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