Chris Elion
5 年前
当前提交
a1967c19
共有 116 个文件被更改,包括 1605 次插入 和 3589 次删除
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45UnitySDK/Assets/ML-Agents/Editor/BroadcastHubDrawer.cs
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2UnitySDK/Assets/ML-Agents/Editor/DemonstrationImporter.cs
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15UnitySDK/Assets/ML-Agents/Editor/Tests/EditModeTestInternalBrainTensorApplier.cs
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26UnitySDK/Assets/ML-Agents/Editor/Tests/EditModeTestInternalBrainTensorGenerator.cs
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33UnitySDK/Assets/ML-Agents/Editor/Tests/MLAgentsEditModeTest.cs
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6UnitySDK/Assets/ML-Agents/Examples/3DBall/Scenes/3DBall.unity
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6UnitySDK/Assets/ML-Agents/Examples/3DBall/Scenes/3DBallHard.unity
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4UnitySDK/Assets/ML-Agents/Examples/Basic/Scenes/Basic.unity
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4UnitySDK/Assets/ML-Agents/Examples/Bouncer/Scenes/Bouncer.unity
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4UnitySDK/Assets/ML-Agents/Examples/Crawler/Scenes/CrawlerDynamicTarget.unity
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4UnitySDK/Assets/ML-Agents/Examples/Crawler/Scenes/CrawlerStaticTarget.unity
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2UnitySDK/Assets/ML-Agents/Examples/Crawler/Scripts/CrawlerAgent.cs
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6UnitySDK/Assets/ML-Agents/Examples/FoodCollector/Scenes/FoodCollector.unity
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4UnitySDK/Assets/ML-Agents/Examples/FoodCollector/Scenes/VisualFoodCollector.unity
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6UnitySDK/Assets/ML-Agents/Examples/GridWorld/Scenes/GridWorld.unity
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4UnitySDK/Assets/ML-Agents/Examples/Hallway/Scenes/Hallway.unity
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3UnitySDK/Assets/ML-Agents/Examples/Hallway/Scenes/VisualHallway.unity
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7UnitySDK/Assets/ML-Agents/Examples/PushBlock/Brains/PushBlockLearning.asset
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4UnitySDK/Assets/ML-Agents/Examples/PushBlock/Scenes/PushBlock.unity
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3UnitySDK/Assets/ML-Agents/Examples/PushBlock/Scenes/VisualPushBlock.unity
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2UnitySDK/Assets/ML-Agents/Examples/Pyramids/Prefabs/VisualAreaPyramids.prefab
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4UnitySDK/Assets/ML-Agents/Examples/Pyramids/Scenes/Pyramids.unity
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5UnitySDK/Assets/ML-Agents/Examples/Pyramids/Scenes/VisualPyramids.unity
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4UnitySDK/Assets/ML-Agents/Examples/Reacher/Scenes/Reacher.unity
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6UnitySDK/Assets/ML-Agents/Examples/Soccer/Scenes/SoccerTwos.unity
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4UnitySDK/Assets/ML-Agents/Examples/Tennis/Scenes/Tennis.unity
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4UnitySDK/Assets/ML-Agents/Examples/Walker/Scenes/Walker.unity
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8UnitySDK/Assets/ML-Agents/Examples/WallJump/Scenes/WallJump.unity
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242UnitySDK/Assets/ML-Agents/Scripts/Academy.cs
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53UnitySDK/Assets/ML-Agents/Scripts/Agent.cs
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49UnitySDK/Assets/ML-Agents/Scripts/Brain.cs
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41UnitySDK/Assets/ML-Agents/Scripts/BrainParameters.cs
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36UnitySDK/Assets/ML-Agents/Scripts/BroadcastHub.cs
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1UnitySDK/Assets/ML-Agents/Scripts/Demonstration.cs
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113UnitySDK/Assets/ML-Agents/Scripts/Grpc/GrpcExtensions.cs
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305UnitySDK/Assets/ML-Agents/Scripts/Grpc/RpcCommunicator.cs
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27UnitySDK/Assets/ML-Agents/Scripts/HeuristicBrain.cs
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123UnitySDK/Assets/ML-Agents/Scripts/ICommunicator.cs
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23UnitySDK/Assets/ML-Agents/Scripts/InferenceBrain/ApplierImpl.cs
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49UnitySDK/Assets/ML-Agents/Scripts/InferenceBrain/GeneratorImpl.cs
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14UnitySDK/Assets/ML-Agents/Scripts/InferenceBrain/TensorApplier.cs
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10UnitySDK/Assets/ML-Agents/Scripts/InferenceBrain/TensorGenerator.cs
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30UnitySDK/Assets/ML-Agents/Scripts/LearningBrain.cs
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5UnitySDK/Assets/ML-Agents/Scripts/PlayerBrain.cs
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25UnitySDK/Assets/ML-Agents/Scripts/ResetParameters.cs
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1UnitySDK/UnitySDK.sln.DotSettings
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9docs/Basic-Guide.md
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6docs/FAQ.md
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5docs/Getting-Started-with-Balance-Ball.md
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17docs/Installation.md
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4docs/Learning-Environment-Create-New.md
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3docs/Learning-Environment-Design-Academy.md
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3docs/Learning-Environment-Design-Agents.md
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43docs/Learning-Environment-Design-Brains.md
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12docs/Learning-Environment-Design-Learning-Brains.md
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4docs/Learning-Environment-Design-Player-Brains.md
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10docs/Learning-Environment-Design.md
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7docs/Learning-Environment-Examples.md
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8docs/Learning-Environment-Executable.md
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14docs/ML-Agents-Overview.md
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4docs/Migrating.md
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30docs/Python-API.md
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25docs/Readme.md
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63docs/Training-Behavioral-Cloning.md
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5docs/Training-Imitation-Learning.md
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110docs/Training-ML-Agents.md
