记录游戏执行事件加载的时间非常重要,原因有两个:
- 避免在加载时污染帧时间数据。
- 分析加载时间,找到加载时间超出可接受范围的时间和位置。
加载事件可以具有关联的元数据:
public class LoadingTimeMetadata
{
public enum LoadingState
{
Unknown = 0,
/// <summary>
/// The first time the game is run.
/// </summary>
FirstRun = 1,
/// <summary>
/// App is not backgrounded.
/// </summary>
ColdStart = 2,
/// <summary>
/// App is backgrounded.
/// </summary>
WarmStart = 3,
/// <summary>
/// App is backgrounded, least work needed.
/// </summary>
HotStart = 4,
/// <summary>
/// Asset loading between levels.
/// </summary>
InterLevel = 5
}
public LoadingState state;
public enum LoadingSource
{
UnknownSource = 0,
/// <summary>
/// Uncompressing data.
/// </summary>
Memory = 1,
/// <summary>
/// Reading assets from APK bundle.
/// </summary>
Apk = 2,
/// <summary>
/// Reading assets from device storage.
/// </summary>
DeviceStorage = 3,
/// <summary>
/// Reading assets from external storage, e.g. SD card.
/// </summary>
ExternalStorage = 4,
/// <summary>
/// Loading assets from the network.
/// </summary>
Network = 5,
/// <summary>
/// Shader compilation.
/// </summary>
ShaderCompilation = 6,
/// <summary>
/// Time spent between process starting and onCreate.
/// </summary>
PreActivity = 7,
/// <summary>
/// Total time spent between process starting and first render frame.
/// </summary>
FirstTouchToFirstFrame = 8,
/// <summary>
/// Time from start to end of a group of events.
/// </summary>
TotalUserWaitForGroup = 9
}
public LoadingSource source;
/// <summary>
/// 0 = no compression, 100 = max compression
/// </summary>
public int compression_level;
public enum NetworkConnectivity
{
Unknown = 0,
Wifi = 1,
CellularNetwork = 2
}
public NetworkConnectivity network_connectivity;
/// <summary>
/// Bandwidth in bits per second.
/// </summary>
public ulong network_transfer_speed_bps;
/// <summary>
/// Latency in nanoseconds.
/// </summary>
public ulong network_latency_ns;
}
任何与您的需求无关的字段都可以为零。
加载事件还可以具有关联的注解。您可以采用与帧时间注解相同的方式来定义,那就是使用 Annotation
消息中的一个或多个字段。
Result<ulong> StartRecordingLoadingTime(LoadingTimeMetadata eventMetadata,
TAnnotation
annotation);
此函数开始记录与给定的元数据和注解关联的加载时间事件,并填充要在 StopRecordingLoadingTime()
函数中使用的 Result<ulong>.value
。
ErrorCode StopRecordingLoadingTime(ulong handle);
此函数停止记录之前由 StartRecordingLoadingTime()
开始的事件。该事件会在下次会话刷新时上传。
加载组函数
在您的游戏中,您可以为用户看到的一个加载期间记录多个加载事件。部分示例包括:文件加载,场景加载、解压缩和着色器编译。
务必告知 Android Performance Tuner,加载事件是此类组的一部分,以便它可以提供更好的数据分析。为此,请将加载事件与以下开始和停止函数括在一起。
Result<ulong> StartLoadingGroup(LoadingTimeMetadata eventMetadata, TAnnotation
annotation);
此函数启动与给定的元数据和注解关联的加载组,并填充要在 StopLoadingGroup()
函数中使用的 Result<ulong>.value
。元数据和注解当前并未用于 Play 后端,但只有注解可以设置为 null
。所有后续加载事件都会由唯一的组 ID 来标记。
ErrorCode StopLoadingGroup(ulong handle);
此函数停止之前由 StartLoadingGroup()
开始的加载组。后续加载事件将没有组 ID,直到再次调用 StartLoadingGroup()
。
图 1. 加载组的示例。
示例
下面这些示例说明了如何在游戏中添加加载时间函数。
文件加载事件
以下代码示例展示了如何在游戏中记录文件加载事件。
public RawImage image;
IEnumerator LoadImageFromStreamingAssets(string imageName)
{
string imagePath = "file://" + Path.Combine(Application.streamingAssetsPath, imageName);
using (var r = UnityWebRequestTexture.GetTexture(imagePath))
{
LoadingTimeMetadata fileLoadingMetadata = new LoadingTimeMetadata()
{
state = LoadingTimeMetadata.LoadingState.InterLevel,
source = LoadingTimeMetadata.LoadingSource.DeviceStorage,
// Fields are zero by default but they could be set as follows
compression_level = 0,
network_connectivity = 0,
network_transfer_speed_bps = 0,
network_latency_ns = 0
};
Annotation annotation = new Annotation()
{
Scene = Scene.MagicalForest
};
// Start recording loading time.
Result<ulong> result = performanceTuner.StartRecordingLoadingTime(fileLoadingMetadata, annotation);
yield return r.SendWebRequest();
// Stop recording loading time.
performanceTuner.StopRecordingLoadingTime(result.value);
if (r.isNetworkError || r.isHttpError)
{
Debug.Log(r.error);
}
else
{
Texture2D tex = DownloadHandlerTexture.GetContent(r);
image.texture = tex;
}
}
}
场景加载事件
以下代码示例展示了如何在游戏中记录场景加载事件。
IEnumerator LoadScene(int sceneIndex)
{
LoadingTimeMetadata metadata = new LoadingTimeMetadata()
{state = LoadingTimeMetadata.LoadingState.InterLevel};
Annotation annotation = new Annotation() {Scene = (Scene) (sceneIndex + 1)};
Result<ulong> result = performanceTuner.StartRecordingLoadingTime(metadata, annotation);
AsyncOperation asyncSceneLoad = SceneManager.LoadSceneAsync(sceneIndex, LoadSceneMode.Single);
while (!asyncSceneLoad.isDone)
{
yield return null;
}
performanceTuner.StopRecordingLoadingTime(result.value);
}
加载组函数
以下代码示例展示了如何将加载组函数添加到游戏中。
IEnumerator LoadImages()
{
LoadingTimeMetadata groupMetadata = new LoadingTimeMetadata()
{
state = LoadingTimeMetadata.LoadingState.InterLevel,
source = LoadingTimeMetadata.LoadingSource.DeviceStorage,
};
Result<ulong> result = performanceTuner.StartLoadingGroup(groupMetadata, null);
yield return StartCoroutine(LoadImageFromStreamingAssets("image1.jpeg"));
yield return StartCoroutine(LoadImageFromStreamingAssets("image2.jpeg"));
yield return StartCoroutine(LoadImageFromStreamingAssets("image3.jpeg"));
yield return StartCoroutine(LoadImageFromStreamingAssets("image4.jpeg"));
var stopErrorCode = performanceTuner.StopLoadingGroup(0);
}