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

88 lines
2.4 KiB
C++

// 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/console_globals.h>
#include <thirdparty/spdlog/include/details/synchronous_factory.h>
#include <thirdparty/spdlog/include/sinks/sink.h>
#include <cstdio>
#ifdef _WIN32
#include <thirdparty/spdlog/include/details/windows_include.h>
#endif
namespace spdlog {
namespace sinks {
template<typename ConsoleMutex>
class stdout_sink_base : public sink
{
public:
using mutex_t = typename ConsoleMutex::mutex_t;
explicit stdout_sink_base(FILE *file);
~stdout_sink_base() override = default;
stdout_sink_base(const stdout_sink_base &other) = delete;
stdout_sink_base(stdout_sink_base &&other) = delete;
stdout_sink_base &operator=(const stdout_sink_base &other) = delete;
stdout_sink_base &operator=(stdout_sink_base &&other) = delete;
void log(const details::log_msg &msg) override;
void flush() override;
void set_pattern(const std::string &pattern) override;
void set_formatter(std::unique_ptr<spdlog::formatter> sink_formatter) override;
protected:
mutex_t &mutex_;
FILE *file_;
std::unique_ptr<spdlog::formatter> formatter_;
#ifdef _WIN32
HANDLE handle_;
#endif // WIN32
};
template<typename ConsoleMutex>
class stdout_sink : public stdout_sink_base<ConsoleMutex>
{
public:
stdout_sink();
};
template<typename ConsoleMutex>
class stderr_sink : public stdout_sink_base<ConsoleMutex>
{
public:
stderr_sink();
};
using stdout_sink_mt = stdout_sink<details::console_mutex>;
using stdout_sink_st = stdout_sink<details::console_nullmutex>;
using stderr_sink_mt = stderr_sink<details::console_mutex>;
using stderr_sink_st = stderr_sink<details::console_nullmutex>;
} // namespace sinks
// factory methods
template<typename Factory = spdlog::synchronous_factory>
std::shared_ptr<logger> stdout_logger_mt(const std::string &logger_name);
template<typename Factory = spdlog::synchronous_factory>
std::shared_ptr<logger> stdout_logger_st(const std::string &logger_name);
template<typename Factory = spdlog::synchronous_factory>
std::shared_ptr<logger> stderr_logger_mt(const std::string &logger_name);
template<typename Factory = spdlog::synchronous_factory>
std::shared_ptr<logger> stderr_logger_st(const std::string &logger_name);
} // namespace spdlog
#ifdef SPDLOG_HEADER_ONLY
#include "stdout_sinks-inl.h"
#endif