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35docs/Training-on-Amazon-Web-Service.md
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17docs/Training-on-Microsoft-Azure.md
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2docs/Unity-Inference-Engine.md
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6docs/Using-Tensorboard.md
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32ml-agents-envs/mlagents/envs/environment.py
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2ml-agents-envs/mlagents/envs/tests/test_envs.py
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2ml-agents/mlagents/trainers/bc/models.py
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9ml-agents/mlagents/trainers/bc/trainer.py
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11ml-agents/mlagents/trainers/ppo/trainer.py
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13ml-agents/mlagents/trainers/tests/mock_brain.py
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29ml-agents/mlagents/trainers/tests/test_barracuda_converter.py
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22ml-agents/mlagents/trainers/tests/test_bc.py
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2ml-agents/mlagents/trainers/tests/test_bcmodule.py
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85ml-agents/mlagents/trainers/tests/test_ppo.py
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6ml-agents/mlagents/trainers/tests/test_reward_signals.py
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10ml-agents/mlagents/trainers/tests/test_sac.py
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76ml-agents/mlagents/trainers/tests/test_trainer_util.py
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10ml-agents/mlagents/trainers/trainer_util.py
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4notebooks/getting-started.ipynb
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36UnitySDK/Assets/ML-Agents/Editor/Tests/TimerTest.cs
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3UnitySDK/Assets/ML-Agents/Editor/Tests/TimerTest.cs.meta
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343UnitySDK/Assets/ML-Agents/Scripts/Timer.cs
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11UnitySDK/Assets/ML-Agents/Scripts/Timer.cs.meta
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53docs/Using-Virtual-Environment.md
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14UnitySDK/Assets/ML-Agents/Editor/Builder.cs
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3UnitySDK/Assets/ML-Agents/Editor/Builder.cs.meta
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44UnitySDK/Assets/ML-Agents/Editor/BuilderUtils.cs
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3UnitySDK/Assets/ML-Agents/Editor/BuilderUtils.cs.meta
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7UnitySDK/Assets/ML-Agents/Examples/Bouncer/Scenes/BouncerIL.unity.meta
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1001UnitySDK/Assets/ML-Agents/Examples/Bouncer/Scenes/BouncerIL.unity
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880UnitySDK/Assets/ML-Agents/Examples/FoodCollector/Scenes/FoodCollectorIL.unity
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9UnitySDK/Assets/ML-Agents/Examples/FoodCollector/Scenes/FoodCollectorIL.unity.meta
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7UnitySDK/Assets/ML-Agents/Examples/Hallway/Scenes/HallwayIL.unity.meta
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653UnitySDK/Assets/ML-Agents/Examples/Hallway/Scenes/HallwayIL.unity
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using NUnit.Framework; |
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using UnityEngine; |
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|
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namespace MLAgents.Tests |
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{ |
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public class TimerTests |
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{ |
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[Test] |
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public void TestNested() |
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{ |
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TimerStack myTimer = TimerStack.Instance; |
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myTimer.Reset(); |
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|
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using (myTimer.Scoped("foo")) |
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{ |
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for (int i = 0; i < 5; i++) |
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{ |
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using (myTimer.Scoped("bar")) |
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{ |
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} |
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} |
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} |
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|
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var rootChildren = myTimer.RootNode.Children; |
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Assert.That(rootChildren, Contains.Key("foo")); |
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Assert.AreEqual(rootChildren["foo"].NumCalls, 1); |
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|
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var fooChildren = rootChildren["foo"].Children; |
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Assert.That(fooChildren, Contains.Key("bar")); |
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Assert.AreEqual(fooChildren["bar"].NumCalls, 5); |
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|
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myTimer.Reset(); |
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Assert.AreEqual(myTimer.RootNode.Children, null); |
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} |
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} |
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} |
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fileFormatVersion: 2 |
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guid: 506de2f6a1c74967a6f16ebf494c01d5 |
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timeCreated: 1569370981 |
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using UnityEngine; |
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using System.Collections.Generic; |
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using System.Collections.ObjectModel; |
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using System.IO; |
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using UnityEngine.Profiling; |
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using System.Runtime.Serialization; |
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using System.Runtime.Serialization.Json; |
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#if UNITY_EDITOR
