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) 2019 ZVYAGIN.Alexander@gmail.com
// Distributed under the MIT License (http://opensource.org/licenses/MIT)
#pragma once
#include <thirdparty/spdlog/include/sinks/base_sink.h>
#include <thirdparty/spdlog/include/details/null_mutex.h>
#include <thirdparty/spdlog/include/details/synchronous_factory.h>
#include <array>
#ifndef SD_JOURNAL_SUPPRESS_LOCATION
#define SD_JOURNAL_SUPPRESS_LOCATION
#endif
#include <systemd/sd-journal.h>
namespace spdlog {
namespace sinks {
/**
* Sink that write to systemd journal using the `sd_journal_send()` library call.
*
* Locking is not needed, as `sd_journal_send()` itself is thread-safe.
*/
template<typename Mutex>
class systemd_sink : public base_sink<Mutex>
{
public:
//
systemd_sink()
: syslog_levels_{{/* spdlog::level::trace */ LOG_DEBUG,
/* spdlog::level::debug */ LOG_DEBUG,
/* spdlog::level::info */ LOG_INFO,
/* spdlog::level::warn */ LOG_WARNING,
/* spdlog::level::err */ LOG_ERR,
/* spdlog::level::critical */ LOG_CRIT,
/* spdlog::level::off */ LOG_INFO}}
{}
~systemd_sink() override {}
systemd_sink(const systemd_sink &) = delete;
systemd_sink &operator=(const systemd_sink &) = delete;
protected:
using levels_array = std::array<int, 7>;
levels_array syslog_levels_;
void sink_it_(const details::log_msg &msg) override
{
int err;
size_t length = msg.payload.size();
// limit to max int
if (length > static_cast<size_t>(std::numeric_limits<int>::max()))
{
length = static_cast<size_t>(std::numeric_limits<int>::max());
}
// Do not send source location if not available
if (msg.source.empty())
{
// Note: function call inside '()' to avoid macro expansion
err = (sd_journal_send)("MESSAGE=%.*s", static_cast<int>(length), msg.payload.data(), "PRIORITY=%d", syslog_level(msg.level),
"SYSLOG_IDENTIFIER=%.*s", static_cast<int>(msg.logger_name.size()), msg.logger_name.data(), nullptr);
}
else
{
err = (sd_journal_send)("MESSAGE=%.*s", static_cast<int>(length), msg.payload.data(), "PRIORITY=%d", syslog_level(msg.level),
"SYSLOG_IDENTIFIER=%.*s", static_cast<int>(msg.logger_name.size()), msg.logger_name.data(), "CODE_FILE=%s",
msg.source.filename, "CODE_LINE=%d", msg.source.line, "CODE_FUNC=%s", msg.source.funcname, nullptr);
}
if (err)
{
throw_spdlog_ex("Failed writing to systemd", errno);
}
}
int syslog_level(level::level_enum l)
{
return syslog_levels_.at(static_cast<levels_array::size_type>(l));
}
void flush_() override {}
};
using systemd_sink_mt = systemd_sink<std::mutex>;
using systemd_sink_st = systemd_sink<details::null_mutex>;
} // namespace sinks
// Create and register a syslog logger
template<typename Factory = spdlog::synchronous_factory>
inline std::shared_ptr<logger> systemd_logger_mt(const std::string &logger_name)
{
return Factory::template create<sinks::systemd_sink_mt>(logger_name);
}
template<typename Factory = spdlog::synchronous_factory>
inline std::shared_ptr<logger> systemd_logger_st(const std::string &logger_name)
{
return Factory::template create<sinks::systemd_sink_st>(logger_name);
}
} // namespace spdlog