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refactor: introduce subasset loading

This commit is contained in:
Jan Laupetin
2026-02-05 16:25:00 +00:00
parent 1be411b371
commit aa47ffa629
255 changed files with 1668 additions and 3132 deletions

View File

@@ -1,7 +1,6 @@
#include "Game/T6/KeyValuePairs/KeyValuePairsCompilerT6.h"
#include "Game/T6/CommonT6.h"
#include "Game/T6/GameAssetPoolT6.h"
#include "KeyValuePairs/KeyValuePairsCreator.h"
#include "Utils/TestMemoryManager.h"
@@ -73,7 +72,7 @@ namespace test::game::t6::keyvaluepairs
sut->FinalizeZone(testContext.m_context);
REQUIRE(testContext.m_memory.GetAllocationCount() == 0u);
REQUIRE(testContext.m_zone.m_pools->GetTotalAssetCount() == 0u);
REQUIRE(testContext.m_zone.m_pools.GetTotalAssetCount() == 0u);
}
TEST_CASE("KeyValuePairsCompilerT6: Creates KeyValuePairs asset with identical name to the zone", "[keyvaluepairs][t6]")
@@ -86,9 +85,9 @@ namespace test::game::t6::keyvaluepairs
sut->FinalizeZone(testContext.m_context);
REQUIRE(testContext.m_memory.GetAllocationCount() > 0u);
REQUIRE(testContext.m_zone.m_pools->GetTotalAssetCount() == 1u);
REQUIRE(testContext.m_zone.m_pools.GetTotalAssetCount() == 1u);
XAssetInfo<KeyValuePairs>* assetInfo = *dynamic_cast<GameAssetPoolT6*>(testContext.m_zone.m_pools.get())->m_key_value_pairs->begin();
XAssetInfo<KeyValuePairs>* assetInfo = *testContext.m_zone.m_pools.PoolAssets<AssetKeyValuePairs>().begin();
REQUIRE(assetInfo);
REQUIRE(assetInfo->m_name == "test");
@@ -112,9 +111,9 @@ namespace test::game::t6::keyvaluepairs
sut->FinalizeZone(testContext.m_context);
REQUIRE(testContext.m_memory.GetAllocationCount() > 0u);
REQUIRE(testContext.m_zone.m_pools->GetTotalAssetCount() == 1u);
REQUIRE(testContext.m_zone.m_pools.GetTotalAssetCount() == 1u);
XAssetInfo<KeyValuePairs>* assetInfo = *dynamic_cast<GameAssetPoolT6*>(testContext.m_zone.m_pools.get())->m_key_value_pairs->begin();
XAssetInfo<KeyValuePairs>* assetInfo = *testContext.m_zone.m_pools.PoolAssets<AssetKeyValuePairs>().begin();
REQUIRE(assetInfo);
REQUIRE(assetInfo->m_name == "test");