static public int Begin(IntPtr l) { try { int argc = LuaDLL.lua_gettop(l); if (argc == 1) { UnityEngine.Profiling.CustomSampler self = (UnityEngine.Profiling.CustomSampler)checkSelf(l); self.Begin(); pushValue(l, true); return(1); } else if (argc == 2) { UnityEngine.Profiling.CustomSampler self = (UnityEngine.Profiling.CustomSampler)checkSelf(l); UnityEngine.Object a1; checkType(l, 2, out a1); self.Begin(a1); pushValue(l, true); return(1); } pushValue(l, false); LuaDLL.lua_pushstring(l, "No matched override function Begin to call"); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int End(IntPtr l) { try { #if DEBUG var method = System.Reflection.MethodBase.GetCurrentMethod(); string methodName = GetMethodName(method); #if UNITY_5_5_OR_NEWER UnityEngine.Profiling.Profiler.BeginSample(methodName); #else Profiler.BeginSample(methodName); #endif #endif UnityEngine.Profiling.CustomSampler self = (UnityEngine.Profiling.CustomSampler)checkSelf(l); self.End(); pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } #if DEBUG finally { #if UNITY_5_5_OR_NEWER UnityEngine.Profiling.Profiler.EndSample(); #else Profiler.EndSample(); #endif } #endif }
protected override void OnCreate() { base.OnCreate(); bufferSystem = World.GetOrCreateSystem <EndSimulationEntityCommandBufferSystem>(); sampleForEach = UnityEngine.Profiling.CustomSampler.Create("SAMPLE ForEach stuff"); teamUnitsAlive = GetEntityQuery(ComponentType.ReadOnly <Team>(), ComponentType.ReadOnly <Translation>(), ComponentType.ReadOnly <Health>()); }
public void Init() { #if UNITY_EDITOR sendSampler = UnityEngine.Profiling.CustomSampler.Create("sendSampler"); recvSampler = UnityEngine.Profiling.CustomSampler.Create("recvSampler"); #endif //*******************获取配置START********************************** if (int.TryParse(AppCfg.expose.UdpPort, out udpPort) == false) { Debug.LogError("UDP端口配置错误"); } if (int.TryParse(AppCfg.expose.TcpPort, out tcpPort) == false) { Debug.LogError("Tcp端口配置错误"); } autoConnect = AppCfg.expose.AutoConnect; netGroup = AppCfg.expose.NetGroup; isHost = AppCfg.expose.IsHost; differentUdpPort = AppCfg.expose.differentUdpPort; Debug.Log("isHost:" + isHost + " autoConnect:" + autoConnect + " netGroup:" + netGroup + " tcpPort:" + tcpPort + " udpPort:" + udpPort); //*******************获取配置END********************************** if (differentUdpPort) { broadCastList = new Dictionary <int, IPEndPoint>(); } //通知逻辑层的事件 eventLib = new NetNotiLib <byte>(); //作为主机 if (isHost) { server = new GameServer(autoConnect, tcpPort, broadCastPort, netGroup); } //通过主机UDP广播自动连接 if (autoConnect) { if (isHost) { ConenctTcp("127.0.0.1"); } else { //建立UDP获取主机广播IP recvBroadCastIP = true; syncIpConnection = new UdpBase(broadCastPort, "SyncIP_Client"); Debug.Log("等待主机发送IP"); } } else { //不自动连接会直接连接配置里的主机IP ConenctTcp(AppCfg.expose.IpAddress); } }
static public int End(IntPtr l) { try { UnityEngine.Profiling.CustomSampler self = (UnityEngine.Profiling.CustomSampler)checkSelf(l); self.End(); pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int Begin__Object(IntPtr l) { try { UnityEngine.Profiling.CustomSampler self = (UnityEngine.Profiling.CustomSampler)checkSelf(l); UnityEngine.Object a1; checkType(l, 2, out a1); self.Begin(a1); pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int Begin(IntPtr l) { try { #if DEBUG var method = System.Reflection.MethodBase.GetCurrentMethod(); string methodName = GetMethodName(method); #if UNITY_5_5_OR_NEWER UnityEngine.Profiling.Profiler.BeginSample(methodName); #else Profiler.BeginSample(methodName); #endif #endif int argc = LuaDLL.lua_gettop(l); if (argc == 1) { UnityEngine.Profiling.CustomSampler self = (UnityEngine.Profiling.CustomSampler)checkSelf(l); self.Begin(); pushValue(l, true); return(1); } else if (argc == 2) { UnityEngine.Profiling.CustomSampler self = (UnityEngine.Profiling.CustomSampler)checkSelf(l); UnityEngine.Object a1; checkType(l, 2, out a1); self.Begin(a1); pushValue(l, true); return(1); } pushValue(l, false); LuaDLL.lua_pushstring(l, "No matched override function Begin to call"); return(2); } catch (Exception e) { return(error(l, e)); } #if DEBUG finally { #if UNITY_5_5_OR_NEWER UnityEngine.Profiling.Profiler.EndSample(); #else Profiler.EndSample(); #endif } #endif }
/// <summary> /// Starts the main part of the game. /// Checks if a game exists to load, and if so loads it. /// If not, we generate a game <see cref="GameManager.GenerateGame(int)"/> /// If we generate a game, at current we set the players location /// </summary> void Start() { Debug.BeginDeepProfile("game_start"); if (GameToLoad == null || GameToLoad == "none") { Stopwatch s = new Stopwatch(); s.Start(); //UnityEngine.Profiling.CustomSampler gen = UnityEngine.Profiling.CustomSampler.Create("GenSampler"); int seed = 0; Debug.Log("No game to load, generating with seed " + seed); GenerateGame(seed); PathFinder = new PathFinder(WorldManager.World); PathFinder.SetPlayerPosition(PlayerManager.Player.TilePos); System.GC.Collect(); s.Stop(); Debug.Log("Generation took total time: " + s.ElapsedMilliseconds / 1000f); DebugGUI.SetData("genTime", s.ElapsedMilliseconds / 1000f); } else { UnityEngine.Profiling.CustomSampler load = UnityEngine.Profiling.CustomSampler.Create("LoadSampler"); load.Begin(); GameLoadSave gls = LoadSave.Load(); World world = new World(); world.LoadWorld(gls); EntityManager.Load(gls); WorldManager.SetWorld(world); Player player = new Player(); TestSettle = WorldManager.World.GetSettlement(0); Vec2i set = TestSettle.Centre; //player.SetPosition(new Vector3(set.x * World.ChunkSize, 0, set.z * World.ChunkSize)); player.SetPosition(new Vector3(World.WorldSize / 2 * World.ChunkSize, 0, World.WorldSize / 2 * World.ChunkSize)); PlayerManager.SetPlayer(player); load.End(); } Debug.EndDeepProfile("game_start"); RNG = new GenerationRandom(System.DateTime.Now.Millisecond); }
public static CustomSampler Create(string name) { CustomSampler customSampler = CustomSampler.CreateInternal(name); return(customSampler ?? CustomSampler.s_InvalidCustomSampler); }
public void End() { CustomSampler.End_Internal(this.m_Ptr); }
public void Begin(UnityEngine.Object targetObject) { CustomSampler.BeginWithObject_Internal(this.m_Ptr, targetObject); }
public void Begin() { CustomSampler.Begin_Internal(this.m_Ptr); }