Unity定时器堆栈显示

一般定时器是一个匿名函数,callback,在函数执行错误的话,很难查找到错误信息。

在这里可以利用添加定时器的时候 对调用栈进行一个快照,当发生错误时输出即可,这样调试起来方便多了。

 

AddTimer中栈 信息的一个快照为string 作为Timer对象的成员,release发行时可以去掉这种辅助机制

/*
* Author:  caoshanshan
* Email:   me@dreamyouxi.com
code copy from https://git.oschina.net/dreamyouxi/XYGame;
 */
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using ExtBase;

public sealed class TimerQueue : Singleton<TimerQueue>
{

    /// <summary>
    /// 添加一个真实时间定时器,返回函数调用即可 打断定时任务
    /// </summary>
    /// <param name="time_delay"></param>
    /// <param name="cb"></param>
    /// <param name="repeat_times">  <0 will be run forever</param>
    public VoidFuncVoid AddTimer(float time_delay, VoidFuncNN cb, int repeat_times = 1, params object[] objs)
    {
        return this.AddTimer(time_delay, () => { cb(objs); }, repeat_times);
    }
    /// <summary>
    /// 添加一个真实时间定时器,返回函数调用即可 打断定时任务
    /// </summary>
    /// <param name="time_delay"></param>
    /// <param name="cb"></param>
    /// <param name="repeat_times">  <0 will be run forever</param>
    public VoidFuncVoid AddTimer(float time_delay, VoidFuncVoid cb, int repeat_times = 1)
    {
        if (repeat_times == 0) return null;// () => { };
        Timer time = new Timer();
        time.delay = time_delay;
        time.cb = cb;
        time.repeat_times = repeat_times;
        //记录定时器添加的时候的快照栈信息,以 提供错误时 更多调试信息
        System.Diagnostics.StackTrace st = new System.Diagnostics.StackTrace(true);

        string ss = "\n";
        for (int i = 0; i < st.FrameCount; i++)
        {
            var f = st.GetFrame(i);
            string name = f.GetFileName();
            if (name.Length > Application.dataPath.Length)
            {
                name = name.Substring(Application.dataPath.Length, name.Length - Application.dataPath.Length);
            }
            ss += "   " + f.GetMethod().ToString() + " at " + name + " (" + f.GetFileLineNumber() + ") \n";
        }
        time.stackInfo = ss;
        time.Init();
        list.Add(time);
        return () =>
        {
            if (time != null && this.list.Contains(time))
                time.SetInValid();
        };
    }

    /// <summary>
    /// unity engine tick
    /// </summary>
    public void Tick()
    {
        this.Tick(ref list);
    }
    private void Tick(ref List<TimerBase> list)
    {
        if (list.Count < 1)
            return;

        for (int i = 0; i < list.Count; i++)
        {
            if (list[i] == null)
                continue;

            TimerBase timer = list[i] as TimerBase;
            timer.Tick();
        }

        for (int i = 0; i < list.Count; )
        {
            TimerBase b = list[i] as TimerBase;
            if (b.IsInValid())
            {
                list.Remove(b);
            }
            else
            {
                ++i;
            }
        }
    }
    public void Clear()
    {
        this.list_ms.Clear();
        this.list.Clear();
    }
    List<TimerBase> list_ms = new List<TimerBase>();
    List<TimerBase> list = new List<TimerBase>();

}


class TimerBase : GAObject
{
    public string stackInfo = "";
    public virtual void Tick()
    {

    }

    public VoidFuncVoid cb = null;
    public int repeat_times = 1;
    protected int repeat_times_current = 0;
}

sealed class Timer : TimerBase
{
    public override void Tick()
    {
        if (this.IsInValid()) return;

        if (current < delay)
        {
            current += Time.deltaTime;
            return;
        }
        if (cb != null)
        {
            try
            {
                cb();
            }
            catch (System.Exception e)
            {
                Debug.LogError(e.Message);
                Debug.LogError("add timer stackTrace:" + this.stackInfo);
                Debug.LogError("call stackTrace:" + e.StackTrace);
            }
            cb = null;
        }
        current = 0.0f;
        if (++repeat_times_current >= repeat_times && repeat_times >= 0)
        {
            this.SetInValid();
        }
    }

    public override bool Init()
    {
        return true;
    }
    float current = 0.0f;
    public float delay = 0.0f;

}

 

转载于:https://my.oschina.net/kkkkkkkkkkkkk/blog/1528737

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