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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C

// Copyright(c) 2015-present, Gabi Melman & spdlog contributors.
// Distributed under the MIT License (http://opensource.org/licenses/MIT)
#pragma once
///////////////////////////////////////////////////////////////////////////////
//
// Edit this file to squeeze more performance, and to customize supported
// features
//
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
// Under Linux, the much faster CLOCK_REALTIME_COARSE clock can be used.
// This clock is less accurate - can be off by dozens of millis - depending on
// the kernel HZ.
// Uncomment to use it instead of the regular clock.
//
// #define SPDLOG_CLOCK_COARSE
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
// Uncomment if thread id logging is not needed (i.e. no %t in the log pattern).
// This will prevent spdlog from querying the thread id on each log call.
//
// WARNING: If the log pattern contains thread id (i.e, %t) while this flag is
// on, zero will be logged as thread id.
//
// #define SPDLOG_NO_THREAD_ID
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
// Uncomment to prevent spdlog from using thread local storage.
//
// WARNING: if your program forks, UNCOMMENT this flag to prevent undefined
// thread ids in the children logs.
//
// #define SPDLOG_NO_TLS
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
// Uncomment to avoid spdlog's usage of atomic log levels
// Use only if your code never modifies a logger's log levels concurrently by
// different threads.
//
// #define SPDLOG_NO_ATOMIC_LEVELS
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
// Uncomment to enable usage of wchar_t for file names on Windows.
//
// #define SPDLOG_WCHAR_FILENAMES
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
// Uncomment to override default eol ("\n" or "\r\n" under Linux/Windows)
//
#define SPDLOG_EOL ""
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
// Uncomment to override default folder separators ("/" or "\\/" under
// Linux/Windows). Each character in the string is treated as a different
// separator.
//
// #define SPDLOG_FOLDER_SEPS "\\"
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
// Uncomment to use your own copy of the fmt library instead of spdlog's copy.
// In this case spdlog will try to include <fmt/format.h> so set your -I flag
// accordingly.
//
// #define SPDLOG_FMT_EXTERNAL
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
// Uncomment to enable wchar_t support (convert to utf8)
//
// #define SPDLOG_WCHAR_TO_UTF8_SUPPORT
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
// Uncomment to prevent child processes from inheriting log file descriptors
//
// #define SPDLOG_PREVENT_CHILD_FD
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
// Uncomment to customize level names (e.g. "MY TRACE")
//
// #define SPDLOG_LEVEL_NAMES { "MY TRACE", "MY DEBUG", "MY INFO", "MY WARNING",
// "MY ERROR", "MY CRITICAL", "OFF" }
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
// Uncomment to customize short level names (e.g. "MT")
// These can be longer than one character.
//
// #define SPDLOG_SHORT_LEVEL_NAMES { "T", "D", "I", "W", "E", "C", "O" }
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
// Uncomment to disable default logger creation.
// This might save some (very) small initialization time if no default logger is needed.
//
// #define SPDLOG_DISABLE_DEFAULT_LOGGER
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
// Uncomment and set to compile time level with zero cost (default is INFO).
// Macros like SPDLOG_DEBUG(..), SPDLOG_INFO(..) will expand to empty statements if not enabled
//
// #define SPDLOG_ACTIVE_LEVEL SPDLOG_LEVEL_INFO
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
// Uncomment (and change if desired) macro to use for function names.
// This is compiler dependent.
// __PRETTY_FUNCTION__ might be nicer in clang/gcc, and __FUNCTION__ in msvc.
// Defaults to __FUNCTION__ (should work on all compilers) if not defined.
//
// #define SPDLOG_FUNCTION __PRETTY_FUNCTION__
///////////////////////////////////////////////////////////////////////////////