Drop obsolete resource usage debug methods from OS class
These methods exist since the dawn of (open source) Godot and have hardly been updated over time, so they barely work and I'm fairly sure nobody is using them. (See #46505 for details.) While some of the functionality they aimed to provide might be useful for optimization work and introspection, this should likely be redesigned from scratch with a cleaner and more modern interface (e.g. exposed via the Performance singleton, or ResourceLoader, and a better API overall).
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@ -543,43 +543,3 @@ int ResourceCache::get_cached_resource_count() {
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return rc;
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}
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void ResourceCache::dump(const char *p_file, bool p_short) {
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#ifdef DEBUG_ENABLED
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lock.lock();
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HashMap<String, int> type_count;
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Ref<FileAccess> f;
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if (p_file) {
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f = FileAccess::open(String::utf8(p_file), FileAccess::WRITE);
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ERR_FAIL_COND_MSG(f.is_null(), "Cannot create file at path '" + String::utf8(p_file) + "'.");
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}
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for (KeyValue<String, Resource *> &E : resources) {
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Resource *r = E.value;
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if (!type_count.has(r->get_class())) {
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type_count[r->get_class()] = 0;
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}
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type_count[r->get_class()]++;
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if (!p_short) {
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if (f.is_valid()) {
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f->store_line(r->get_class() + ": " + r->get_path());
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}
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}
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}
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for (const KeyValue<String, int> &E : type_count) {
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if (f.is_valid()) {
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f->store_line(E.key + " count: " + itos(E.value));
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}
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}
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lock.unlock();
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#else
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WARN_PRINT("ResourceCache::dump only with in debug builds.");
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#endif
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}
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