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