288 lines
7.2 KiB
C++
288 lines
7.2 KiB
C++
/*
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* Tracy Unity Plugin - 简化版实现
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*
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* 这是一个简化的 Tracy Unity Plugin 实现
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* 用于演示如何将 Tracy 集成到 Unity Native Plugin 中
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*
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* 编译说明:
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* Windows: cl /LD /MD SimplifiedPlugin.cpp /I"path/to/tracy/public" ws2_32.lib dbghelp.lib
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* macOS: clang++ -shared -fPIC SimplifiedPlugin.cpp -I"path/to/tracy/public" -o libUnityTracyPlugin.dylib
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* Linux: g++ -shared -fPIC SimplifiedPlugin.cpp -I"path/to/tracy/public" -o libUnityTracyPlugin.so -lpthread -ldl
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*/
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// 定义 Tracy 启用标志
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#define TRACY_ENABLE
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#define TRACY_ON_DEMAND
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#include "tracy/Tracy.hpp"
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#include <string>
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#include <cstring>
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// 平台特定的导出定义
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#if defined(_WIN32) || defined(_WIN64)
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#define UNITY_PLUGIN_EXPORT __declspec(dllexport)
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#elif defined(__APPLE__) || defined(__linux__)
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#define UNITY_PLUGIN_EXPORT __attribute__((visibility("default")))
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#else
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#define UNITY_PLUGIN_EXPORT
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#endif
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// C 导出函数(Unity 需要 C 链接)
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extern "C" {
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/**
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* 初始化 Tracy
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* Unity C# 调用: [DllImport] private static extern void TracyInit();
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*/
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UNITY_PLUGIN_EXPORT void TracyInit()
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{
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// Tracy 会自动初始化,这里可以添加额外的初始化逻辑
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// 例如:设置采样率、配置选项等
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}
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/**
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* 关闭 Tracy
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* Unity C# 调用: [DllImport] private static extern void TracyShutdown();
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*/
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UNITY_PLUGIN_EXPORT void TracyShutdown()
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{
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// Tracy 会在程序退出时自动清理
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// 这里可以添加自定义的清理逻辑
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}
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/**
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* 标记帧边界
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* Unity C# 调用: [DllImport] private static extern void TracyFrameMark();
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*/
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UNITY_PLUGIN_EXPORT void TracyFrameMark()
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{
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FrameMark;
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}
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/**
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* 绘制数值
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* Unity C# 调用: [DllImport] private static extern void TracyPlotValue(string name, double value);
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*/
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UNITY_PLUGIN_EXPORT void TracyPlotValue(const char* name, double value)
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{
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if (name != nullptr)
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{
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TracyPlot(name, value);
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}
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}
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/**
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* 发送消息
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* Unity C# 调用: [DllImport] private static extern void TracyMessage(string message);
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*/
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UNITY_PLUGIN_EXPORT void TracyMessage(const char* message)
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{
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if (message != nullptr)
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{
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TracyMessage(message, std::strlen(message));
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}
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}
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/**
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* 设置线程名称
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* Unity C# 调用: [DllImport] private static extern void TracySetThreadName(string name);
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*/
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UNITY_PLUGIN_EXPORT void TracySetThreadName(const char* name)
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{
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if (name != nullptr)
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{
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tracy::SetThreadName(name);
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}
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}
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/**
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* 开始一个命名的 Zone
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* Unity C# 调用: [DllImport] private static extern void TracyZoneBegin(string name);
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*
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* 注意: 这是简化版实现,实际使用中需要更复杂的 Zone 管理
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*/
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UNITY_PLUGIN_EXPORT void TracyZoneBegin(const char* name)
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{
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if (name != nullptr)
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{
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// 简化版: 使用动态分配的 Zone
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// 实际应用中需要管理 Zone 的生命周期
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// 方案1: 使用全局 Zone 栈(简单但不支持多线程)
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// 方案2: 使用线程局部存储(复杂但支持多线程)
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// 方案3: 返回 Zone ID 给 C#,让 C# 管理(推荐)
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// 这里使用宏创建一个 Zone
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// 注意:这只是示例,实际使用需要更好的管理方式
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ZoneName(name, std::strlen(name));
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}
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}
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/**
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* 结束当前 Zone
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* Unity C# 调用: [DllImport] private static extern void TracyZoneEnd();
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*/
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UNITY_PLUGIN_EXPORT void TracyZoneEnd()
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{
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// 简化版: 与 ZoneBegin 配对使用
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// 实际应用中需要管理 Zone 的结束
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}
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/**
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* Unity 插件生命周期函数 - 加载时调用
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*/
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UNITY_PLUGIN_EXPORT void UnityPluginLoad()
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{
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// 可选:在插件加载时执行初始化
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}
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/**
