发现了位于Native堆上严重的内存泄露
This commit is contained in:
Submodule Assets/Convention updated: 7906203f84...6271171ab4
@@ -158,13 +158,37 @@ PrefabInstance:
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@@ -202,6 +226,18 @@ PrefabInstance:
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@@ -242,6 +278,34 @@ PrefabInstance:
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@@ -292,12 +356,20 @@ PrefabInstance:
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@@ -322,6 +394,14 @@ PrefabInstance:
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propertyPath: m_AnchoredPosition.y
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value: 0
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propertyPath: m_Name
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propertyPath: m_Name
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value: EditorWord
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value: EditorWord
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@@ -334,6 +414,10 @@ PrefabInstance:
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propertyPath: m_Value
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propertyPath: m_Value
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value: 1
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value: 1
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objectReference: {fileID: 0}
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objectReference: {fileID: 0}
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propertyPath: IsDisableGC
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propertyPath: m_AnchorMax.y
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propertyPath: m_AnchorMax.y
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value: 0
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@@ -198,6 +198,7 @@ MonoBehaviour:
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BPMFraction: 1
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BPMFraction: 1
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SongOffset: 0
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SongOffset: 0
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BPM: 60
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BPM: 60
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IsDisableGC: 0
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ToolSongTimeButton: {fileID: 8680706935683541890}
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ToolSongTimeButton: {fileID: 8680706935683541890}
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CameraPositionButton: {fileID: 8665890749222113748}
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CameraPositionButton: {fileID: 8665890749222113748}
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CameraRotationButton: {fileID: 8233090674995911520}
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CameraRotationButton: {fileID: 8233090674995911520}
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@@ -278,9 +278,8 @@ namespace Demo.Game
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private bool IsScrollTimeline = false;
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private bool IsScrollTimeline = false;
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#if UNITY_EDITOR
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public ProfilerMarker s_PreparePerfMarkerForSetSongCurrentTime = new(nameof(GameController) + "RuntimeForSetSongCurrentTime");
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public ProfilerMarker s_PreparePerfMarker = new(nameof(GameController) + "Runtime");
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public ProfilerMarker s_PreparePerfMarker = new(nameof(GameController) + "Runtime");
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#endif
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private void Update()
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private void Update()
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{
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{
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@@ -294,15 +293,15 @@ namespace Demo.Game
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// TODO : 修正这个逻辑,这个逻辑是反常的
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// TODO : 修正这个逻辑,这个逻辑是反常的
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if (MainAudio.IsPlaying())
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if (MainAudio.IsPlaying())
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{
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{
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s_PreparePerfMarkerForSetSongCurrentTime.Begin();
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SetSongCurrentTime(CurrentTime);
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SetSongCurrentTime(CurrentTime);
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s_PreparePerfMarkerForSetSongCurrentTime.End();
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MainObject.ScriptUpdate(CurrentTime, deltaTime, ScriptableObject.TickType.Update);
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MainObject.ScriptUpdate(CurrentTime, deltaTime, ScriptableObject.TickType.Update);
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}
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}
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if (IsMain == false)
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if (IsMain == false)
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return;
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return;
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#if UNITY_EDITOR
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s_PreparePerfMarker.Begin(this);
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s_PreparePerfMarker.Begin(this);
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#endif
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#if UNITY_EDITOR
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#if UNITY_EDITOR
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if (Keyboard.current[Key.LeftShift].isPressed)
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if (Keyboard.current[Key.LeftShift].isPressed)
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#else
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#else
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@@ -349,9 +348,7 @@ namespace Demo.Game
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}
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}
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}
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}
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}
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}
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#if UNITY_EDITOR
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s_PreparePerfMarker.End();
