mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2025-06-11 07:18:11 -05:00
Add AssetLoader basis
This commit is contained in:
@ -5,6 +5,27 @@
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using namespace IW4;
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ZoneCreator::ZoneCreator()
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{
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for (auto assetType = 0; assetType < ASSET_TYPE_COUNT; assetType++)
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{
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AddAssetTypeName(assetType, GameAssetPoolIW4::AssetTypeNameByType(assetType));
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}
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}
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void ZoneCreator::AddAssetTypeName(asset_type_t assetType, std::string name)
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{
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m_asset_types_by_name.emplace(std::make_pair(std::move(name), assetType));
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}
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void ZoneCreator::CreateZoneAssetPools(Zone* zone) const
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{
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zone->m_pools = std::make_unique<GameAssetPoolIW4>(zone, zone->m_priority);
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for (auto assetType = 0; assetType < ASSET_TYPE_COUNT; assetType++)
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zone->m_pools->InitPoolDynamic(assetType);
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}
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bool ZoneCreator::SupportsGame(const std::string& gameName) const
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{
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return gameName == g_GameIW4.GetShortName();
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@ -1,11 +1,22 @@
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#pragma once
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#include <unordered_map>
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#include <string>
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#include "Zone/ZoneTypes.h"
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#include "ZoneCreation/IZoneCreator.h"
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namespace IW4
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{
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class ZoneCreator final : public IZoneCreator
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{
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std::unordered_map<std::string, asset_type_t> m_asset_types_by_name;
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void AddAssetTypeName(asset_type_t assetType, std::string name);
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void CreateZoneAssetPools(Zone* zone) const;
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public:
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ZoneCreator();
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_NODISCARD bool SupportsGame(const std::string& gameName) const override;
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_NODISCARD std::unique_ptr<Zone> CreateZoneForDefinition(ZoneCreationContext& context) const override;
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};
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@ -1,49 +1,33 @@
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#include "ZoneCreatorT6.h"
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#include <iostream>
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#include "ObjLoading.h"
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#include "Game/T6/T6.h"
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#include "Game/T6/GameT6.h"
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#include "Game/T6/GameAssetPoolT6.h"
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using namespace T6;
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namespace T6
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ZoneCreator::ZoneCreator()
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{
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class SpecifiedAsset
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for(auto assetType = 0; assetType < ASSET_TYPE_COUNT; assetType++)
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{
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public:
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XAssetType m_type;
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std::string m_name;
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bool m_reference;
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};
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AddAssetTypeName(assetType, GameAssetPoolT6::AssetTypeNameByType(assetType));
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}
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}
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class AssetLoaderImpl
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{
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ZoneCreationContext& m_context;
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void ZoneCreator::AddAssetTypeName(asset_type_t assetType, std::string name)
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{
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m_asset_types_by_name.emplace(std::make_pair(std::move(name), assetType));
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}
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void CreateZoneAssetPools(Zone* zone) const
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{
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zone->m_pools = std::make_unique<GameAssetPoolT6>(zone, zone->m_priority);
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void ZoneCreator::CreateZoneAssetPools(Zone* zone) const
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{
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zone->m_pools = std::make_unique<GameAssetPoolT6>(zone, zone->m_priority);
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for (auto assetType = 0; assetType < ASSET_TYPE_COUNT; assetType++)
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zone->m_pools->InitPoolDynamic(assetType);
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}
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public:
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explicit AssetLoaderImpl(ZoneCreationContext& context)
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: m_context(context)
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{
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}
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std::unique_ptr<Zone> CreateZoneForDefinition()
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{
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auto zone = std::make_unique<Zone>(m_context.m_zone_name, 0, &g_GameT6);
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CreateZoneAssetPools(zone.get());
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std::vector<SpecifiedAsset> specifiedAssets;
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return zone;
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}
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};
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for (auto assetType = 0; assetType < ASSET_TYPE_COUNT; assetType++)
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zone->m_pools->InitPoolDynamic(assetType);
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}
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bool ZoneCreator::SupportsGame(const std::string& gameName) const
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@ -53,6 +37,30 @@ bool ZoneCreator::SupportsGame(const std::string& gameName) const
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std::unique_ptr<Zone> ZoneCreator::CreateZoneForDefinition(ZoneCreationContext& context) const
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{
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AssetLoaderImpl impl(context);
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return impl.CreateZoneForDefinition();
