Optimize VariantType to use static type name in game or from non-reloadable assemblies
This avoids many dynamic memory allocations in Visual Scripts and Anim Graph. #
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@@ -34,6 +34,7 @@ private:
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int32 _isLoaded : 1;
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int32 _isLoading : 1;
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int32 _canReload : 1;
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mutable int32 _hasCachedClasses : 1;
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mutable ClassesDictionary _classes;
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@@ -125,6 +126,14 @@ public:
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return _isLoaded != 0;
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}
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/// <summary>
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/// Returns true if assembly can be hot-reloaded at runtime. For example, in Editor after scripts recompilation. Some assemblies such as engine and class library modules are static.
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/// </summary>
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FORCE_INLINE bool CanReload() const
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{
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return USE_EDITOR && _canReload;
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}
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/// <summary>
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/// Gets the assembly name.
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/// </summary>
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@@ -45,6 +45,7 @@ MAssembly::MAssembly(MDomain* domain, const StringAnsiView& name)
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: _domain(domain)
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, _isLoaded(false)
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, _isLoading(false)
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, _canReload(true)
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, _hasCachedClasses(false)
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, _reloadCount(0)
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, _name(name)
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@@ -59,6 +60,7 @@ MAssembly::MAssembly(MDomain* domain, const StringAnsiView& name, const StringAn
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, _domain(domain)
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, _isLoaded(false)
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, _isLoading(false)
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, _canReload(true)
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, _hasCachedClasses(false)
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, _reloadCount(0)
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, _name(name)
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