Update premake and protoc
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@ -23,32 +23,25 @@ namespace Components
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void Logger::MessagePrint(int channel, std::string message)
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{
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if (Flags::HasFlag("stdout"))
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if (Flags::HasFlag("stdout") || Loader::PerformingUnitTests())
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{
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printf("%s", message.data());
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fflush(stdout);
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return;
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}
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else if (Logger::IsConsoleReady())
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if (!Logger::IsConsoleReady())
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{
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if (!Game::Sys_IsMainThread())
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{
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Logger::EnqueueMessage(message);
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}
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else
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{
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Game::Com_PrintMessage(0, message.data(), 0);
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}
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OutputDebugStringA(message.data());
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}
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if (!Game::Sys_IsMainThread())
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{
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Logger::EnqueueMessage(message);
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}
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else
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{
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// Only print to stdout, when doing unit tests
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if (Loader::PerformingUnitTests())
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{
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printf("%s", message.data());
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fflush(stdout);
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}
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OutputDebugStringA(message.data());
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Game::Com_PrintMessage(0, message.data(), 0);
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}
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}
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@ -90,11 +83,9 @@ namespace Components
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for (unsigned int i = 0; i < Logger::MessageQueue.size(); ++i)
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{
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if (Logger::IsConsoleReady())
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{
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Game::Com_PrintMessage(0, Logger::MessageQueue[i].data(), 0);
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}
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else
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Game::Com_PrintMessage(0, Logger::MessageQueue[i].data(), 0);
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if (!Logger::IsConsoleReady())
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{
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OutputDebugStringA(Logger::MessageQueue[i].data());
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}
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