#include "STDInclude.hpp" namespace Components { std::mutex Logger::MessageMutex; std::vector Logger::MessageQueue; bool Logger::IsConsoleReady() { return (IsWindow(*(HWND*)0x64A3288) != FALSE || (Dedicated::IsDedicated() && !Flags::HasFlag("console"))); } void Logger::Print(const char* message, ...) { char buffer[0x1000] = { 0 }; va_list ap; va_start(ap, message); vsprintf_s(buffer, message, ap); va_end(ap); if (Logger::IsConsoleReady()) { if (!Game::Sys_IsMainThread()) { Logger::EnqueueMessage(buffer); } else { Game::Com_PrintMessage(0, buffer, 0); } } else { OutputDebugStringA(buffer); } } void Logger::Error(const char* message, ...) { char buffer[0x1000] = { 0 }; va_list ap; va_start(ap, message); vsprintf_s(buffer, message, ap); va_end(ap); Game::Com_Error(0, "%s", buffer); } void Logger::SoftError(const char* message, ...) { char buffer[0x1000] = { 0 }; va_list ap; va_start(ap, message); vsprintf_s(buffer, message, ap); va_end(ap); Game::Com_Error(2, "%s", buffer); } void Logger::Frame() { Logger::MessageMutex.lock(); for (unsigned int i = 0; i < Logger::MessageQueue.size(); ++i) { if (Logger::IsConsoleReady()) { Game::Com_PrintMessage(0, Logger::MessageQueue[i].data(), 0); } else { OutputDebugStringA(Logger::MessageQueue[i].data()); } } Logger::MessageQueue.clear(); Logger::MessageMutex.unlock(); } void Logger::EnqueueMessage(std::string message) { Logger::MessageMutex.lock(); Logger::MessageQueue.push_back(message); Logger::MessageMutex.unlock(); } Logger::Logger() { Renderer::OnFrame(Logger::Frame); // Client Dedicated::OnFrame(Logger::Frame); // Dedi } Logger::~Logger() { Logger::MessageMutex.lock(); Logger::MessageQueue.clear(); Logger::MessageMutex.unlock(); } }