chore(unity): 固定Unity CLI Loop本地包并移除UnitySkills依赖
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using System.Collections.Generic;
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namespace io.github.hatayama.uLoopMCP
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{
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internal static class DynamicCompilationTimingFormatter
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{
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private const string CacheHitTimingEntry = "[Perf] CacheHit: true";
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public static List<string> CreateCompilationTimings(
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double referenceResolutionMilliseconds,
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double buildMilliseconds,
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double assemblyLoadMilliseconds,
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DynamicCompilationBackendKind backendKind = DynamicCompilationBackendKind.Unknown)
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{
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List<string> timings = new List<string>
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{
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$"[Perf] ReferenceResolution: {referenceResolutionMilliseconds:F1}ms",
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$"[Perf] Build: {buildMilliseconds:F1}ms",
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$"[Perf] AssemblyLoad: {assemblyLoadMilliseconds:F1}ms"
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};
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string backendTimingEntry = CreateBackendTimingEntry(backendKind);
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if (!string.IsNullOrEmpty(backendTimingEntry))
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{
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timings.Add(backendTimingEntry);
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}
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return timings;
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}
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public static List<string> CreateCachedCompilationTimings(
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DynamicCompilationBackendKind backendKind = DynamicCompilationBackendKind.Unknown)
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{
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List<string> timings = CreateCompilationTimings(0, 0, 0, backendKind);
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timings.Add(CacheHitTimingEntry);
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return timings;
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}
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private static string CreateBackendTimingEntry(DynamicCompilationBackendKind backendKind)
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{
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return backendKind switch
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{
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DynamicCompilationBackendKind.SharedRoslynWorker => "[Perf] Backend: SharedRoslynWorker",
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DynamicCompilationBackendKind.OneShotRoslyn => "[Perf] Backend: OneShotRoslyn",
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DynamicCompilationBackendKind.AssemblyBuilderFallback => "[Perf] Backend: AssemblyBuilderFallback",
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_ => null
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};
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}
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}
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}
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