[ZoneBuilder] Use static allocator as unreleased data is freed anyways
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dd12532273
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53af2af8b7
@ -2,8 +2,6 @@
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namespace Components
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{
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Utils::Memory::Allocator ZoneBuilder::MemAllocator;
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std::string ZoneBuilder::TraceZone;
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std::vector<std::pair<Game::XAssetType, std::string>> ZoneBuilder::TraceAssets;
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@ -727,7 +725,7 @@ namespace Components
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int ZoneBuilder::StoreTexture(Game::GfxImageLoadDef **loadDef, Game::GfxImage *image)
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{
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size_t size = 16 + (*loadDef)->resourceSize;
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void* data = ZoneBuilder::MemAllocator.allocate(size);
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void* data = Utils::Memory::GetAllocator()->allocate(size);
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std::memcpy(data, *loadDef, size);
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image->loadDef = reinterpret_cast<Game::GfxImageLoadDef *>(data);
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@ -739,7 +737,7 @@ namespace Components
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{
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if (header.image && header.image->loadDef)
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{
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ZoneBuilder::MemAllocator.free(header.image->loadDef);
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Utils::Memory::GetAllocator()->free(header.image->loadDef);
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}
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}
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@ -1522,10 +1520,6 @@ namespace Components
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ZoneBuilder::~ZoneBuilder()
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{
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#if DEBUG
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assert(ZoneBuilder::MemAllocator.empty());
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#endif
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ZoneBuilder::Terminate = true;
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if(ZoneBuilder::CommandThread.joinable())
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{
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@ -109,7 +109,6 @@ namespace Components
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static Game::XAssetHeader GetEmptyAssetIfCommon(Game::XAssetType type, std::string name, Zone* builder);
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private:
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static Utils::Memory::Allocator MemAllocator;
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static int StoreTexture(Game::GfxImageLoadDef **loadDef, Game::GfxImage *image);
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static void ReleaseTexture(Game::XAssetHeader header);
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