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https://github.com/Laupetin/OpenAssetTools.git
synced 2025-05-09 14:04:57 +00:00
chore: extract ZoneAssetLoaderContainer to separate class
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parent
41d97c0954
commit
fa6f9451d2
@ -65,12 +65,12 @@ namespace zone_creator
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AssetCreatorCollection creatorCollection(*zone);
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ZoneDefinitionContext zoneDefinitionContext(*context.m_definition);
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AssetCreationContext creationContext(*zone, &creatorCollection, &ignoredAssetLookup);
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objCompiler->ConfigureCreatorCollection(
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creatorCollection, *zone, zoneDefinitionContext, *context.m_asset_search_path, lookup, context.m_out_dir, context.m_cache_dir);
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objLoader->ConfigureCreatorCollection(creatorCollection, *zone, *context.m_asset_search_path, lookup);
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AssetCreationContext creationContext(zone.get(), &creatorCollection, &ignoredAssetLookup);
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for (const auto& assetEntry : context.m_definition->m_assets)
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{
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const auto* createdAsset = creationContext.LoadDependencyGeneric(assetEntry.m_asset_type, assetEntry.m_asset_name);
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@ -62,8 +62,8 @@ std::unique_ptr<XAssetInfoGeneric> GenericAssetRegistration::CreateXAssetInfo()
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m_type, std::move(m_name), m_asset, std::move(dependencies), std::move(scriptStrings), std::move(indirectAssetReferences));
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}
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AssetCreationContext::AssetCreationContext(Zone* zone, const AssetCreatorCollection* creators, const IgnoredAssetLookup* ignoredAssetLookup)
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: m_zone(zone),
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AssetCreationContext::AssetCreationContext(Zone& zone, const AssetCreatorCollection* creators, const IgnoredAssetLookup* ignoredAssetLookup)
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: ZoneAssetLoaderContainer(zone),
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m_creators(creators),
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m_ignored_asset_lookup(ignoredAssetLookup)
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{
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@ -72,14 +72,14 @@ AssetCreationContext::AssetCreationContext(Zone* zone, const AssetCreatorCollect
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XAssetInfoGeneric* AssetCreationContext::AddAssetGeneric(GenericAssetRegistration registration) const
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{
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auto xAssetInfo = registration.CreateXAssetInfo();
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xAssetInfo->m_zone = m_zone;
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xAssetInfo->m_zone = &m_zone;
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const auto assetType = xAssetInfo->m_type;
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const auto* pAssetName = xAssetInfo->m_name.c_str();
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auto* addedAsset = m_zone->m_pools->AddAsset(std::move(xAssetInfo));
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auto* addedAsset = m_zone.m_pools->AddAsset(std::move(xAssetInfo));
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if (addedAsset == nullptr)
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std::cerr << std::format("Failed to add asset of type \"{}\" to pool: \"{}\"\n", *m_zone->m_pools->GetAssetTypeName(assetType), pAssetName);
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std::cerr << std::format("Failed to add asset of type \"{}\" to pool: \"{}\"\n", *m_zone.m_pools->GetAssetTypeName(assetType), pAssetName);
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return addedAsset;
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}
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@ -90,14 +90,14 @@ XAssetInfoGeneric* AssetCreationContext::LoadDefaultAssetDependency(const asset_
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if (result.HasTakenAction() && !result.HasFailed())
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return result.GetAssetInfo();
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std::cerr << std::format("Failed to create default asset of type {}\n", *m_zone->m_pools->GetAssetTypeName(assetType));
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std::cerr << std::format("Failed to create default asset of type {}\n", *m_zone.m_pools->GetAssetTypeName(assetType));
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return nullptr;
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}
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XAssetInfoGeneric* AssetCreationContext::LoadDependencyGeneric(const asset_type_t assetType, const std::string& assetName)
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{
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auto* alreadyLoadedAsset = m_zone->m_pools->GetAssetOrAssetReference(assetType, assetName);
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auto* alreadyLoadedAsset = m_zone.m_pools->GetAssetOrAssetReference(assetType, assetName);
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if (alreadyLoadedAsset)
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return alreadyLoadedAsset;
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@ -110,11 +110,11 @@ XAssetInfoGeneric* AssetCreationContext::LoadDependencyGeneric(const asset_type_
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if (!result.HasFailed())
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return result.GetAssetInfo();
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std::cerr << std::format("Could not load asset \"{}\" of type \"{}\"\n", assetName, *m_zone->m_pools->GetAssetTypeName(assetType));
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std::cerr << std::format("Could not load asset \"{}\" of type \"{}\"\n", assetName, *m_zone.m_pools->GetAssetTypeName(assetType));
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}
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else
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{
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std::cerr << std::format("Missing asset \"{}\" of type \"{}\"\n", assetName, *m_zone->m_pools->GetAssetTypeName(assetType));
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std::cerr << std::format("Missing asset \"{}\" of type \"{}\"\n", assetName, *m_zone.m_pools->GetAssetTypeName(assetType));
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}
