using System; using UnityEditor.Profiling; namespace UnityEditor.AddressableAssets.Diagnostics { // this is a wrapper to make it possible to pass around context for testing internal class FrameDataViewRef : IDisposable { public int frameIndex { get; set; } public int threadIndex { get; set; } public FrameDataView frameDataView { get; set; } public bool valid { get; set; } public FrameDataViewRef() { } public void Dispose() { frameDataView?.Dispose(); } } }