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using UnityEditor; |
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|
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#endif
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|
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|
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namespace MLAgents |
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{ |
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[DataContract] |
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public class TimerNode |
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{ |
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static string s_Separator = "."; |
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static double s_TicksToSeconds = 1e-7; // 100 ns per tick
|
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|
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/// <summary>
|
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/// Full name of the node. This is the node's parents full name concatenated with this node's name
|
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/// </summary>
|
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string m_FullName; |
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|
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/// <summary>
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/// Child nodes, indexed by name.
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/// </summary>
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[DataMember(Name = "children", Order = 999)] |
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Dictionary<string, TimerNode> m_Children; |
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|
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/// <summary>
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/// Custom sampler used to add timings to the profiler.
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/// </summary>
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private CustomSampler m_Sampler; |
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|
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/// <summary>
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/// Number of total ticks elapsed for this node.
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/// </summary>
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long m_TotalTicks = 0; |
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|
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/// <summary>
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/// If the node is currently running, the time (in ticks) when the node was started.
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/// If the node is not running, is set to 0.
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/// </summary>
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long m_TickStart = 0; |
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|
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/// <summary>
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/// Number of times the corresponding code block has been called.
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/// </summary>
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[DataMember(Name = "count")] |
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int m_NumCalls = 0; |
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|
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/// <summary>
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/// The total recorded ticks for the timer node, plus the currently elapsed ticks
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/// if the timer is still running (i.e. if m_TickStart is non-zero).
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/// </summary>
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public long CurrentTicks |
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{ |
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get |
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{ |
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long currentTicks = m_TotalTicks; |
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if (m_TickStart != 0) |
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{ |
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currentTicks += (System.DateTime.Now.Ticks - m_TickStart); |
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} |
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|
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return currentTicks; |
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} |
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} |
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|
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/// <summary>
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/// Total elapsed seconds.
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/// </summary>
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[DataMember(Name = "total")] |
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public double TotalSeconds |
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{ |
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get { return CurrentTicks * s_TicksToSeconds; } |
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set {} // Serialization needs this, but unused.
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} |
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|
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/// <summary>
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/// Total seconds spent in this block, excluding it's children.
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/// </summary>
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[DataMember(Name = "self")] |
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public double SelfSeconds |
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{ |
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get |
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{ |
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long totalChildTicks = 0; |
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if (m_Children != null) |
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{ |
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foreach (var child in m_Children.Values) |
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{ |
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totalChildTicks += child.m_TotalTicks; |
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} |
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} |
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|
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var selfTicks = Mathf.Max(0, CurrentTicks - totalChildTicks); |
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return selfTicks * s_TicksToSeconds; |
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} |
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set {} // Serialization needs this, but unused.