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return nullptr;
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@ -122,7 +122,7 @@ XAssetInfoGeneric* AssetCreationContext::LoadDependencyGeneric(const asset_type_
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IndirectAssetReference AssetCreationContext::LoadIndirectAssetReferenceGeneric(asset_type_t assetType, const std::string& assetName)
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{
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auto* alreadyLoadedAsset = m_zone->m_pools->GetAssetOrAssetReference(assetType, assetName);
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auto* alreadyLoadedAsset = m_zone.m_pools->GetAssetOrAssetReference(assetType, assetName);
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if (alreadyLoadedAsset)
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return IndirectAssetReference(assetType, assetName);
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@ -132,8 +132,7 @@ IndirectAssetReference AssetCreationContext::LoadIndirectAssetReferenceGeneric(a
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const auto result = m_creators->CreateAsset(assetType, assetName, *this);
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if (!result.HasTakenAction() && !result.HasFailed())
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{
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std::cerr << std::format(
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"Could not load indirectly referenced asset \"{}\" of type \"{}\"\n", assetName, *m_zone->m_pools->GetAssetTypeName(assetType));
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std::cerr << std::format("Could not load indirectly referenced asset \"{}\" of type \"{}\"\n", assetName, *m_zone.m_pools->GetAssetTypeName(assetType));
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}
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return IndirectAssetReference(assetType, assetName);
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}
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@ -10,7 +10,6 @@
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#include <memory>
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#include <string>
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#include <type_traits>
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#include <typeindex>
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#include <unordered_map>
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#include <unordered_set>
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@ -27,10 +26,10 @@ public:
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std::unordered_multimap<std::string, asset_type_t> m_ignored_asset_lookup;
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};
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class AssetCreationContext
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class AssetCreationContext : public ZoneAssetLoaderContainer
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{
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public:
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AssetCreationContext(Zone* zone, const AssetCreatorCollection* creators, const IgnoredAssetLookup* ignoredAssetLookup);
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AssetCreationContext(Zone& zone, const AssetCreatorCollection* creators, const IgnoredAssetLookup* ignoredAssetLookup);
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template<typename AssetType> XAssetInfo<typename AssetType::Type>* AddAsset(AssetRegistration<AssetType> registration)
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{
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@ -66,29 +65,11 @@ public:
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IndirectAssetReference LoadIndirectAssetReferenceGeneric(asset_type_t assetType, const std::string& assetName);
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template<typename T> T* GetZoneAssetLoaderState()
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{
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static_assert(std::is_base_of_v<IZoneAssetLoaderState, T>, "T must inherit IZoneAssetLoaderState");
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// T must also have a public default constructor
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const auto foundEntry = m_zone_asset_loader_states.find(typeid(T));
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if (foundEntry != m_zone_asset_loader_states.end())
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return dynamic_cast<T*>(foundEntry->second.get());
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auto newState = std::make_unique<T>();
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newState->SetZone(m_zone);
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auto* newStatePtr = newState.get();
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m_zone_asset_loader_states.emplace(std::make_pair<std::type_index, std::unique_ptr<IZoneAssetLoaderState>>(typeid(T), std::move(newState)));
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return newStatePtr;
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}
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private:
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[[nodiscard]] XAssetInfoGeneric* LoadDefaultAssetDependency(asset_type_t assetType, const std::string& assetName);
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Zone* m_zone;
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const AssetCreatorCollection* m_creators;
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const IgnoredAssetLookup* m_ignored_asset_lookup;
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std::unordered_map<std::type_index, std::unique_ptr<IZoneAssetLoaderState>> m_zone_asset_loader_states;
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};
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#include "AssetCreatorCollection.h"
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@ -1,6 +1,11 @@
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#pragma once
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#include "Zone/Zone.h"
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#include <memory>
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#include <typeindex>
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#include <unordered_map>
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class IZoneAssetLoaderState
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{
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protected:
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@ -18,3 +23,34 @@ public:
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// Do nothing by default
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}
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};
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class ZoneAssetLoaderContainer
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{
