clean up open pipeline to render graph
Signed-off-by: chcurran <82187351+carlitosan@users.noreply.github.com>
This commit is contained in:
@@ -58,111 +58,111 @@ namespace ScriptCanvasEditor
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SaveAs(assetId, {}, onSaveCallback);
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}
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void AssetTracker::SaveAs(AZ::Data::AssetId assetId, const AZStd::string& path, Callbacks::OnSave onSaveCallback)
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void AssetTracker::SaveAs(AZ::Data::AssetId /*assetId*/, const AZStd::string& /*path*/, Callbacks::OnSave /*onSaveCallback*/)
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{
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auto assetIter = m_assetsInUse.find(assetId);
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if (assetIter != m_assetsInUse.end())
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{
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auto onSave = [this, assetId, onSaveCallback](bool saveSuccess, AZ::Data::AssetPtr asset, AZ::Data::AssetId previousFileAssetId)
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{
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AZ::Data::AssetId signalId = assetId;
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AZ::Data::AssetId fileAssetId = asset->GetId();
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// If there is a previous file Id is valid, it means this is a save-as operation and we need to remap the tracking.
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if (previousFileAssetId.IsValid())
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{
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if (saveSuccess)
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{
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fileAssetId = m_assetsInUse[assetId]->GetFileAssetId();
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m_remappedAsset[asset->GetId()] = fileAssetId;
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// Erase the asset first so the smart pointer can deal with it's things.
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m_assetsInUse.erase(fileAssetId);
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// Then perform the insert once we know nothing will attempt to delete this while we are operating on it.
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m_assetsInUse[fileAssetId] = m_assetsInUse[assetId];
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m_assetsInUse.erase(assetId);
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}
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m_savingAssets.erase(assetId);
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m_savingAssets.insert(fileAssetId);
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signalId = fileAssetId;
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if (m_queuedCloses.erase(assetId))
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{
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m_queuedCloses.insert(fileAssetId);
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}
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auto assetIter = m_assetsInUse.find(fileAssetId);
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if (assetIter != m_assetsInUse.end())
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{
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AZStd::invoke(onSaveCallback, saveSuccess, m_assetsInUse[fileAssetId]->GetAsset().Get(), previousFileAssetId);
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}
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else
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{
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AZ_Error("ScriptCanvas", !saveSuccess, "Unable to find Memory Asset for Asset(%s)", fileAssetId.ToString<AZStd::string>().c_str());
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AZStd::invoke(onSaveCallback, saveSuccess, asset, previousFileAssetId);
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}
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}
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else
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{
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if (saveSuccess)
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{
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// This should be the case when we get a save as from a newly created file.
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//
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// If we find the 'memory' asset id in the assets in use. This means this was a new file that was saved.
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// To maintain all of the look-up stuff, we need to treat this like a remapping stage.
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auto assetInUseIter = m_assetsInUse.find(assetId);
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if (assetInUseIter != m_assetsInUse.end())
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{
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fileAssetId = assetInUseIter->second->GetFileAssetId();
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if (assetId != fileAssetId)
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{
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m_remappedAsset[assetId] = fileAssetId;
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m_assetsInUse.erase(fileAssetId);
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m_assetsInUse[fileAssetId] = AZStd::move(assetInUseIter->second);
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m_assetsInUse.erase(assetId);
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m_savingAssets.erase(assetId);
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m_savingAssets.insert(fileAssetId);
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if (m_queuedCloses.erase(assetId))
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{
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m_queuedCloses.insert(fileAssetId);
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}
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}
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}
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else
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{
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fileAssetId = CheckAssetId(fileAssetId);
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}
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signalId = fileAssetId;
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}
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if (onSaveCallback)
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{
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AZStd::invoke(onSaveCallback, saveSuccess, m_assetsInUse[signalId]->GetAsset().Get(), previousFileAssetId);
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}
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AssetTrackerNotificationBus::Broadcast(&AssetTrackerNotifications::OnAssetSaved, m_assetsInUse[signalId], saveSuccess);
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}
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SignalSaveComplete(signalId);
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};
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m_savingAssets.insert(assetId);
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assetIter->second->SaveAs(path, onSave);
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}
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else
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{
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AZ_Assert(false, "Cannot SaveAs into an existing AssetId");
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}
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// auto assetIter = m_assetsInUse.find(assetId);
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//
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// if (assetIter != m_assetsInUse.end())
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// {
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// auto onSave = [this, assetId, onSaveCallback](bool saveSuccess, AZ::Data::AssetPtr asset, AZ::Data::AssetId previousFileAssetId)
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// {
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// AZ::Data::AssetId signalId = assetId;
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// AZ::Data::AssetId fileAssetId = asset->GetId();
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//
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// // If there is a previous file Id is valid, it means this is a save-as operation and we need to remap the tracking.
