Removes AssetMemoryAnalyzer that relies on the MemoryDrillerBus

Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
This commit is contained in:
Esteban Papp
2021-12-01 19:08:12 -08:00
parent 95ed1015a5
commit c3f035c4e3
189 changed files with 41 additions and 82987 deletions
+41 -48
View File
@@ -16,7 +16,6 @@
#include <CryCommon/StlUtils.h>
#include <LyShine/UiSerializeHelpers.h>
#include <AzCore/Debug/AssetTracking.h>
#include <AzCore/Memory/Memory.h>
#include <AzCore/Component/ComponentApplicationBus.h>
#include <AzCore/Component/TickBus.h>
@@ -180,8 +179,6 @@ AZ::EntityId UiCanvasManager::LoadCanvas(const AZStd::string& assetIdPathname)
return AZ::EntityId();
}
AZ_ASSET_NAMED_SCOPE(assetIdPathname.c_str());
UiGameEntityContext* entityContext = new UiGameEntityContext();
AZ::EntityId canvasEntityId = LoadCanvasInternal(assetIdPathname, false, "", entityContext);
@@ -916,60 +913,56 @@ AZ::EntityId UiCanvasManager::LoadCanvasInternal(const AZStd::string& assetIdPat
// editor version so that the user can test their canvas without saving it
UiCanvasComponent* canvasComponent = FindEditorCanvasComponentByPathname(assetIdPath);
// This scope opened here intentionally to control the lifetime of the AZ_ASSET_NAMED_SCOPE
if (canvasComponent)
{
AZ_ASSET_NAMED_SCOPE(pathToOpen.c_str());
if (canvasComponent)
// this canvas is already loaded in the editor
if (forEditor)
{
// this canvas is already loaded in the editor
if (forEditor)
{
// should never load a canvas in Editor if it is already loaded. The Editor should avoid loading the
// same canvas twice in Editor. If the game is running it is not possible to load a canvas
// from the editor.
gEnv->pSystem->Warning(VALIDATOR_MODULE_SHINE, VALIDATOR_WARNING, VALIDATOR_FLAG_FILE,
pathToOpen.c_str(),
"UI canvas file: %s is already loaded",
pathToOpen.c_str());
return AZ::EntityId();
}
else
{
// we are loading from the game, the canvas is already open in the editor, so
// we clone the canvas that is open in the editor.
canvasComponent = canvasComponent->CloneAndInitializeCanvas(entityContext, assetIdPath);
}
// should never load a canvas in Editor if it is already loaded. The Editor should avoid loading the
// same canvas twice in Editor. If the game is running it is not possible to load a canvas
// from the editor.
gEnv->pSystem->Warning(VALIDATOR_MODULE_SHINE, VALIDATOR_WARNING, VALIDATOR_FLAG_FILE,
pathToOpen.c_str(),
"UI canvas file: %s is already loaded",
pathToOpen.c_str());
return AZ::EntityId();
}
else
{
// not already loaded in editor, attempt to load...
canvasComponent = UiCanvasComponent::LoadCanvasInternal(pathToOpen.c_str(), forEditor, assetIdPath.c_str(), entityContext, previousRemapTable, previousCanvasId);
// we are loading from the game, the canvas is already open in the editor, so
// we clone the canvas that is open in the editor.
canvasComponent = canvasComponent->CloneAndInitializeCanvas(entityContext, assetIdPath);
}
}
else
{
// not already loaded in editor, attempt to load...
canvasComponent = UiCanvasComponent::LoadCanvasInternal(pathToOpen.c_str(), forEditor, assetIdPath.c_str(), entityContext, previousRemapTable, previousCanvasId);
}
if (canvasComponent)
if (canvasComponent)
{
// canvas loaded OK (or cloned from Editor canvas OK)
// add to the list of loaded canvases
if (forEditor)
{
// canvas loaded OK (or cloned from Editor canvas OK)
// add to the list of loaded canvases
if (forEditor)
{
m_loadedCanvasesInEditor.push_back(canvasComponent);
}
else
{
if (canvasComponent->GetEnabled() && canvasComponent->GetIsConsumingAllInputEvents())
{
AzFramework::InputChannelRequestBus::Broadcast(&AzFramework::InputChannelRequests::ResetState);
EBUS_EVENT(UiCanvasBus, ClearAllInteractables);
}
m_loadedCanvases.push_back(canvasComponent);
SortCanvasesByDrawOrder();
// Update hover state for loaded canvases
m_generateMousePositionInputEvent = true;
}
canvasComponent->SetLocalUserIdInputFilter(m_localUserIdInputFilter);
m_loadedCanvasesInEditor.push_back(canvasComponent);
}
else
{
if (canvasComponent->GetEnabled() && canvasComponent->GetIsConsumingAllInputEvents())
{
AzFramework::InputChannelRequestBus::Broadcast(&AzFramework::InputChannelRequests::ResetState);
EBUS_EVENT(UiCanvasBus, ClearAllInteractables);
}
m_loadedCanvases.push_back(canvasComponent);
SortCanvasesByDrawOrder();
// Update hover state for loaded canvases
m_generateMousePositionInputEvent = true;
}
canvasComponent->SetLocalUserIdInputFilter(m_localUserIdInputFilter);
}
return (canvasComponent) ? canvasComponent->GetEntityId() : AZ::EntityId();