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