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auto zone = std::make_unique<Zone>(context.m_zone_name, 0, &g_GameT6);
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CreateZoneAssetPools(zone.get());
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std::vector<Gdt*> gdtList;
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gdtList.reserve(context.m_gdt_files.size());
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for (const auto& gdt : context.m_gdt_files)
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gdtList.push_back(gdt.get());
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const auto assetLoadingContext = std::make_unique<AssetLoadingContext>(zone.get(), context.m_asset_search_path, std::move(gdtList));
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for(const auto& assetEntry : context.m_definition->m_assets)
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{
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if (assetEntry.m_is_reference)
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continue;
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const auto foundAssetTypeEntry = m_asset_types_by_name.find(assetEntry.m_asset_type);
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if(foundAssetTypeEntry == m_asset_types_by_name.end())
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{
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std::cout << "Unknown asset type \"" << assetEntry.m_asset_type << "\"" << std::endl;
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return nullptr;
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}
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if (!ObjLoading::LoadAssetForZone(assetLoadingContext.get(), foundAssetTypeEntry->second, assetEntry.m_asset_name))
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return nullptr;
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}
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return zone;
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}
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@ -1,11 +1,22 @@
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#pragma once
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#include <unordered_map>
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#include <string>
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#include "Zone/ZoneTypes.h"
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#include "ZoneCreation/IZoneCreator.h"
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namespace T6
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{
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class ZoneCreator final : public IZoneCreator
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{
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std::unordered_map<std::string, asset_type_t> m_asset_types_by_name;
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void AddAssetTypeName(asset_type_t assetType, std::string name);
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void CreateZoneAssetPools(Zone* zone) const;
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public:
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ZoneCreator();
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_NODISCARD bool SupportsGame(const std::string& gameName) const override;
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_NODISCARD std::unique_ptr<Zone> CreateZoneForDefinition(ZoneCreationContext& context) const override;
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};
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@ -427,12 +427,12 @@ class Linker::Impl
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std::unique_ptr<Zone> CreateZoneForDefinition(const std::string& zoneName, ZoneDefinition& zoneDefinition, ISearchPath* assetSearchPath, ISearchPath* gdtSearchPath) const
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{
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auto context = std::make_unique<ZoneCreationContext>(zoneName, assetSearchPath);
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auto context = std::make_unique<ZoneCreationContext>(zoneName, assetSearchPath, &zoneDefinition);
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if (!GetGameNameFromZoneDefinition(context->m_game_name, zoneName, zoneDefinition))
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return nullptr;
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if (!LoadGdtFilesFromZoneDefinition(context->m_gdt_files, zoneName, zoneDefinition, gdtSearchPath))
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return nullptr;
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for(const auto* assetLoader : ZONE_CREATORS)
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{
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if(assetLoader->SupportsGame(context->m_game_name))
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@ -523,6 +523,8 @@ public:
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{
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printf("Loaded zone \"%s\"\n", zone->m_name.c_str());
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}
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zones.emplace_back(std::move(zone));
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}
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auto result = true;
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@ -1,12 +1,14 @@
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#include "ZoneCreationContext.h"
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ZoneCreationContext::ZoneCreationContext()
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: m_asset_search_path(nullptr)
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: m_asset_search_path(nullptr),
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m_definition(nullptr)
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{
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}
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ZoneCreationContext::ZoneCreationContext(std::string zoneName, ISearchPath* assetSearchPath)
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: m_asset_search_path(assetSearchPath),
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m_zone_name(std::move(zoneName))
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ZoneCreationContext::ZoneCreationContext(std::string zoneName, ISearchPath* assetSearchPath, ZoneDefinition* definition)
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: m_zone_name(std::move(zoneName)),
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m_asset_search_path(assetSearchPath),
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m_definition(definition)
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{
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}
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@ -5,15 +5,17 @@
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#include "SearchPath/ISearchPath.h"
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#include "Obj/Gdt/Gdt.h"
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#include "Zone/Definition/ZoneDefinition.h"
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class ZoneCreationContext
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{
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public:
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ISearchPath* m_asset_search_path;
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std::string m_zone_name;
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std::string m_game_name;
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ISearchPath* m_asset_search_path;
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ZoneDefinition* m_definition;
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std::vector<std::unique_ptr<Gdt>> m_gdt_files;
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ZoneCreationContext();
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ZoneCreationContext(std::string zoneName, ISearchPath* assetSearchPath);
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ZoneCreationContext(std::string zoneName, ISearchPath* assetSearchPath, ZoneDefinition* definition);
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};
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