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} |
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|
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public IReadOnlyDictionary<string, TimerNode> Children |
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{ |
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get { return m_Children; } |
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} |
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|
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public int NumCalls |
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{ |
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get { return m_NumCalls; } |
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} |
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|
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public TimerNode(string name, bool isRoot = false) |
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{ |
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m_FullName = name; |
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if (isRoot) |
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{ |
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// The root node is considered always running. This means that when we output stats, it'll
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// have a sensible value for total time (the running time since reset).
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// The root node doesn't have a sampler since that could interfere with the profiler.
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m_NumCalls = 1; |
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m_TickStart = System.DateTime.Now.Ticks; |
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} |
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else |
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{ |
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m_Sampler = CustomSampler.Create(m_FullName); |
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} |
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} |
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|
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/// <summary>
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/// Start timing a block of code.
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/// </summary>
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public void Begin() |
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{ |
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m_Sampler?.Begin(); |
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m_TickStart = System.DateTime.Now.Ticks; |
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} |
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|
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/// <summary>
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/// Stop timing a block of code, and increment internal counts.
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/// </summary>
|
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public void End() |
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{ |
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var elapsed = System.DateTime.Now.Ticks - m_TickStart; |
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m_TotalTicks += elapsed; |
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m_TickStart = 0; |
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m_NumCalls++; |
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m_Sampler?.End(); |
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} |
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|
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/// <summary>
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/// Return a child node for the given name.
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/// The children dictionary will be created if it does not already exist, and
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/// a new Node will be created if it's not already in the dictionary.
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/// Note that these allocations only happen once for a given timed block.
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/// </summary>
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/// <param name="name"></param>
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/// <returns></returns>
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public TimerNode GetChild(string name) |
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{ |
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// Lazily create the children dictionary.
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if (m_Children == null) |
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{ |
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m_Children = new Dictionary<string, TimerNode>(); |
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} |
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|
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if (!m_Children.ContainsKey(name)) |
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{ |
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var childFullName = m_FullName + s_Separator + name; |
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var newChild = new TimerNode(childFullName); |
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m_Children[name] = newChild; |
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return newChild; |
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} |
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return m_Children[name]; |
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} |
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|
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/// <summary>
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/// Recursively form a string representing the current timer information.
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/// </summary>
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/// <param name="parentName"></param>
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/// <param name="level"></param>
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/// <returns></returns>
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public string DebugGetTimerString(string parentName = "", int level = 0) |
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{ |
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string indent = new string(' ', 2 * level); // TODO generalize
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string shortName = (level == 0) ? m_FullName : m_FullName.Replace(parentName + s_Separator, ""); |
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string timerString = ""; |
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if (level == 0) |
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{ |
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timerString = $"{shortName}(root)\n"; |
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} |
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else |
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{ |
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timerString = $"{indent}{shortName}\t\traw={TotalSeconds} rawCount={m_NumCalls}\n"; |
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} |
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|
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// TODO use stringbuilder? might be overkill since this is only debugging code?
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if (m_Children != null) |
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{ |
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foreach (TimerNode c in m_Children.Values) |
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{ |
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timerString += c.DebugGetTimerString(m_FullName, level + 1); |
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} |
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} |
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return timerString; |
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} |
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} |
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|
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/// <summary>
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/// A "stack" of timers that allows for lightweight hierarchical profiling of long-running processes.