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s_PreparePerfMarker.End();
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#endif
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}
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}
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public IEnumerator GameExit()
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public IEnumerator GameExit()
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@@ -647,8 +647,8 @@ namespace Demo
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public void EnableScript(string sourcePath, string scriptPath, string scriptType, ScriptableObject parent)
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public void EnableScript(string sourcePath, string scriptPath, string scriptType, ScriptableObject parent)
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{
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{
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#if UNITY_EDITOR
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#if UNITY_EDITOR||true
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s_PreparePerfMarker = new(scriptPath);
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s_PreparePerfMarker = new(ScriptName);
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#endif
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#endif
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if (isEnableScript)
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if (isEnableScript)
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{
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{
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@@ -705,7 +705,7 @@ namespace Demo
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public string ScriptPath;
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public string ScriptPath;
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public string ScriptTypename;
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public string ScriptTypename;
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#if UNITY_EDITOR
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#if UNITY_EDITOR||true
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public ProfilerMarker s_PreparePerfMarker;
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public ProfilerMarker s_PreparePerfMarker;
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#endif
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#endif
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public ScriptableObject Parent;
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public ScriptableObject Parent;
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@@ -1129,7 +1129,7 @@ namespace Demo
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return;
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return;
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if (gameObject.activeInHierarchy == false)
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if (gameObject.activeInHierarchy == false)
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return;
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return;
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#if UNITY_EDITOR
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#if UNITY_EDITOR||true
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s_PreparePerfMarker.Begin(this);
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s_PreparePerfMarker.Begin(this);
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#endif
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#endif
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if (tickType == TickType.Reset)
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if (tickType == TickType.Reset)
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@@ -1148,7 +1148,7 @@ namespace Demo
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{
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{
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child.ScriptUpdate(currentTime, deltaTime, tickType);
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child.ScriptUpdate(currentTime, deltaTime, tickType);
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}
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}
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#if UNITY_EDITOR
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#if UNITY_EDITOR||true
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s_PreparePerfMarker.End();
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s_PreparePerfMarker.End();
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#endif
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#endif
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}
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}
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@@ -960,7 +960,7 @@ PlayerSettings:
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QNX: UNITY_POST_PROCESSING_STACK_V2;UNITY_VISUAL_SCRIPTING
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QNX: UNITY_POST_PROCESSING_STACK_V2;UNITY_VISUAL_SCRIPTING
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Server: UNITY_VISUAL_SCRIPTING
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Server: UNITY_VISUAL_SCRIPTING
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Stadia: UNITY_POST_PROCESSING_STACK_V2
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Stadia: UNITY_POST_PROCESSING_STACK_V2
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Standalone: ODIN_INSPECTOR;ODIN_INSPECTOR_3;ODIN_INSPECTOR_3_1;ODIN_VALIDATOR;ODIN_VALIDATOR_3_1;PLATFORM_WINDOWS;DREAMTECK_SPLINES;UNITY_POST_PROCESSING_STACK_V2;UNITY_VISUAL_SCRIPTING
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Standalone: ODIN_INSPECTOR;ODIN_INSPECTOR_3;ODIN_INSPECTOR_3_1;ODIN_VALIDATOR;ODIN_VALIDATOR_3_1;PLATFORM_WINDOWS;DREAMTECK_SPLINES;UNITY_POST_PROCESSING_STACK_V2;UNITY_VISUAL_SCRIPTING;ENABLE_CLASS_Interaction
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VisionOS: UNITY_POST_PROCESSING_STACK_V2;UNITY_VISUAL_SCRIPTING
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VisionOS: UNITY_POST_PROCESSING_STACK_V2;UNITY_VISUAL_SCRIPTING
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WebGL: UNITY_POST_PROCESSING_STACK_V2;UNITY_VISUAL_SCRIPTING;DREAMTECK_SPLINES;ODIN_VALIDATOR;ODIN_VALIDATOR_3_1;ODIN_INSPECTOR;ODIN_INSPECTOR_3;ODIN_INSPECTOR_3_1
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WebGL: UNITY_POST_PROCESSING_STACK_V2;UNITY_VISUAL_SCRIPTING;DREAMTECK_SPLINES;ODIN_VALIDATOR;ODIN_VALIDATOR_3_1;ODIN_INSPECTOR;ODIN_INSPECTOR_3;ODIN_INSPECTOR_3_1
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Windows Store Apps: UNITY_VISUAL_SCRIPTING
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Windows Store Apps: UNITY_VISUAL_SCRIPTING
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