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public:
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ZoneAssetLoaderContainer(Zone& zone)
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: m_zone(zone)
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{
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}
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template<typename T> T* GetZoneAssetLoaderState()
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{
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static_assert(std::is_base_of_v<IZoneAssetLoaderState, T>, "T must inherit IZoneAssetLoaderState");
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// T must also have a public default constructor
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const auto foundEntry = m_zone_asset_loader_states.find(typeid(T));
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if (foundEntry != m_zone_asset_loader_states.end())
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return dynamic_cast<T*>(foundEntry->second.get());
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auto newState = std::make_unique<T>();
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newState->SetZone(&m_zone);
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auto* newStatePtr = newState.get();
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m_zone_asset_loader_states.emplace(std::make_pair<std::type_index, std::unique_ptr<IZoneAssetLoaderState>>(typeid(T), std::move(newState)));
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return newStatePtr;
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}
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protected:
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Zone& m_zone;
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private:
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std::unordered_map<std::type_index, std::unique_ptr<IZoneAssetLoaderState>> m_zone_asset_loader_states;
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};
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@ -25,7 +25,7 @@ namespace
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MemoryManager memory;
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AssetCreatorCollection creatorCollection(zone);
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IgnoredAssetLookup ignoredAssetLookup;
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AssetCreationContext context(&zone, &creatorCollection, &ignoredAssetLookup);
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AssetCreationContext context(zone, &creatorCollection, &ignoredAssetLookup);
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auto loader = CreateStringTableLoader(memory, searchPath);
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auto result = loader->CreateAsset("mp/cooltable.csv", context);
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@ -25,7 +25,7 @@ namespace
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MemoryManager memory;
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AssetCreatorCollection creatorCollection(zone);
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IgnoredAssetLookup ignoredAssetLookup;
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AssetCreationContext context(&zone, &creatorCollection, &ignoredAssetLookup);
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AssetCreationContext context(zone, &creatorCollection, &ignoredAssetLookup);
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auto loader = CreateStringTableLoader(memory, searchPath);
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auto result = loader->CreateAsset("mp/cooltable.csv", context);
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@ -34,7 +34,7 @@ namespace test::game::iw4::menu::parsing::it
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: m_zone("MockZone", 0, IGame::GetGameById(GameId::IW4)),
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m_creator_collection(m_zone),
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m_ignored_asset_lookup(),
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m_context(&m_zone, &m_creator_collection, &m_ignored_asset_lookup)
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m_context(m_zone, &m_creator_collection, &m_ignored_asset_lookup)
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{
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m_asset_creator = CreateMenuListLoader(*m_zone.GetMemory(), m_search_path);
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}
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@ -24,7 +24,7 @@ namespace
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MemoryManager memory;
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AssetCreatorCollection creatorCollection(zone);
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IgnoredAssetLookup ignoredAssetLookup;
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AssetCreationContext context(&zone, &creatorCollection, &ignoredAssetLookup);
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AssetCreationContext context(zone, &creatorCollection, &ignoredAssetLookup);
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auto loader = CreateStringTableLoader(memory, searchPath);
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auto result = loader->CreateAsset("mp/cooltable.csv", context);
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@ -24,7 +24,7 @@ namespace
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MemoryManager memory;
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AssetCreatorCollection creatorCollection(zone);
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IgnoredAssetLookup ignoredAssetLookup;
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AssetCreationContext context(&zone, &creatorCollection, &ignoredAssetLookup);
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AssetCreationContext context(zone, &creatorCollection, &ignoredAssetLookup);
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auto loader = CreateStringTableLoader(memory, searchPath);
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auto result = loader->CreateAsset("mp/cooltable.csv", context);
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@ -24,7 +24,7 @@ namespace
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MemoryManager memory;
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AssetCreatorCollection creatorCollection(zone);
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IgnoredAssetLookup ignoredAssetLookup;
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AssetCreationContext context(&zone, &creatorCollection, &ignoredAssetLookup);
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AssetCreationContext context(zone, &creatorCollection, &ignoredAssetLookup);
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auto loader = CreateStringTableLoader(memory, searchPath);
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auto result = loader->CreateAsset("mp/cooltable.csv", context);
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