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VideoCommon: move AssetMap to a types header file, so it can be pulled in without the DirectFilesystemAssetLibrary dependencies, the header will be expanded later
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@ -396,10 +396,10 @@ CustomAssetLibrary::LoadInfo DirectFilesystemAssetLibrary::LoadTexture(const Ass
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}
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void DirectFilesystemAssetLibrary::SetAssetIDMapData(const AssetID& asset_id,
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AssetMap asset_path_map)
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VideoCommon::Assets::AssetMap asset_path_map)
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{
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std::lock_guard lk(m_lock);
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m_assetid_to_asset_map_path[asset_id] = std::move(asset_path_map);
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m_asset_id_to_asset_map_path[asset_id] = std::move(asset_path_map);
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}
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bool DirectFilesystemAssetLibrary::LoadMips(const std::filesystem::path& asset_path,
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@ -454,12 +454,12 @@ bool DirectFilesystemAssetLibrary::LoadMips(const std::filesystem::path& asset_p
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return true;
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}
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DirectFilesystemAssetLibrary::AssetMap
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VideoCommon::Assets::AssetMap
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DirectFilesystemAssetLibrary::GetAssetMapForID(const AssetID& asset_id) const
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{
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std::lock_guard lk(m_lock);
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if (auto iter = m_assetid_to_asset_map_path.find(asset_id);
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iter != m_assetid_to_asset_map_path.end())
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if (auto iter = m_asset_id_to_asset_map_path.find(asset_id);
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iter != m_asset_id_to_asset_map_path.end())
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{
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return iter->second;
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}
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