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/// Example usage:
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///
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/// using(TimerStack.Instance.Scoped("foo"))
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/// {
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/// doSomeWork();
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/// for (int i=0; i<5; i++)
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/// {
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/// using(myTimer.Scoped("bar"))
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/// {
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/// doSomeMoreWork();
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/// }
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/// }
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/// }
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/// </summary>
|
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/// <remarks>
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/// This implements the Singleton pattern (solution 4) as described in
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/// https://csharpindepth.com/articles/singleton
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/// </remarks>
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public class TimerStack : System.IDisposable |
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{ |
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private static readonly TimerStack instance = new TimerStack(); |
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|
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Stack<TimerNode> m_Stack; |
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TimerNode m_RootNode; |
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|
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// Explicit static constructor to tell C# compiler
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// not to mark type as beforefieldinit
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static TimerStack() |
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{ |
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} |
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|
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private TimerStack() |
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{ |
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Reset(); |
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} |
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|
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public void Reset(string name = "root") |
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{ |
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m_Stack = new Stack<TimerNode>(); |
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m_RootNode = new TimerNode(name, true); |
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m_Stack.Push(m_RootNode); |
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} |
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|
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public static TimerStack Instance |
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{ |
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get { return instance; } |
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} |
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|
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public TimerNode RootNode |
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{ |
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get { return m_RootNode; } |
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} |
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|
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private void Push(string name) |
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{ |
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TimerNode current = m_Stack.Peek(); |
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TimerNode next = current.GetChild(name); |
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m_Stack.Push(next); |
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next.Begin(); |
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} |
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|
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private void Pop() |
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{ |
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var node = m_Stack.Pop(); |
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node.End(); |
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} |
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|
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/// <summary>
|
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/// Start a scoped timer. This should be used with the "using" statement.
|
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/// </summary>
|
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/// <param name="name"></param>
|
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/// <returns></returns>
|
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public TimerStack Scoped(string name) |
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{ |
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Push(name); |
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return this; |
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} |
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|
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/// <summary>
|
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/// Closes the current scoped timer. This should never be called directly, only
|
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/// at the end of a "using" statement.
|
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/// Note that the instance is not actually disposed of; this is just to allow it to be used
|
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/// conveniently with "using".
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/// </summary>
|
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public void Dispose() |
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{ |
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Pop(); |
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} |
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|
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/// <summary>
|
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/// Get a string representation of the timers.
|
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/// Potentially slow so call sparingly.
|
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/// </summary>
|
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/// <returns></returns>
|
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public string DebugGetTimerString() |
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{ |
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return m_RootNode.DebugGetTimerString(); |
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} |
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|
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/// <summary>
|
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/// Save the timers in JSON format to the provided filename.
|
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/// If the filename is null, a default one will be used.
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/// </summary>
|
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/// <param name="filename"></param>
|
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public void SaveJsonTimers(string filename = null) |
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{ |
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if (filename == null) |
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{ |
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var fullpath = Path.GetFullPath("."); |
