Removes AssetMemoryAnalyzer that relies on the MemoryDrillerBus
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
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@@ -8,7 +8,6 @@
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#include <AzCore/Component/Entity.h>
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#include <AzCore/Component/ComponentApplicationBus.h>
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#include <AzCore/Debug/AssetTracking.h>
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#include <AzCore/Serialization/SerializeContext.h>
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#include <AzCore/Component/EntityUtils.h>
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#include <AzCore/Component/TickBus.h>
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@@ -243,8 +242,6 @@ namespace AzFramework
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//=========================================================================
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void EntityContext::ActivateEntity(AZ::EntityId entityId)
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{
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AZ_ASSET_ATTACH_TO_SCOPE(this);
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// Verify that this context has the right to perform operations on the entity
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bool validEntity = IsOwnedByThisContext(entityId);
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AZ_Warning("GameEntityContext", validEntity, "Entity with id %llu does not belong to the game context.", entityId);
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@@ -386,7 +386,6 @@ namespace AzFramework
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void SliceEntityOwnershipService::OnAssetReady(AZ::Data::Asset<AZ::Data::AssetData> readyAsset)
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{
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AZ_PROFILE_FUNCTION(AzFramework);
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AZ_ASSET_ATTACH_TO_SCOPE(readyAsset.Get());
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AZ_Assert(readyAsset.GetAs<AZ::SliceAsset>(), "Asset is not a slice!");
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@@ -400,7 +399,6 @@ namespace AzFramework
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// we intentionally capture readyAsset by value here, so that its refcount doesn't hit 0 by the time this call happens.
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AZStd::function<void()> instantiateCallback = [this, readyAsset]()
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{
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AZ_ASSET_ATTACH_TO_SCOPE(readyAsset.Get());
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const AZ::Data::AssetId readyAssetId = readyAsset.GetId();
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for (auto iter = m_queuedSliceInstantiations.begin(); iter != m_queuedSliceInstantiations.end(); )
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{
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