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luaprofiler's Issues

为何用LUA_MASKCOUNT

我用LUA_MASKRET但是因为TailCall不能及时回调,导致统计不了函数的总体运行时间,有啥好的解决办法吗

能够应用到Unity里吗?

云风大大你好。我最近也做了一个luaprofiler,但是我做的profiler的钩子函数回调是在lua里的。在lua里处理数据,然后生成报表给C#使用,C#再显示到Unity的编辑器窗口里。这样会有一个问题,当profiler处理的调用深度过深的时候,钩子函数回调里面处理数据所耗的时间,比我们探测到的函数所耗的时间还要长。简单地说,就是当调用深度过深的时候我统计的调用时间就失真了。
然后我在github上看到这个项目,统计和处理数据是在c里进行的,看起来还是在另外一个线程。我想借鉴一下,但是没有怎么看懂。所以我想请问下,我把我的profiler处理数据那一块挪到c里,或者其他的办法,能解决这个失真的问题吗?如果可以解决的话,那我想朝着这个方向努力下。求解答,谢谢!

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