[Voice]: Add debug print (#1009)
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4f4ef31840
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@ -320,6 +320,7 @@ namespace Components
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auto* clc = Game::CL_GetLocalClientConnection(0);
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if (!Game::NET_CompareBaseAdr(clc->serverAddress, *address))
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{
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Logger::Debug("Ignoring stray 'v' network message from '{}'", Game::NET_AdrToString(*address));
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return;
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}
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39
src/Game/Engine/FastCriticalSection.cpp
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39
src/Game/Engine/FastCriticalSection.cpp
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@ -0,0 +1,39 @@
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#include <STDInclude.hpp>
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#include "FastCriticalSection.hpp"
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namespace Game::Engine
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{
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FastCriticalSectionScopeRead::FastCriticalSectionScopeRead(FastCriticalSection* cs)
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: cs_(cs)
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{
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if (this->cs_)
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{
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Sys_LockRead(this->cs_);
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}
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}
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FastCriticalSectionScopeRead::~FastCriticalSectionScopeRead()
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{
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if (this->cs_)
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{
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Sys_UnlockRead(this->cs_);
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}
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}
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FastCriticalSectionScopeWrite::FastCriticalSectionScopeWrite(FastCriticalSection* cs)
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: cs_(cs)
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{
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if (this->cs_)
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{
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Sys_LockWrite(this->cs_);
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}
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}
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FastCriticalSectionScopeWrite::~FastCriticalSectionScopeWrite()
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{
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if (this->cs_)
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{
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Sys_UnlockWrite(this->cs_);
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}
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}
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}
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24
src/Game/Engine/FastCriticalSection.hpp
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24
src/Game/Engine/FastCriticalSection.hpp
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@ -0,0 +1,24 @@
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#pragma once
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namespace Game::Engine
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{
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class FastCriticalSectionScopeRead
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{
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public:
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FastCriticalSectionScopeRead(FastCriticalSection* cs);
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~FastCriticalSectionScopeRead();
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private:
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FastCriticalSection* cs_;
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};
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class FastCriticalSectionScopeWrite
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{
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public:
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FastCriticalSectionScopeWrite(FastCriticalSection* cs);
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~FastCriticalSectionScopeWrite();
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private:
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FastCriticalSection* cs_;
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};
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}
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