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