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Add AssetLoaders for Qdb, ScriptParseTree and Slug
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#include "AssetLoaderScriptParseTree.h"
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#include <cstring>
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#include "Game/T6/T6.h"
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#include "Pool/GlobalAssetPool.h"
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using namespace T6;
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void* AssetLoaderScriptParseTree::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
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{
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auto* scriptParseTree = memory->Create<ScriptParseTree>();
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memset(scriptParseTree, 0, sizeof(ScriptParseTree));
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scriptParseTree->name = memory->Dup(assetName.c_str());
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return scriptParseTree;
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}
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bool AssetLoaderScriptParseTree::CanLoadFromRaw() const
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{
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return true;
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}
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bool AssetLoaderScriptParseTree::LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager) const
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{
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const auto file = searchPath->Open(assetName);
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if (!file.IsOpen())
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return false;
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auto* scriptParseTree = memory->Create<ScriptParseTree>();
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scriptParseTree->name = memory->Dup(assetName.c_str());
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scriptParseTree->len = static_cast<int>(file.m_length);
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auto* fileBuffer = static_cast<char*>(memory->Alloc(static_cast<size_t>(file.m_length + 1)));
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file.m_stream->read(fileBuffer, file.m_length);
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if (file.m_stream->gcount() != file.m_length)
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return false;
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fileBuffer[scriptParseTree->len] = '\0';
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scriptParseTree->buffer = static_cast<char16*>(fileBuffer);
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manager->AddAsset(ASSET_TYPE_SCRIPTPARSETREE, assetName, scriptParseTree);
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return true;
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}
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