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https://github.com/Laupetin/OpenAssetTools.git
synced 2025-06-27 15:17:58 -05:00
chore: always use dynamic asset pools and remove static implementation
This commit is contained in:
@ -1,123 +1,57 @@
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#include "GameAssetPoolIW3.h"
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#include "Pool/AssetPoolDynamic.h"
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#include "Pool/AssetPoolStatic.h"
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#include <cassert>
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#include <type_traits>
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using namespace IW3;
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const char* GameAssetPoolIW3::ASSET_TYPE_NAMES[]{
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"xmodelpieces", "physpreset", "xanim", "xmodel", "material", "techniqueset", "image", "sound", "soundcurve", "loadedsound",
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"clipmap", "clipmap", "comworld", "gameworldsp", "gameworldmp", "mapents", "gfxworld", "lightdef", "uimap", "font",
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"menulist", "menu", "localize", "weapon", "snddriverglobals", "fx", "impactfx", "aitype", "mptype", "character",
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"xmodelalias", "rawfile", "stringtable",
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};
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namespace
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{
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constexpr const char* ASSET_TYPE_NAMES[]{
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"xmodelpieces", "physpreset", "xanim", "xmodel", "material", "techniqueset", "image", "sound", "soundcurve", "loadedsound",
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"clipmap", "clipmap", "comworld", "gameworldsp", "gameworldmp", "mapents", "gfxworld", "lightdef", "uimap", "font",
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"menulist", "menu", "localize", "weapon", "snddriverglobals", "fx", "impactfx", "aitype", "mptype", "character",
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"xmodelalias", "rawfile", "stringtable",
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};
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}
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GameAssetPoolIW3::GameAssetPoolIW3(Zone* zone, const int priority)
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GameAssetPoolIW3::GameAssetPoolIW3(Zone* zone, const zone_priority_t priority)
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: ZoneAssetPools(zone),
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m_priority(priority)
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{
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static_assert(std::extent_v<decltype(ASSET_TYPE_NAMES)> == ASSET_TYPE_COUNT);
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}
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void GameAssetPoolIW3::InitPoolStatic(const asset_type_t type, const size_t capacity)
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{
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#define CASE_INIT_POOL_STATIC(assetType, poolName) \
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case assetType: \
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{ \
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if ((poolName) == nullptr && capacity > 0) \
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{ \
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(poolName) = std::make_unique<AssetPoolStatic<decltype(poolName)::element_type::type>>(capacity, m_priority, (assetType)); \
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} \
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break; \
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}
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#define INIT_POOL(poolName) (poolName) = std::make_unique<AssetPoolDynamic<decltype(poolName)::element_type::type>>(m_priority)
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switch (type)
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{
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CASE_INIT_POOL_STATIC(ASSET_TYPE_PHYSPRESET, m_phys_preset)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_XANIMPARTS, m_xanim_parts)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_XMODEL, m_xmodel)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_MATERIAL, m_material)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_TECHNIQUE_SET, m_technique_set)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_IMAGE, m_image)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_SOUND, m_sound)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_SOUND_CURVE, m_sound_curve)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_LOADED_SOUND, m_loaded_sound)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_CLIPMAP, m_clip_map)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_CLIPMAP_PVS, m_clip_map)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_COMWORLD, m_com_world)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_MAP_ENTS, m_map_ents)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_GFXWORLD, m_gfx_world)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_FONT, m_font)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_MENULIST, m_menu_list)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_MENU, m_menu_def)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_LOCALIZE_ENTRY, m_localize)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_WEAPON, m_weapon)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_FX, m_fx)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_RAWFILE, m_raw_file)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_STRINGTABLE, m_string_table)
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INIT_POOL(m_phys_preset);
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INIT_POOL(m_xanim_parts);
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INIT_POOL(m_xmodel);
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INIT_POOL(m_material);
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INIT_POOL(m_technique_set);
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INIT_POOL(m_image);
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INIT_POOL(m_sound);
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INIT_POOL(m_sound_curve);
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INIT_POOL(m_loaded_sound);
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INIT_POOL(m_clip_map);
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INIT_POOL(m_com_world);
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INIT_POOL(m_game_world_sp);
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INIT_POOL(m_game_world_mp);
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INIT_POOL(m_map_ents);
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INIT_POOL(m_gfx_world);
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INIT_POOL(m_gfx_light_def);
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INIT_POOL(m_font);
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INIT_POOL(m_menu_list);
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INIT_POOL(m_menu_def);
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INIT_POOL(m_localize);
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INIT_POOL(m_weapon);
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INIT_POOL(m_fx);
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INIT_POOL(m_fx_impact_table);
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INIT_POOL(m_raw_file);
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INIT_POOL(m_string_table);
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default:
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assert(type >= 0 && type < ASSET_TYPE_COUNT);
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break;
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}
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#undef CASE_INIT_POOL_STATIC
