StackFrame和StackTrace在Unity和C#中的區別
本文通過實際例子來看看StackFrame和StackTrace有什麼區別,分別在.NET和Unity中測試。
.NET環境
測試程式碼
using System; using System.Diagnostics; namespace ConsoleApplication1 { internal class Program { public static void Main(string[] args) { MyFunc1(); MyFunc2(); Console.ReadKey(); } static void MyFunc1() { Console.WriteLine(new StackFrame(true)); } static void MyFunc2() { Console.WriteLine(new StackTrace(true)); } } }
通過Debug或Release模式生成exe執行而非在IDE下執行,在這兩種模式下有、無pbd檔案,輸出結果是一致的,如下所示
有pdb檔案
MyFunc1 at offset 59 in file:line:column E:\Code\csharp_study\ConsoleApplication1\ConsoleApplication1\Program.cs:15:34
在 ConsoleApplication1.Program.MyFunc2() 位置 E:\Code\csharp_study\ConsoleApplication1\ConsoleApplication1\Program.cs:行號 16
在 ConsoleApplication1.Program.Main(String[] args) 位置 E:\Code\csharp_study\ConsoleApplication1\ConsoleApplication1\Program.cs:行號 11
刪除pdb檔案
MyFunc1 at offset 59 in file:line:column
在 ConsoleApplication1.Program.MyFunc2()
在 ConsoleApplication1.Program.Main(String[] args)
Unity環境
我的unity版本 unity 2019.3.7 個人版
在Unity編輯器下
測試程式碼如下:
void OnClickBtn1() { MyFunc1(); MyFunc2(); } void MyFunc1() { Debug.Log(this.name + "click stacktrace:\n" + new StackTrace(true) + "\n"); } void MyFunc2() { Debug.Log(this.name + "click stackframe:\n" + new StackFrame(true) + "\n"); }
new StackFrame(true)列印的堆疊如下:
Canvasclick stackframe:
MyFunc2 at offset 1 in file:line:column E:\Code\UGUIDemo\Assets\Function\TestLogStackTrace.cs:58:9
new StackTrace(true) 列印的堆疊(在上面的基礎上會有更多的Unity底層堆疊)
Canvasclick stacktrace:
at TestLogStackTrace.MyFunc1 () [0x00001] in E:\Code\UGUIDemo\Assets\Function\TestLogStackTrace.cs:53
at TestLogStackTrace.OnClickBtn1 () [0x00001] in E:\Code\UGUIDemo\Assets\Function\TestLogStackTrace.cs:35
.....中間省略一些Unity的呼叫棧
at UnityEngine.EventSystems.EventSystem.Update () [0x000f9] in D:\Program Files\Unity\Editor\Data\Resources\PackageManager\BuiltInPackages\com.unity.ugui\Runtime\EventSystem\EventSystem.cs:377
UnityEngine.Debug:Log(Object)
ButtonScene:OnClickBtn1() (at Assets/uGUI/Scripts/ButtonScene.cs:40)
UnityEngine.EventSystems.EventSystem:Update() (at D:/Program Files/Unity/Editor/Data/Resources/PackageManager/BuiltInPackages/com.unity.ugui/Runtime/EventSystem/EventSystem.cs:377)
結論
結合實踐和反編譯mscorlib.dll的程式碼來看
StackTrace中有一個StaceFrame列表,包含完整的呼叫棧,對於第二個函式的完整呼叫棧如下
new StackTrace(true) = {StackTrace} " 在 ConsoleApplication1.Program.MyFunc2()\r\n 在 ConsoleApplication1.Program.Main(String[] args)\r\n"
FrameCount = {int} 2
Static members = {}
Non-public members = {}
frames = {StackFrame[]} Count = 5
[0] = {StackFrame} "GetStackFramesInternal at offset 0 in file:line:column <filename unknown>:0:0\r\n"
[1] = {StackFrame} "CaptureStackTrace at offset 188 in file:line:column <filename unknown>:0:0\r\n"
[2] = {StackFrame} ".ctor at offset 100 in file:line:column <filename unknown>:0:0\r\n"
[3] = {StackFrame} "MyFunc2 at offset 27 in file:line:column <filename unknown>:0:0\r\n"
[4] = {StackFrame} "Main at offset 43 in file:line:column <filename unknown>:0:0\r\n"
m_iMethodsToSkip = {int} 3
m_iNumOfFrames = {int} 2
而stackFrame中只有當前函式的這一幀呼叫者資訊
這個結論同時適用於.NET環境和Unity環境中。
目前我們Unity線上專案設定的堆疊為Script only