Use StringBuilder and add caching to reduce string allocs

This commit is contained in:
Sinai
2021-04-25 21:21:05 +10:00
parent f3cd84804d
commit 5a0c2390ce
2 changed files with 132 additions and 85 deletions

View File

@ -1,6 +1,8 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using System.Text;
using UnityEngine;
using UnityExplorer.Core.Runtime;
@ -29,7 +31,7 @@ namespace UnityExplorer.UI.Utility
public static string CONST_VAR = "#92c470";
internal static readonly Color s_silver = new Color(0.66f, 0.66f, 0.66f);
public static string NAMESPACE = "#a8a8a8";
internal static string GetClassColor(Type type)
{
@ -43,72 +45,73 @@ namespace UnityExplorer.UI.Utility
return CLASS_INSTANCE;
}
private static readonly StringBuilder syntaxBuilder = new StringBuilder(8192);
public static string ParseFullSyntax(Type type, bool includeNamespace, MemberInfo memberInfo = null)
{
if (type == null)
throw new ArgumentNullException("type");
//type = ReflectionProvider.Instance.GetDeobfuscatedType(type);
string ret = "";
syntaxBuilder.Clear();
if (type.IsGenericParameter || (type.HasElementType && type.GetElementType().IsGenericParameter))
{
ret = $"<color={CONST_VAR}>{type.Name}</color>";
syntaxBuilder.Append($"<color={CONST_VAR}>{type.Name}</color>");
}
else
{
if (includeNamespace && !string.IsNullOrEmpty(type.Namespace))
ret += $"<color=#{s_silver.ToHex()}>{type.Namespace}</color>.";
syntaxBuilder.Append($"<color=#{NAMESPACE}>{type.Namespace}</color>.");
var declaring = type.DeclaringType;
while (declaring != null)
{
ret += HighlightTypeName(declaring) + ".";
syntaxBuilder.Append(HighlightTypeName(declaring) + ".");
declaring = declaring.DeclaringType;
}
ret += HighlightTypeName(type);
syntaxBuilder.Append(HighlightTypeName(type));
}
if (memberInfo != null)
{
ret += ".";
syntaxBuilder.Append('.');
string memberColor = GetMemberInfoColor(memberInfo, out bool isStatic);
string memberHighlight = $"<color={memberColor}>{memberInfo.Name}</color>";
string memColor = GetMemberInfoColor(memberInfo, out bool isStatic);
if (isStatic)
memberHighlight = $"<i>{memberHighlight}</i>";
syntaxBuilder.Append("<i>");
ret += memberHighlight;
syntaxBuilder.Append($"<color={memColor}>{memberInfo.Name}</color>");
if (isStatic)
syntaxBuilder.Append("</i>");
// generic method args
if (memberInfo is MethodInfo method)
{
var gArgs = method.GetGenericArguments();
ret += ParseGenericArgs(gArgs, true);
}
syntaxBuilder.Append(ParseGenericArgs(method.GetGenericArguments(), true));
}
return ret;
return syntaxBuilder.ToString();
}
private static readonly Dictionary<string, string> typeToRichType = new Dictionary<string, string>();
public static string HighlightTypeName(Type type)
{
//type = RuntimeProvider.Instance.Reflection.GetDeobfuscatedType(type);
if (typeToRichType.ContainsKey(type.AssemblyQualifiedName))
return typeToRichType[type.AssemblyQualifiedName];
var typeName = type.Name;
var gArgs = type.GetGenericArguments();
var args = type.GetGenericArguments();
if (gArgs.Length > 0)
if (args.Length > 0)
{
// remove the `N from the end of the type name
// this could actually be >9 in some cases, so get the length of the length string and use that.
// eg, if it was "List`15", we would remove the ending 3 chars
int suffixLen = 1 + gArgs.Length.ToString().Length;
int suffixLen = 1 + args.Length.ToString().Length;
// make sure the typename actually has expected "`N" format.
if (typeName[typeName.Length - suffixLen] == '`')
@ -120,72 +123,78 @@ namespace UnityExplorer.UI.Utility
typeName = $"<color={GetClassColor(type)}>{typeName}</color>";
// parse the generic args, if any
if (gArgs.Length > 0)
typeName += ParseGenericArgs(gArgs);
if (args.Length > 0)
typeName += ParseGenericArgs(args);
typeToRichType.Add(type.AssemblyQualifiedName, typeName);
return typeName;
}
public static string ParseGenericArgs(Type[] gArgs, bool allGeneric = false)
{
if (gArgs.Length < 1)
return "";
private static readonly StringBuilder genericBuilder = new StringBuilder(4096);
var args = "<";
for (int i = 0; i < gArgs.Length; i++)
public static string ParseGenericArgs(Type[] args, bool isGenericParams = false)
{
if (args.Length < 1)
return string.Empty;
genericBuilder.Clear();
genericBuilder.Append('<');
for (int i = 0; i < args.Length; i++)
{
if (i > 0)
args += ", ";
genericBuilder.Append(',');
var arg = gArgs[i];
if (allGeneric)
if (isGenericParams)
{
args += $"<color={CONST_VAR}>{arg.Name}</color>";
genericBuilder.Append($"<color={CONST_VAR}>{args[i].Name}</color>");
continue;
}
// using HighlightTypeName makes it recursive, so we can parse nested generic args.
args += HighlightTypeName(arg);
genericBuilder.Append(HighlightTypeName(args[i]));
}
return args + ">";
genericBuilder.Append('>');
return genericBuilder.ToString();
}
public static string GetMemberInfoColor(MemberInfo memberInfo, out bool isStatic)
{
string memberColor = "";
isStatic = false;
if (memberInfo is FieldInfo fi)
{
if (fi.IsStatic)
{
isStatic = true;
memberColor = FIELD_STATIC;
return FIELD_STATIC;
}
else
memberColor = FIELD_INSTANCE;
return FIELD_INSTANCE;
}
else if (memberInfo is MethodInfo mi)
{
if (mi.IsStatic)
{
isStatic = true;
memberColor = METHOD_STATIC;
return METHOD_STATIC;
}
else
memberColor = METHOD_INSTANCE;
return METHOD_INSTANCE;
}
else if (memberInfo is PropertyInfo pi)
{
if (pi.GetAccessors(true)[0].IsStatic)
{
isStatic = true;
memberColor = PROP_STATIC;
return PROP_STATIC;
}
else
memberColor = PROP_INSTANCE;
return PROP_INSTANCE;
}
return memberColor;
throw new NotImplementedException(memberInfo.GetType().Name + " is not supported");
}
}
}