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}
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void GameAssetPoolIW3::InitPoolDynamic(const asset_type_t type)
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{
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#define CASE_INIT_POOL_DYNAMIC(assetType, poolName) \
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case assetType: \
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{ \
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if ((poolName) == nullptr) \
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{ \
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(poolName) = std::make_unique<AssetPoolDynamic<decltype(poolName)::element_type::type>>(m_priority, (assetType)); \
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} \
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break; \
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}
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switch (type)
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{
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PHYSPRESET, m_phys_preset)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XANIMPARTS, m_xanim_parts)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XMODEL, m_xmodel)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MATERIAL, m_material)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_TECHNIQUE_SET, m_technique_set)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_IMAGE, m_image)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SOUND, m_sound)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SOUND_CURVE, m_sound_curve)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LOADED_SOUND, m_loaded_sound)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_CLIPMAP, m_clip_map)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_CLIPMAP_PVS, m_clip_map)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_COMWORLD, m_com_world)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MAP_ENTS, m_map_ents)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GFXWORLD, m_gfx_world)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FONT, m_font)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MENULIST, m_menu_list)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MENU, m_menu_def)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LOCALIZE_ENTRY, m_localize)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_WEAPON, m_weapon)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FX, m_fx)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_RAWFILE, m_raw_file)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_STRINGTABLE, m_string_table)
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default:
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assert(type >= 0 && type < ASSET_TYPE_COUNT);
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break;
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}
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#undef CASE_INIT_POOL_STATIC
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#undef INIT_POOL
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}
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XAssetInfoGeneric* GameAssetPoolIW3::AddAssetToPool(std::unique_ptr<XAssetInfoGeneric> xAssetInfo)
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@ -125,7 +59,7 @@ XAssetInfoGeneric* GameAssetPoolIW3::AddAssetToPool(std::unique_ptr<XAssetInfoGe
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#define CASE_ADD_TO_POOL(assetType, poolName) \
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case assetType: \
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{ \
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assert((poolName) != nullptr); \
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assert(poolName); \
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return (poolName)->AddAsset(std::unique_ptr<XAssetInfo<decltype(poolName)::element_type::type>>( \
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static_cast<XAssetInfo<decltype(poolName)::element_type::type>*>(xAssetInfo.release()))); \
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}
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@ -174,7 +108,7 @@ XAssetInfoGeneric* GameAssetPoolIW3::GetAsset(const asset_type_t type, const std
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#define CASE_GET_ASSET(assetType, poolName) \
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case assetType: \
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{ \
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if ((poolName) != nullptr) \
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if (poolName) \
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return (poolName)->GetAsset(std::move(name)); \
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break; \
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}
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@ -9,13 +9,6 @@
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class GameAssetPoolIW3 final : public ZoneAssetPools
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{
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int m_priority;
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static const char* ASSET_TYPE_NAMES[];
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protected:
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XAssetInfoGeneric* AddAssetToPool(std::unique_ptr<XAssetInfoGeneric> xAssetInfo) override;
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public:
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std::unique_ptr<AssetPool<IW3::PhysPreset>> m_phys_preset;
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std::unique_ptr<AssetPool<IW3::XAnimParts>> m_xanim_parts;
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@ -46,17 +39,20 @@ public:
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std::unique_ptr<AssetPool<IW3::RawFile>> m_raw_file;
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std::unique_ptr<AssetPool<IW3::StringTable>> m_string_table;
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GameAssetPoolIW3(Zone* zone, int priority);
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GameAssetPoolIW3(Zone* zone, zone_priority_t priority);
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~GameAssetPoolIW3() override = default;
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void InitPoolStatic(asset_type_t type, size_t capacity) override;
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void InitPoolDynamic(asset_type_t type) override;
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_NODISCARD XAssetInfoGeneric* GetAsset(asset_type_t type, const std::string& name) const override;
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[[nodiscard]] XAssetInfoGeneric* GetAsset(asset_type_t type, const std::string& name) const override;
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static std::optional<const char*> AssetTypeNameByType(asset_type_t assetType);
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_NODISCARD std::optional<const char*> GetAssetTypeName(asset_type_t assetType) const override;
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[[nodiscard]] std::optional<const char*> GetAssetTypeName(asset_type_t assetType) const override;
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static asset_type_t AssetTypeCount();
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_NODISCARD asset_type_t GetAssetTypeCount() const override;
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[[nodiscard]] asset_type_t GetAssetTypeCount() const override;
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protected:
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XAssetInfoGeneric* AddAssetToPool(std::unique_ptr<XAssetInfoGeneric> xAssetInfo) override;
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private:
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zone_priority_t m_priority;
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};
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