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// if (previousFileAssetId.IsValid())
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// {
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// if (saveSuccess)
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// {
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// fileAssetId = m_assetsInUse[assetId]->GetFileAssetId();
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// m_remappedAsset[asset->GetId()] = fileAssetId;
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//
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// // Erase the asset first so the smart pointer can deal with it's things.
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// m_assetsInUse.erase(fileAssetId);
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//
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// // Then perform the insert once we know nothing will attempt to delete this while we are operating on it.
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// m_assetsInUse[fileAssetId] = m_assetsInUse[assetId];
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// m_assetsInUse.erase(assetId);
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// }
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//
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// m_savingAssets.erase(assetId);
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// m_savingAssets.insert(fileAssetId);
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//
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// signalId = fileAssetId;
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//
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// if (m_queuedCloses.erase(assetId))
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// {
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// m_queuedCloses.insert(fileAssetId);
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// }
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//
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// auto assetIter = m_assetsInUse.find(fileAssetId);
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//
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// if (assetIter != m_assetsInUse.end())
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// {
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// AZStd::invoke(onSaveCallback, saveSuccess, m_assetsInUse[fileAssetId]->GetAsset().Get(), previousFileAssetId);
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// }
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// else
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// {
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// AZ_Error("ScriptCanvas", !saveSuccess, "Unable to find Memory Asset for Asset(%s)", fileAssetId.ToString<AZStd::string>().c_str());
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// AZStd::invoke(onSaveCallback, saveSuccess, asset, previousFileAssetId);
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// }
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// }
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// else
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// {
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// if (saveSuccess)
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// {
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// // This should be the case when we get a save as from a newly created file.
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// //
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// // If we find the 'memory' asset id in the assets in use. This means this was a new file that was saved.
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// // To maintain all of the look-up stuff, we need to treat this like a remapping stage.
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// auto assetInUseIter = m_assetsInUse.find(assetId);
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// if (assetInUseIter != m_assetsInUse.end())
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// {
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// fileAssetId = assetInUseIter->second->GetFileAssetId();
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//
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// if (assetId != fileAssetId)
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// {
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// m_remappedAsset[assetId] = fileAssetId;
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//
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// m_assetsInUse.erase(fileAssetId);
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// m_assetsInUse[fileAssetId] = AZStd::move(assetInUseIter->second);
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// m_assetsInUse.erase(assetId);
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//
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// m_savingAssets.erase(assetId);
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// m_savingAssets.insert(fileAssetId);
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//
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// if (m_queuedCloses.erase(assetId))
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// {
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// m_queuedCloses.insert(fileAssetId);
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// }
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// }
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// }
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// else
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// {
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// fileAssetId = CheckAssetId(fileAssetId);
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// }
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//
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// signalId = fileAssetId;
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// }
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//
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// if (onSaveCallback)
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// {
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// AZStd::invoke(onSaveCallback, saveSuccess, m_assetsInUse[signalId]->GetAsset().Get(), previousFileAssetId);
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// }
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//
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// AssetTrackerNotificationBus::Broadcast(&AssetTrackerNotifications::OnAssetSaved, m_assetsInUse[signalId], saveSuccess);
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// }
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//
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// SignalSaveComplete(signalId);
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// };
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//
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// m_savingAssets.insert(assetId);
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// assetIter->second->SaveAs(path, onSave);
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// }
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// else
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// {
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// AZ_Assert(false, "Cannot SaveAs into an existing AssetId");
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// }
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}
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bool AssetTracker::Load(AZ::Data::AssetId fileAssetId, AZ::Data::AssetType assetType, Callbacks::OnAssetReadyCallback onAssetReadyCallback)
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