Esempio n. 1
0
        public void Initialize()
        {
            Default            = new LuaEnv();
            LuaClassCache      = new LuaClassCache();
            m_newClassCallback = OnLuaNewClass;
#if UNITY_EDITOR
            Default.AddLoader((ref string filename) => LoadFile(ref filename, ".lua"));
#else
            Default.AddLoader((ref string filename) => LoadFile(ref filename, ".lua"));
#endif

            var setupNewCallback = LoadFileAtPath("base.class")[0] as LuaFunction;
            setupNewCallback.Action(m_newClassCallback);
            OnVMCreated?.Invoke();

            var ret = LoadFileAtPath("PreRequest")[0] as LuaTable;
            OnInit    = ret.Get <LuaFunction>("init");
            OnDestroy = ret.Get <LuaFunction>("shutdown");

            OnPreRequestLoaded?.Invoke();
#if UNITY_EDITOR
            if (reportLeakMark)
            {
                leakData = Default.StartMemoryLeakCheck();
            }
#endif
            AssetService.Get().AddAfterDestroy(this);

            DestroyedTableMeta = Global.Get <LuaTable>("DestroyedTableMeta");
        }
Esempio n. 2
0
    void Start()
    {
        luaenv.DoString(@"
           local local_leak = {}
           global_leak = { a = {}}
           --global_leak.a.b = global_leak

           local no_leak = {}
           
           function make_leak1()
               table.insert(local_leak, 1)
               table.insert(global_leak, {})
           end

           -- 会不断创建并持有新table,但其实没泄漏
           function innocent()
               no_leak.a = {x = 1}
               no_leak.b = {y = 1}
           end
        ", "@leak1.lua");

        luaenv.DoString(@"
           local anthor_leak = {a = {{ b = {}}}}

           function make_leak2()
               table.insert(anthor_leak.a[1].b, 1)
           end

           local t = 1

           slow_global_leak = {}

           debug.getregistry()['ref_anthor_leak'] = anthor_leak
           
           function slow_leak()
               if t == 40 then
                   t = 0
                   table.insert(slow_global_leak, {x = 0, y = 1})
               else
                   t = t + 1
               end
           end
 
        ", "@leak2.lua");

        luaenv.DoString(@"
            shutdown_fast_leak = false

            function update()
                 if not shutdown_fast_leak then
                     make_leak1()
                     make_leak2()
                 end
                 innocent()
                 slow_leak()
            end
        ", "@main.lua");

        luaenv.Global.Get("update", out update);

        data = luaenv.StartMemoryLeakCheck();
        Debug.Log("Start, PotentialLeakCount:" + data.PotentialLeakCount);
    }