it to grow beyond its limit!
current_size_ = 0;
throw_spdlog_ex("rotating_file_sink: failed renaming " + filename_to_str(src) + " to " + filename_to_str(target), errno);
}
}
}
file_helper_.reopen(true);
}
// delete the target if exists, and rename the src file to target
// return true on success, false otherwise.
template<typename Mutex>
SPDLOG_INLINE bool rotating_file_sink<Mutex>::rename_file_(const filename_t &src_filename, const filename_t &target_filename)
{
// try to delete the target file in case it already exists.
(void)details::os::remove(target_filename);
return details::os::rename(src_filename, target_filename) == 0;
}
} // namespace sinks
} // namespace spdlog