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filename = $"{fullpath}/csharp_timers.json"; |
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} |
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var fs = new FileStream(filename, FileMode.Create, FileAccess.Write); |
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SaveJsonTimers(fs); |
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fs.Close(); |
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} |
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|
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/// <summary>
|
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/// Write the timers in JSON format to the provided stream.
|
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/// </summary>
|
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/// <param name="stream"></param>
|
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public void SaveJsonTimers(Stream stream) |
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{ |
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var jsonSettings = new DataContractJsonSerializerSettings(); |
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jsonSettings.UseSimpleDictionaryFormat = true; |
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var ser = new DataContractJsonSerializer(typeof(TimerNode), jsonSettings); |
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ser.WriteObject(stream, m_RootNode); |
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} |
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} |
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} |
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fileFormatVersion: 2 |
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guid: d268f7dfcc74c47939e1fc520adb8d81 |
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MonoImporter: |
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externalObjects: {} |
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serializedVersion: 2 |
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defaultReferences: [] |
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executionOrder: 0 |
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icon: {instanceID: 0} |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
|
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# Using Virtual Environment |
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|
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## What is a Virtual Environment? |
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A Virtual Environment is a self contained directory tree that contains a Python installation |
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for a particular version of Python, plus a number of additional packages. To learn more about |
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Virtual Environments see [here](https://docs.python.org/3/library/venv.html) |
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|
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## Why should I use a Virtual Environment? |
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A Virtual Environment keeps all dependencies for the Python project separate from dependencies |
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of other projects. This has a few advantages: |
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1. It makes dependency management for the project easy. |
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1. It enables using and testing of different library versions by quickly |
|||
spinning up a new environment and verifying the compatibility of the code with the |
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different version. |
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|
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Requirement - Python 3.6 must be installed on the machine you would like |
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to run ML-Agents on (either local laptop/desktop or remote server). Python 3.6 can be |
|||
installed from [here](https://www.python.org/downloads/). |
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|
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|
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## Installing Pip (Required) |
|||
|
|||
1. Download the `get-pip.py` file using the command `curl https://bootstrap.pypa.io/get-pip.py -o get-pip.py` |
|||
1. Run the following `python3 get-pip.py` |
|||
1. Check pip version using `pip3 -V` |
|||
|
|||
Note (for Ubuntu users): If the `ModuleNotFoundError: No module named 'distutils.util'` error is encountered, then |
|||
python3-distutils needs to be installed. Install python3-distutils using `sudo apt-get install python3-distutils` |
|||
|
|||
## Mac OS X Setup |
|||
|
|||
1. Create a folder where the virtual environments will reside `$ mkdir ~/python-envs` |
|||
1. To create a new environment named `sample-env` execute `$ python3 -m venv ~/python-envs/sample-env` |
|||
1. To activate the environment execute `$ source ~/python-envs/sample-env/bin/activate` |
|||
1. Verify pip version is the same as in the __Installing Pip__ section. In case it is not the latest, upgrade to |
|||
the latest pip version using `pip3 install --upgrade pip` |
|||
1. Install ML-Agents package using `$ pip3 install mlagents` |
|||
1. To deactivate the environment execute `$ deactivate` |
|||
|
|||
## Ubuntu Setup |
|||
|
|||
1. Install the python3-venv package using `$ sudo apt-get install python3-venv` |
|||
1. Follow the steps in the Mac OS X installation. |
|||
|
|||
## Windows Setup |
|||
|
|||
1. Create a folder where the virtual environments will reside `$ md python-envs` |
|||
1. To create a new environment named `sample-env` execute `$ python3 -m venv python-envs\sample-env` |
|||
1. To activate the environment execute `$ python-envs\sample-env\Scripts\activate` |
|||
1. Verify pip version is the same as in the __Installing Pip__ section. In case it is not the latest, upgrade to |
|||
the latest pip version using `pip3 install --upgrade pip` |
|||
1. Install ML-Agents package using `$ pip3 install mlagents` |
|||
1. To deactivate the environment execute `$ deactivate` |
|
|||
#if UNITY_CLOUD_BUILD
|
|||
|
|||
namespace MLAgents |
|||
{ |
|||
public static class Builder |
|||
{ |
|||
public static void PreExport() |
|||
{ |
|||
BuilderUtils.SwitchAllLearningBrainToControlMode(); |
|||
} |
|||
} |
|||
} |
|||
|
|||
#endif
|
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fileFormatVersion: 2 |
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guid: 41ad366a346f4fbdaeb7dc8fff9a5025 |
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timeCreated: 1555622970 |
|
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#if UNITY_CLOUD_BUILD
|
|||
|
|||
using System.Linq; |
|||
using UnityEditor; |
|||
using UnityEditor.SceneManagement; |
|||
using UnityEngine; |
|||
using System.IO; |
|||
|
|||
namespace MLAgents |
|||
{ |
|||
public static class BuilderUtils |
|||
{ |
|||
public static void SwitchAllLearningBrainToControlMode() |
|||
{ |
|||
Debug.Log("The Switching to control mode function is triggered"); |
|||
string[] scenePaths = Directory.GetFiles("Assets/ML-Agents/Examples/", "*.unity", SearchOption.AllDirectories); |
|||
foreach (string scenePath in scenePaths) |
|||
{ |
|||
var curScene = EditorSceneManager.OpenScene(scenePath); |
|||
var aca = SceneAsset.FindObjectOfType<Academy>(); |
|||
if (aca != null) |
|||
{ |
|||
var learningBrains = aca.broadcastHub.broadcastingBrains.Where( |
|||
x => x != null && x is LearningBrain); |
|||
foreach (Brain brain in learningBrains) |
|||
{ |
|||
if (!aca.broadcastHub.IsControlled(brain)) |
|||
{ |
|||
Debug.Log("Switched brain in scene " + scenePath); |
|||
aca.broadcastHub.SetControlled(brain, true); |
|||
} |
|||
} |
|||
EditorSceneManager.SaveScene(curScene); |
|||
} |
|||
else |
|||
{ |
|||
Debug.Log("scene " + scenePath + " doesn't have a Academy in it"); |
|||
} |
|||
} |
|||
} |
|||
} |
|||
} |
|||
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