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
#ifndef SPDLOG_HEADER_ONLY
#include <thirdparty/spdlog/include/details/backtracer.h>
#endif
namespace spdlog {
namespace details {
SPDLOG_INLINE backtracer::backtracer(const backtracer &other)
{
std::lock_guard<std::mutex> lock(other.mutex_);
enabled_ = other.enabled();
messages_ = other.messages_;
}
SPDLOG_INLINE backtracer::backtracer(backtracer &&other) SPDLOG_NOEXCEPT
{
std::lock_guard<std::mutex> lock(other.mutex_);
enabled_ = other.enabled();
messages_ = std::move(other.messages_);
}
SPDLOG_INLINE backtracer &backtracer::operator=(backtracer other)
{
std::lock_guard<std::mutex> lock(mutex_);
enabled_ = other.enabled();
messages_ = std::move(other.messages_);
return *this;
}
SPDLOG_INLINE void backtracer::enable(size_t size)
{
std::lock_guard<std::mutex> lock{mutex_};
enabled_.store(true, std::memory_order_relaxed);
messages_ = circular_q<log_msg_buffer>{size};
}
SPDLOG_INLINE void backtracer::disable()
{
std::lock_guard<std::mutex> lock{mutex_};
enabled_.store(false, std::memory_order_relaxed);
}
SPDLOG_INLINE bool backtracer::enabled() const
{
return enabled_.load(std::memory_order_relaxed);
}
SPDLOG_INLINE void backtracer::push_back(const log_msg &msg)
{
std::lock_guard<std::mutex> lock{mutex_};
messages_.push_back(log_msg_buffer{msg});
}
// pop all items in the q and apply the given fun on each of them.
SPDLOG_INLINE void backtracer::foreach_pop(std::function<void(const details::log_msg &)> fun)
{
std::lock_guard<std::mutex> lock{mutex_};
while (!messages_.empty())
{
auto &front_msg = messages_.front();
fun(front_msg);
messages_.pop_front();
}
}
} // namespace details
} // namespace spdlog