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* 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!).
70 lines
1.9 KiB
C++
70 lines
1.9 KiB
C++
// Copyright(c) 2015-present, Gabi Melman & spdlog contributors.
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// Distributed under the MIT License (http://opensource.org/licenses/MIT)
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#pragma once
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#ifndef SPDLOG_HEADER_ONLY
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#include <thirdparty/spdlog/include/details/backtracer.h>
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#endif
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namespace spdlog {
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namespace details {
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SPDLOG_INLINE backtracer::backtracer(const backtracer &other)
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{
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std::lock_guard<std::mutex> lock(other.mutex_);
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enabled_ = other.enabled();
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messages_ = other.messages_;
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}
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SPDLOG_INLINE backtracer::backtracer(backtracer &&other) SPDLOG_NOEXCEPT
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{
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std::lock_guard<std::mutex> lock(other.mutex_);
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enabled_ = other.enabled();
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messages_ = std::move(other.messages_);
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}
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SPDLOG_INLINE backtracer &backtracer::operator=(backtracer other)
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{
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std::lock_guard<std::mutex> lock(mutex_);
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enabled_ = other.enabled();
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messages_ = std::move(other.messages_);
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return *this;
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}
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SPDLOG_INLINE void backtracer::enable(size_t size)
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{
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std::lock_guard<std::mutex> lock{mutex_};
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enabled_.store(true, std::memory_order_relaxed);
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messages_ = circular_q<log_msg_buffer>{size};
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}
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SPDLOG_INLINE void backtracer::disable()
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{
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std::lock_guard<std::mutex> lock{mutex_};
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enabled_.store(false, std::memory_order_relaxed);
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}
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SPDLOG_INLINE bool backtracer::enabled() const
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{
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return enabled_.load(std::memory_order_relaxed);
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}
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SPDLOG_INLINE void backtracer::push_back(const log_msg &msg)
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{
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std::lock_guard<std::mutex> lock{mutex_};
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messages_.push_back(log_msg_buffer{msg});
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}
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// pop all items in the q and apply the given fun on each of them.
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SPDLOG_INLINE void backtracer::foreach_pop(std::function<void(const details::log_msg &)> fun)
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{
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std::lock_guard<std::mutex> lock{mutex_};
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while (!messages_.empty())
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{
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auto &front_msg = messages_.front();
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fun(front_msg);
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messages_.pop_front();
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}
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}
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} // namespace details
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} // namespace spdlog
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