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refactor: do not nest asset namespaces in game namespaces
* Duplicated namespace names are kind of annoying
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@@ -71,11 +71,11 @@ namespace
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};
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} // namespace
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namespace T6::key_value_pairs
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namespace key_value_pairs
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{
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std::unique_ptr<IAssetCreator>
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CreateCompiler(MemoryManager& memory, const Zone& zone, const ZoneDefinition& zoneDefinition, ZoneAssetCreationStateContainer& zoneStates)
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CreateCompilerT6(MemoryManager& memory, const Zone& zone, const ZoneDefinition& zoneDefinition, ZoneAssetCreationStateContainer& zoneStates)
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{
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return std::make_unique<KeyValuePairsCompiler>(memory, zone, zoneDefinition, zoneStates);
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}
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} // namespace T6::key_value_pairs
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} // namespace key_value_pairs
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@@ -9,8 +9,8 @@
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#include <memory>
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namespace T6::key_value_pairs
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namespace key_value_pairs
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{
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std::unique_ptr<IAssetCreator>
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CreateCompiler(MemoryManager& memory, const Zone& zone, const ZoneDefinition& zoneDefinition, ZoneAssetCreationStateContainer& zoneStates);
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} // namespace T6::key_value_pairs
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CreateCompilerT6(MemoryManager& memory, const Zone& zone, const ZoneDefinition& zoneDefinition, ZoneAssetCreationStateContainer& zoneStates);
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} // namespace key_value_pairs
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@@ -19,7 +19,7 @@ namespace
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{
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auto& memory = zone.Memory();
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collection.AddAssetCreator(T6::key_value_pairs::CreateCompiler(memory, zone, zoneDefinition.m_zone_definition, zoneStates));
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collection.AddAssetCreator(key_value_pairs::CreateCompilerT6(memory, zone, zoneDefinition.m_zone_definition, zoneStates));
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}
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void ConfigurePostProcessors(AssetCreatorCollection& collection,
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