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/fmt/fmt.h>
// Stopwatch support for spdlog (using std::chrono::steady_clock).
// Displays elapsed seconds since construction as double.
//
// Usage:
//
// spdlog::stopwatch sw;
// ...
// spdlog::debug("Elapsed: {} seconds", sw); => "Elapsed 0.005116733 seconds"
// spdlog::info("Elapsed: {:.6} seconds", sw); => "Elapsed 0.005163 seconds"
//
//
// If other units are needed (e.g. millis instead of double), include "fmt/chrono.h" and use "duration_cast<..>(sw.elapsed())":
//
// #include <fmt/chrono.h>
//..
// using std::chrono::duration_cast;
// using std::chrono::milliseconds;
// spdlog::info("Elapsed {}", duration_cast<milliseconds>(sw.elapsed())); => "Elapsed 5ms"
namespace spdlog {
class stopwatch
{
using clock = std::chrono::steady_clock;
std::chrono::time_point<clock> start_tp_;
public:
stopwatch()
: start_tp_{clock::now()}
{}
std::chrono::duration<double> elapsed() const
{
return std::chrono::duration<double>(clock::now() - start_tp_);
}
void reset()
{
start_tp_ = clock ::now();
}
};
} // namespace spdlog
// Support for fmt formatting (e.g. "{:012.9}" or just "{}")
namespace fmt {
template<>
struct formatter<spdlog::stopwatch> : formatter<double>
{
template<typename FormatContext>
auto format(const spdlog::stopwatch &sw, FormatContext &ctx) -> decltype(ctx.out())
{
return formatter<double>::format(sw.elapsed().count(), ctx);
}
};
} // namespace fmt