Preapre codebase for FileRequest compiletime improvements (#6192)
* Preapre codebase for FileRequest compiletime improvements This is preparing grounds for the next PR that will contain the 'meat' of the changes. Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com> * Remove spurious newline. Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>
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@@ -404,7 +404,7 @@ namespace ScriptCanvasEditor
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// This updates the asset Id with the canonical assetId on SourceFileChanged
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// This occurs for new ScriptCanvas assets because before the SC asset is saved to disk, the asset database
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// has no asset Id associated with it, so this uses the supplied source path to find the asset Id registered
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// has no asset Id associated with it, so this uses the supplied source path to find the asset Id registered
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AZStd::string fullPath;
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AzFramework::StringFunc::Path::Join(scanFolder.data(), relativePath.data(), fullPath);
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AzFramework::ApplicationRequests::Bus::Broadcast(&AzFramework::ApplicationRequests::NormalizePath, fullPath);
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@@ -117,10 +117,10 @@ namespace ScriptCanvasEditor
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// once the file is saved to file, its asset ID will be changed, if the file is to remain
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// open, we need to update the source AssetId to correspond to the file asset.
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//
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// The other is when an asset is loaded, we clone the asset from file and use an in-memory
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// version of the asset until it is time to save, at that moment we need to save to the
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// The other is when an asset is loaded, we clone the asset from file and use an in-memory
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// version of the asset until it is time to save, at that moment we need to save to the
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// source file
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class ScriptCanvasMemoryAsset
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class ScriptCanvasMemoryAsset
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: public MemoryAsset<ScriptCanvas::ScriptCanvasAssetBase>
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, public AZStd::enable_shared_from_this<ScriptCanvasMemoryAsset>
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, EditorGraphNotificationBus::Handler
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@@ -245,7 +245,7 @@ namespace ScriptCanvasEditor
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return m_inMemoryAsset;
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}
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// Upon loading a graph, we clone the source data and we replace the loaded asset with
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// Upon loading a graph, we clone the source data and we replace the loaded asset with
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// a clone, this is to prevent modifications to the source data and it gives us some
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// flexibility if we need to load the source asset again
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AZ::Data::Asset<AZ::Data::AssetData> CloneAssetData(AZ::Data::AssetId newAssetId);
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