chore: always use dynamic asset pools and remove static implementation

This commit is contained in:
Jan
2025-01-21 20:42:13 +01:00
parent 74f84cbf83
commit b4194eff28
20 changed files with 420 additions and 963 deletions

View File

@ -8,14 +8,6 @@
class GameAssetPoolIW5 final : public ZoneAssetPools
{
int m_priority;
static constexpr const char* ASSET_TYPE_INVALID = "invalid_asset_type";
static const char* ASSET_TYPE_NAMES[];
protected:
XAssetInfoGeneric* AddAssetToPool(std::unique_ptr<XAssetInfoGeneric> xAssetInfo) override;
public:
std::unique_ptr<AssetPool<IW5::PhysPreset>> m_phys_preset;
std::unique_ptr<AssetPool<IW5::PhysCollmap>> m_phys_collmap;
@ -58,17 +50,20 @@ public:
std::unique_ptr<AssetPool<IW5::VehicleDef>> m_vehicle;
std::unique_ptr<AssetPool<IW5::AddonMapEnts>> m_addon_map_ents;
GameAssetPoolIW5(Zone* zone, int priority);
GameAssetPoolIW5(Zone* zone, zone_priority_t priority);
~GameAssetPoolIW5() override = default;
void InitPoolStatic(asset_type_t type, size_t capacity) override;
void InitPoolDynamic(asset_type_t type) override;
_NODISCARD XAssetInfoGeneric* GetAsset(asset_type_t type, const std::string& name) const override;
[[nodiscard]] XAssetInfoGeneric* GetAsset(asset_type_t type, const std::string& name) const override;
static std::optional<const char*> AssetTypeNameByType(asset_type_t assetType);
_NODISCARD std::optional<const char*> GetAssetTypeName(asset_type_t assetType) const override;
[[nodiscard]] std::optional<const char*> GetAssetTypeName(asset_type_t assetType) const override;
static asset_type_t AssetTypeCount();
_NODISCARD asset_type_t GetAssetTypeCount() const override;
[[nodiscard]] asset_type_t GetAssetTypeCount() const override;
protected:
XAssetInfoGeneric* AddAssetToPool(std::unique_ptr<XAssetInfoGeneric> xAssetInfo) override;
private:
zone_priority_t m_priority;
};