test
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using System;
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using System.Collections.Generic;
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namespace UnityEditor.Performance.ProfileAnalyzer
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{
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[Serializable]
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internal class ThreadSelection
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{
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public List<string> groups;
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public List<string> selection;
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public bool empty
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{
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get
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{
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return groups == null || selection == null || groups.Count == 0 && selection.Count == 0;
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}
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}
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public ThreadSelection()
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{
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groups = new List<string>();
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selection = new List<string>();
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}
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public ThreadSelection(ThreadSelection threadSelection)
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{
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groups = new List<string>();
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selection = new List<string>();
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Set(threadSelection);
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}
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public void SetAll()
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{
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groups.Clear();
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selection.Clear();
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ThreadIdentifier allThreadSelection = new ThreadIdentifier("All", ThreadIdentifier.kAll);
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groups.Add(allThreadSelection.threadNameWithIndex);
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}
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public void Set(string name)
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{
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groups.Clear();
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selection.Clear();
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selection.Add(name);
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}
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public void SetGroup(string groupName)
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{
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groups.Clear();
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selection.Clear();
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ThreadIdentifier allThreadSelection = new ThreadIdentifier(groupName, ThreadIdentifier.kAll);
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groups.Add(allThreadSelection.threadNameWithIndex);
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}
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public void Set(ThreadSelection threadSelection)
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{
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groups.Clear();
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selection.Clear();
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if (threadSelection.groups != null)
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groups.AddRange(threadSelection.groups);
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if (threadSelection.selection != null)
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selection.AddRange(threadSelection.selection);
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}
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}
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}
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