예제 #1
0
    IEnumerator AsyncPerformanceTestCoroutine()
    {
        // Copy Database
        yield return(StartCoroutine(
                         CopyFileFromStreamingAssetsToPersistanceFolder("db.sqlite")));


        SQLiteExt.Handle handle = new SQLiteExt.Handle();

        // Open Database

        yield return(StartCoroutine(
                         this.SQLiteOpenDatabase(ExtensionMethods.AppWritableDirectory() + "/db.sqlite", handle)));


        // Select
        yield return(StartCoroutine(
                         this.SQLiteQuery("SELECT * FROM en WHERE word like 'a%' LIMIT 1", handle)));


        // Step
        yield return(StartCoroutine(
                         this.SQLiteStep(handle)));

        if (handle.Success)
        {
            UnityEngine.Debug.Log(handle.Query.GetString("word"));
        }


        // release query
        yield return(StartCoroutine(
                         this.SQLiteRelease(handle)));

        // Close database
        yield return(StartCoroutine(
                         this.SQLiteCloseDatabase(handle)));

        log += "\ndone.";
    }
예제 #2
0
    IEnumerator AsyncPerformanceTestCoroutine()
    {
        Stopwatch stopwatch = new Stopwatch();

        log = "Coroutine Api Test";

        // Copy Database
        yield return(StartCoroutine(
                         CopyFileFromStreamingAssetsToPersistanceFolder("db.sqlite")));


        SQLiteExt.Handle handle = new SQLiteExt.Handle();

        // Open Database
        stopwatch.Start();

        yield return(StartCoroutine(
                         this.SQLiteOpenDatabase(Application.persistentDataPath + "/db.sqlite", handle)));

        stopwatch.Stop();

        log += "\n Open Database: " + stopwatch.ElapsedMilliseconds + " msec";



        // Select
        stopwatch.Start();

        yield return(StartCoroutine(
                         this.SQLiteQuery("SELECT * FROM en WHERE word like 'a%' LIMIT 1", handle)));

        stopwatch.Stop();

        log += "\n Create Query: " + stopwatch.ElapsedMilliseconds + " msec";


        // Step
        stopwatch.Start();

        yield return(StartCoroutine(
                         this.SQLiteStep(handle)));

        stopwatch.Stop();

        log += "\n Step: " + stopwatch.ElapsedMilliseconds + " msec";


        if (handle.Success)
        {
            UnityEngine.Debug.Log(handle.Query.GetString("word"));
        }


        // release query
        stopwatch.Start();

        yield return(StartCoroutine(
                         this.SQLiteRelease(handle)));

        stopwatch.Stop();
        log += "\n Relese query: " + stopwatch.ElapsedMilliseconds + " msec";



        // Close database
        stopwatch.Start();

        yield return(StartCoroutine(
                         this.SQLiteCloseDatabase(handle)));

        stopwatch.Stop();
        log += "\n Close Database: " + stopwatch.ElapsedMilliseconds + " msec";

        log += "\ndone.";
    }