View File

@ -14,40 +14,49 @@ namespace UnityExplorer.UI.Utility
internal static Dictionary<Type, MethodInfo> toStringMethods = new Dictionary<Type, MethodInfo>();
internal static Dictionary<Type, MethodInfo> toStringFormattedMethods = new Dictionary<Type, MethodInfo>();
// string allocs
private static readonly StringBuilder _stringBuilder = new StringBuilder(16384);
private const string unknownString = "<unknown>";
private const string nullString = "<color=grey>[null]</color>";
private const string destroyedString = "<color=red>[Destroyed]</color>";
public static string ToString(object value, Type fallbackType, bool includeNamespace = true, bool includeName = true)
{
if (value == null && fallbackType == null)
return "<null>";
return unknownString;
Type type = value?.GetActualType() ?? fallbackType;
var richType = SignatureHighlighter.ParseFullSyntax(type, includeNamespace);
// todo SB this too
string richType = SignatureHighlighter.ParseFullSyntax(type, includeNamespace);
if (!includeName)
return richType;
_stringBuilder.Clear();
if (value.IsNullOrDestroyed())
{
if (value == null)
return $"<color=grey>[null]</color> ({richType})";
else
return $"<color=red>[Destroyed]</color> ({richType})";
{
_stringBuilder.Append(nullString);
AppendRichType(_stringBuilder, richType);
return _stringBuilder.ToString();
}
else // destroyed unity object
{
_stringBuilder.Append(destroyedString);
AppendRichType(_stringBuilder, richType);
return _stringBuilder.ToString();
}
}
// value = value.TryCast(type);
string label;
// Two dirty fixes for TextAsset and EventSystem, which can have very long ToString results.
if (value is TextAsset textAsset)
{
label = $"{textAsset.name} ({richType})";
if (value is UnityEngine.Object obj)
{
_stringBuilder.Append(obj.name);
AppendRichType(_stringBuilder, richType);
}
else if (value is EventSystem es)
{
label = $"{es.name} ({richType})";
}
else // For everything else...
else
{
if (!toStringMethods.ContainsKey(type))
{
@ -75,35 +84,64 @@ namespace UnityExplorer.UI.Utility
else
toString = (string)stdMethod.Invoke(value, new object[0]);
toString = toString ?? "";
string typeName = type.FullName;
if (typeName.StartsWith("Il2CppSystem."))
typeName = typeName.Substring(6, typeName.Length - 6);
toString = ReflectionProvider.Instance.ProcessTypeFullNameInString(type, toString, ref typeName);
// If the ToString is just the type name, use our syntax highlighted type name instead.
if (toString == typeName)
if (toString == type.FullName || toString == $"Il2Cpp{type.FullName}")
{
label = richType;
// the ToString was just the default object.ToString(), use our
// syntax highlighted type name instead.
_stringBuilder.Append(richType);
}
else // Otherwise, parse the result and put our highlighted name in.
else // the ToString contains some actual implementation, use that value.
{
if (toString.Length > 200)
toString = toString.Substring(0, 200) + "...";
label = toString;
var unityType = $"({type.FullName})";
if (value is UnityEngine.Object && label.Contains(unityType))
label = label.Replace(unityType, $"({richType})");
_stringBuilder.Append(toString.Substring(0, 200));
else
label += $" ({richType})";
_stringBuilder.Append(toString);
AppendRichType(_stringBuilder, richType);
}
////string toString;
//
//toString = toString ?? "";
//
//string typeName = type.FullName;
//if (typeName.StartsWith("Il2CppSystem."))
// typeName = typeName.Substring(6, typeName.Length - 6);
//
//toString = ReflectionProvider.Instance.ProcessTypeFullNameInString(type, toString, ref typeName);
//
//// If the ToString is just the type name, use our syntax highlighted type name instead.
//if (toString == typeName)
//{
// label = richType;
//}
//else // Otherwise, parse the result and put our highlighted name in.
//{
// if (toString.Length > 200)
// toString = toString.Substring(0, 200) + "...";
//
// label = toString;
//
// var unityType = $"({type.FullName})";
// if (value is UnityEngine.Object && label.Contains(unityType))
// label = label.Replace(unityType, $"({richType})");
// else
// label += $" ({richType})";
//}
}
return label;
return _stringBuilder.ToString();
}
// Just a little optimization, append chars directly instead of allocating every time
// we want to do this.
private static void AppendRichType(StringBuilder sb, string richType)
{
sb.Append(' ');
sb.Append('(');
sb.Append(richType);
sb.Append(')');
}
}
}