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Import code from previous AssetBuilder version
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165
src/ZoneCommon/Pool/GlobalAssetPool.h
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165
src/ZoneCommon/Pool/GlobalAssetPool.h
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#pragma once
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#include <vector>
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#include <map>
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#include <string>
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#include <algorithm>
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#include <cassert>
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#include "AssetPool.h"
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template<typename T>
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class GlobalAssetPool
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{
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struct LinkedAssetPool
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{
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AssetPool<T>* m_asset_pool;
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int m_priority;
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};
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struct GameAssetPoolEntry
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{
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XAssetInfo<T>* m_asset;
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bool m_duplicate;
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LinkedAssetPool* m_asset_pool;
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};
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static std::vector<LinkedAssetPool*> m_linked_asset_pools;
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static std::map<std::string, GameAssetPoolEntry> m_assets;
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static void SortLinkedAssetPools()
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{
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std::sort(m_linked_asset_pools.begin(), m_linked_asset_pools.end(), [](const LinkedAssetPool* a, const LinkedAssetPool* b) -> bool
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{
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return a->m_priority < b->m_priority;
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});
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}
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static bool ReplaceAssetPoolEntry(GameAssetPoolEntry& assetEntry)
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{
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int occurrences = 0;
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for(auto linkedAssetPool : m_linked_asset_pools)
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{
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XAssetInfo<T>* foundAsset = linkedAssetPool->m_asset_pool->GetAsset(assetEntry.m_asset->m_name);
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if(foundAsset != nullptr)
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{
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if(++occurrences == 1)
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{
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assetEntry.m_asset = foundAsset;
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assetEntry.m_duplicate = false;
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assetEntry.m_asset_pool = linkedAssetPool;
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}
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else
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{
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assetEntry.m_duplicate = true;
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break;
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}
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}
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}
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return occurrences > 0;
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}
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static void LinkAsset(LinkedAssetPool* link, XAssetInfo<T>* asset)
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{
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std::string assetName = std::string(asset->m_name);
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auto existingAsset = m_assets.find(assetName);
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if(existingAsset == m_assets.end())
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{
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GameAssetPoolEntry entry{};
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entry.m_asset = asset;
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entry.m_asset_pool = link;
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entry.m_duplicate = false;
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m_assets[assetName] = entry;
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}
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else
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{
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auto& existingEntry = existingAsset->second;
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existingEntry.m_duplicate = true;
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if(existingEntry.m_asset_pool->m_priority < link->m_priority)
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{
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existingEntry.m_asset_pool = link;
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existingEntry.m_asset = asset;
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}
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}
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}
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public:
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static void LinkAssetPool(AssetPool<T>* assetPool, const int priority)
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{
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auto* newLink = new LinkedAssetPool();
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newLink->m_asset_pool = assetPool;
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newLink->m_priority = priority;
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m_linked_asset_pools.push_back(newLink);
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SortLinkedAssetPools();
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for(auto asset : *assetPool)
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{
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LinkAsset(newLink, asset);
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}
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}
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static void LinkAsset(AssetPool<T>* assetPool, XAssetInfo<T>* asset)
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{
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LinkedAssetPool* link = nullptr;
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for(auto existingLink : m_linked_asset_pools)
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{
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if(existingLink->m_asset_pool == assetPool)
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{
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link = existingLink;
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break;
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}
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}
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assert(link != nullptr);
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if(link == nullptr)
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return;
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LinkAsset(link, asset);
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}
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static void UnlinkAssetPool(AssetPool<T>* assetPool)
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{
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auto iLinkEntry = m_linked_asset_pools.begin();
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for(; iLinkEntry != m_linked_asset_pools.end(); ++iLinkEntry)
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{
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LinkedAssetPool* linkEntry = *iLinkEntry;
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if(linkEntry->m_asset_pool == assetPool)
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{
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break;
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}
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}
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assert(iLinkEntry != m_linked_asset_pools.end());
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if(iLinkEntry == m_linked_asset_pools.end())
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return;
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m_linked_asset_pools.erase(iLinkEntry);
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for(auto iAssetEntry = m_assets.begin(); iAssetEntry != m_assets.end(); ++iAssetEntry)
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{
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auto& assetEntry = *iAssetEntry;
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if(assetEntry.second.m_duplicate && ReplaceAssetPoolEntry(assetEntry.second))
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continue;
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iAssetEntry = m_assets.erase(iAssetEntry);
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}
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}
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};
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template<typename T>
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std::vector<typename GlobalAssetPool<T>::LinkedAssetPool*> GlobalAssetPool<T>::m_linked_asset_pools = std::vector<LinkedAssetPool*>();
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template<typename T>
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std::map<std::string, typename GlobalAssetPool<T>::GameAssetPoolEntry> GlobalAssetPool<T>::m_assets = std::map<std::string, GameAssetPoolEntry>();
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