Add content deprecation system that auto-saves assets in Editor that use old data format
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@@ -2,6 +2,7 @@
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#include "VisualScript.h"
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#include "Engine/Core/Log.h"
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#include "Engine/Core/Types/Span.h"
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#include "Engine/Core/Types/DataContainer.h"
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#include "Engine/Content/Content.h"
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#include "Engine/Content/Factories/BinaryAssetFactory.h"
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@@ -1303,6 +1304,23 @@ VisualScript::VisualScript(const SpawnParams& params, const AssetInfo* info)
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{
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}
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#if USE_EDITOR
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bool VisualScript::Save(const StringView& path)
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{
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if (OnCheckSave(path))
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return true;
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ScopeLock lock(Locker);
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MemoryWriteStream writeStream;
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if (Graph.Save(&writeStream, true))
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return true;
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BytesContainer data;
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data.Link(ToSpan(writeStream));
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return SaveSurface(data, Meta);
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}
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#endif
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Asset::LoadResult VisualScript::load()
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{
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// Build Visual Script typename that is based on asset id
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@@ -2184,7 +2202,7 @@ const VisualScript::Field* VisualScript::FindField(const StringAnsiView& name) c
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return nullptr;
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}
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BytesContainer VisualScript::LoadSurface()
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BytesContainer VisualScript::LoadSurface() const
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{
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if (WaitForLoaded())
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return BytesContainer();
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@@ -2202,19 +2220,10 @@ BytesContainer VisualScript::LoadSurface()
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#if USE_EDITOR
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bool VisualScript::SaveSurface(const BytesContainer& data, const Metadata& meta)
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bool VisualScript::SaveSurface(const BytesContainer& data, const Metadata& meta) const
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{
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// Wait for asset to be loaded or don't if last load failed
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if (LastLoadFailed())
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{
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LOG(Warning, "Saving asset that failed to load.");
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}
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else if (WaitForLoaded())
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{
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LOG(Error, "Asset loading failed. Cannot save it.");
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if (OnCheckSave())
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return true;
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}
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ScopeLock lock(Locker);
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// Release all chunks
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