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First pass of asset cleanup
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@@ -134,7 +134,7 @@ public:
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bool isRequested() const;
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bool shouldBeInitialized() const;
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std::string resolveLocalResource(std::string resourceName);
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std::string resolveLocalResource(std::string resourceName) const;
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private:
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void setState(State state);
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@@ -177,7 +177,7 @@ private:
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void setUpAssetLuaTable(Asset* asset);
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void tearDownAssetLuaTable(Asset* asset);
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std::shared_ptr<Asset> getAsset(std::string name);
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std::shared_ptr<Asset> getAsset(const std::string& name);
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ghoul::filesystem::Directory currentDirectory() const;
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void setCurrentAsset(std::shared_ptr<Asset> asset);
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@@ -41,12 +41,10 @@ class SynchronizationWatcher;
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/**
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* Interface for managing assets.
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* The asset manager interface is only concerned with "top level" assets,
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* i.e. assets that are loaded using setTargetAssetState, and not their dependencies.
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* However, an asset is not considered synchronized before all its deps are
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* synchronized.
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* Also, setting a target state of an asset to Unloaded will only unload an asset
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* from the system if it is not a dependency of a loaded asset.
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* The asset manager interface is only concerned with "top level" assets, and not their
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* dependencies. However, an asset is not considered synchronized before all its deps are
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* synchronized. Also, setting a target state of an asset to Unloaded will only unload an
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* asset from the system if it is not a dependency of a loaded asset.
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*/
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class AssetManager : AssetListener {
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