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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!).
45 lines
1.3 KiB
C++
45 lines
1.3 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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#include <thirdparty/spdlog/include/details/null_mutex.h>
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#include <thirdparty/spdlog/include/sinks/base_sink.h>
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#include <thirdparty/spdlog/include/details/synchronous_factory.h>
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#include <mutex>
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namespace spdlog {
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namespace sinks {
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template<typename Mutex>
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class null_sink : public base_sink<Mutex>
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{
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protected:
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void sink_it_(const details::log_msg &) override {}
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void flush_() override {}
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};
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using null_sink_mt = null_sink<details::null_mutex>;
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using null_sink_st = null_sink<details::null_mutex>;
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} // namespace sinks
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template<typename Factory = spdlog::synchronous_factory>
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inline std::shared_ptr<logger> null_logger_mt(const std::string &logger_name)
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{
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auto null_logger = Factory::template create<sinks::null_sink_mt>(logger_name);
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null_logger->set_level(level::off);
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return null_logger;
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}
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template<typename Factory = spdlog::synchronous_factory>
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inline std::shared_ptr<logger> null_logger_st(const std::string &logger_name)
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{
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auto null_logger = Factory::template create<sinks::null_sink_st>(logger_name);
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null_logger->set_level(level::off);
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return null_logger;
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}
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} // namespace spdlog
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