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* Unity 插件生命周期函数 - 卸载时调用
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*/
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UNITY_PLUGIN_EXPORT void UnityPluginUnload()
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{
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// 可选:在插件卸载时执行清理
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}
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} // extern "C"
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/*
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* 高级实现示例 - Zone 管理
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*
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* 下面是一个更完善的 Zone 管理实现示例
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* 可以根据需要扩展
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*/
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#ifdef ADVANCED_ZONE_MANAGEMENT
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#include <unordered_map>
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#include <stack>
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#include <mutex>
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// Zone 管理器(线程安全)
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class ZoneManager
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{
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private:
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struct ThreadZones
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{
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std::stack<tracy::ScopedZone*> zones;
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};
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std::unordered_map<std::thread::id, ThreadZones> threadZones;
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std::mutex mutex;
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public:
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void BeginZone(const char* name, const char* function, const char* file, uint32_t line)
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{
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std::lock_guard<std::mutex> lock(mutex);
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auto threadId = std::this_thread::get_id();
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auto& zones = threadZones[threadId].zones;
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// 创建源位置信息
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static const tracy::SourceLocationData loc{name, function, file, line, 0};
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// 创建 Zone(注意:需要在堆上分配)
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auto* zone = new tracy::ScopedZone(&loc, true);
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zones.push(zone);
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}
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void EndZone()
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{
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std::lock_guard<std::mutex> lock(mutex);
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auto threadId = std::this_thread::get_id();
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auto it = threadZones.find(threadId);
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if (it != threadZones.end() && !it->second.zones.empty())
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{
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auto* zone = it->second.zones.top();
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it->second.zones.pop();
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delete zone;
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}
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}
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void ClearThread()
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{
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std::lock_guard<std::mutex> lock(mutex);
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auto threadId = std::this_thread::get_id();
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auto it = threadZones.find(threadId);
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if (it != threadZones.end())
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{
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// 清理所有未结束的 Zone
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while (!it->second.zones.empty())
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{
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delete it->second.zones.top();
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it->second.zones.pop();
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}
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threadZones.erase(it);
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}
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}
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};
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// 全局 Zone 管理器实例
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static ZoneManager g_zoneManager;
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extern "C" {
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UNITY_PLUGIN_EXPORT void TracyZoneBeginAdvanced(const char* name, const char* function, const char* file, int line)
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{
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g_zoneManager.BeginZone(name, function, file, static_cast<uint32_t>(line));
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}
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UNITY_PLUGIN_EXPORT void TracyZoneEndAdvanced()
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{
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g_zoneManager.EndZone();
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}
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UNITY_PLUGIN_EXPORT void TracyClearThreadZones()
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{
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g_zoneManager.ClearThread();
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}
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} // extern "C"
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#endif // ADVANCED_ZONE_MANAGEMENT
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/*
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* 编译和部署说明:
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*
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* 1. Windows (Visual Studio):
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* - 创建 DLL 项目
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* - 添加 Tracy 源文件: tracy/public/TracyClient.cpp
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* - 包含目录: tracy/public
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* - 链接库: ws2_32.lib dbghelp.lib
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* - 输出: UnityTracyPlugin.dll
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*
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* 2. macOS:
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* clang++ -std=c++17 -shared -fPIC \
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* SimplifiedPlugin.cpp \
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* tracy/public/TracyClient.cpp \
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* -I tracy/public \
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* -DTRACY_ENABLE -DTRACY_ON_DEMAND \
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* -o libUnityTracyPlugin.dylib
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*
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* 3. Linux:
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* g++ -std=c++17 -shared -fPIC \
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* SimplifiedPlugin.cpp \
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* tracy/public/TracyClient.cpp \
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* -I tracy/public \
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* -DTRACY_ENABLE -DTRACY_ON_DEMAND \
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* -lpthread -ldl \
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* -o libUnityTracyPlugin.so
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*
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* 4. Android (NDK):
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* 在 Android.mk 或 CMakeLists.txt 中配置
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*
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* 5. iOS:
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* 使用 Xcode 编译为静态库 (.a)
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*
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* 部署到 Unity:
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* - 将编译好的库文件复制到 Unity 项目的 Assets/Plugins/ 目录
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* - 根据平台放置在相应的子目录中
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* - 配置 Plugin Import Settings 以匹配目标平台
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*/
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