r5sdk/r5dev/thirdparty/spdlog/include/details/periodic_worker-inl.h
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

50 lines
1.2 KiB
C++

// 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/periodic_worker.h>
#endif
namespace spdlog {
namespace details {
SPDLOG_INLINE periodic_worker::periodic_worker(const std::function<void()> &callback_fun, std::chrono::seconds interval)
{
active_ = (interval > std::chrono::seconds::zero());
if (!active_)
{
return;
}
worker_thread_ = std::thread([this, callback_fun, interval]() {
for (;;)
{
std::unique_lock<std::mutex> lock(this->mutex_);
if (this->cv_.wait_for(lock, interval, [this] { return !this->active_; }))
{
return; // active_ == false, so exit this thread
}
callback_fun();
}
});
}
// stop the worker thread and join it
SPDLOG_INLINE periodic_worker::~periodic_worker()
{
if (worker_thread_.joinable())
{
{
std::lock_guard<std::mutex> lock(mutex_);
active_ = false;
}
cv_.notify_one();
worker_thread_.join();
}
}
} // namespace details
} // namespace spdlog