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engine/sv_log.h
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71
engine/sv_log.h
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//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//=============================================================================//
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// sv_log.h
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// Server logging functions
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#ifndef SV_LOG_H
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#define SV_LOG_H
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#pragma once
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#include <igameevents.h>
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#include "netadr.h"
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class CLog : public IGameEventListener2
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{
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public:
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CLog();
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virtual ~CLog();
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public: // IGameEventListener Interface
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void FireGameEvent( IGameEvent *event );
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int m_nDebugID;
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int GetEventDebugID( void );
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public:
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bool IsActive( void ); // true if logging is "on"
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void SetLoggingState( bool state ); // set the logging state to true (on) or false (off)
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bool UsingLogAddress( void );
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bool AddLogAddress( netadr_t addr, uint64 ullToken = 0ull );
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bool DelLogAddress( netadr_t addr );
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void DelAllLogAddress( void );
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void ListLogAddress( void );
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void Open( void ); // opens logging file
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void Close( void ); // closes logging file
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void Init( void );
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void Reset( void ); // reset all logging streams
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void Shutdown( void );
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void Printf( PRINTF_FORMAT_STRING const char *fmt, ... ) FMTFUNCTION( 2, 3 ); // log a line to log file
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void Print( const char * text );
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void PrintServerVars( void ); // prints server vars to log file
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void RunFrame();
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private:
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bool m_bActive; // true if we're currently logging
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struct LogAddressDestination_t
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{
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netadr_t m_adr;
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uint64 m_ullToken;
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};
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CUtlVector< LogAddressDestination_t > m_LogAddrDestinations; // Server frag log stream is sent to the address(es) in this list
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FileHandle_t m_hLogFile; // File where frag log is put.
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double m_flLastLogFlush;
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bool m_bFlushLog;
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};
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extern CLog g_Log;
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#endif // SV_LOG_H
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