C#的#if false #else #endif

本文介绍了如何使用条件编译指令来控制代码的编译过程。通过示例代码展示了#if, #else 和 #endif 的用法,并解释了这些指令在代码中的作用类似于普通的 if...else 语句,但它们是在编译时决定是否包含某些代码段。

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#if false
    this.SaveMasterData();
    if(this.CmdType.ToUpper() == "ADD")
    {    
     this.SaveDetailData();
    }
#endif

 

 

 

#if FLAG xxx;

       //自己的命令1

#else yyy;

     //自己的命令2

#endif

可以像理解普通代码中的if……else一样理解。只不过该if……else是属于“条件编译”(对于那块代码块需要执行,那块不需要而已)。

 

 

 

 

 

 

 

 

 

 

/* * Tencent is pleased to support the open source community by making xLua available. * Copyright (C) 2016 THL A29 Limited, a Tencent company. All rights reserved. * Licensed under the MIT License (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at * http://opensource.org/licenses/MIT * Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License. */ #if USE_UNI_LUA using LuaAPI = UniLua.Lua; using RealStatePtr = UniLua.ILuaState; using LuaCSFunction = UniLua.CSharpFunctionDelegate; #else using LuaAPI = XLua.LuaDLL.Lua; using RealStatePtr = System.IntPtr; using LuaCSFunction = XLua.LuaDLL.lua_CSFunction; #endif namespace XLua { using System; using System.Collections.Generic; public class LuaEnv : IDisposable { internal RealStatePtr L; private LuaTable _G; internal ObjectTranslator translator; internal int errorFuncRef = -1; #if THREAD_SAFT || HOTFIX_ENABLE internal object luaEnvLock = new object(); #endif public LuaEnv() { #if THREAD_SAFT || HOTFIX_ENABLE lock(luaEnvLock) { #endif LuaIndexes.LUA_REGISTRYINDEX = LuaAPI.xlua_get_registry_index(); ; // Create State L = LuaAPI.luaL_newstate(); //Init Base Libs LuaAPI.luaopen_xlua(L); LuaAPI.luaopen_i64lib(L); LuaAPI.luaopen_perflib(L); translator = new ObjectTranslator(this, L); translator.createFunctionMetatable(L); translator.OpenLib(L); ObjectTranslatorPool.Instance.Add(L, translator); LuaAPI.lua_atpanic(L, StaticLuaCallbacks.Panic); LuaAPI.lua_pushstdcallcfunction(L, StaticLuaCallbacks.Print); LuaAPI.lua_setglobal(L, "print"); //template engine lib register TemplateEngine.LuaTemplate.OpenLib(L); AddSearcher(StaticLuaCallbacks.LoadBuiltinLib, 2); // just after the preload searcher AddSearcher(StaticLuaCallbacks.LoadFromCustomLoaders, 3); AddSearcher(StaticLuaCallbacks.LoadFromResource, 4); AddSearcher(StaticLuaCallbacks.LoadFromStreamingAssetsPath, -1); DoString(init_xlua, "Init"); init_xlua = null; AddBuildin("socket.core", StaticLuaCallbacks.LoadSocketCore); AddBuildin("socket", StaticLuaCallbacks.LoadSocketCore); AddBuildin("mime.core", StaticLuaCallbacks.LoadMimeCore); AddBuildin("rapidjson", StaticLuaCallbacks.LoadRapidJson); AddBuildin("lpeg", StaticLuaCallbacks.LoadLpeg); AddBuildin("sproto.core", StaticLuaCallbacks.LoadSprotoCore); //AddBuildin("pack", StaticLuaCallbacks.LoadPack); LuaAPI.lua_newtable(L); //metatable of indexs and newindexs functions LuaAPI.xlua_pushasciistring(L, "__index"); LuaAPI.lua_pushstdcallcfunction(L, StaticLuaCallbacks.MetaFuncIndex); LuaAPI.lua_rawset(L, -3); LuaAPI.xlua_pushasciistring(L, Utils.LuaIndexsFieldName); LuaAPI.lua_newtable(L); LuaAPI.lua_pushvalue(L, -3); LuaAPI.lua_setmetatable(L, -2); LuaAPI.lua_rawset(L, LuaIndexes.LUA_REGISTRYINDEX); LuaAPI.xlua_pushasciistring(L, Utils.LuaNewIndexsFieldName); LuaAPI.lua_newtable(L); LuaAPI.lua_pushvalue(L, -3); LuaAPI.lua_setmetatable(L, -2); LuaAPI.lua_rawset(L, LuaIndexes.LUA_REGISTRYINDEX); LuaAPI.xlua_pushasciistring(L, Utils.LuaClassIndexsFieldName); LuaAPI.lua_newtable(L); LuaAPI.lua_pushvalue(L, -3); LuaAPI.lua_setmetatable(L, -2); LuaAPI.lua_rawset(L, LuaIndexes.LUA_REGISTRYINDEX); LuaAPI.xlua_pushasciistring(L, Utils.LuaClassNewIndexsFieldName); LuaAPI.lua_newtable(L); LuaAPI.lua_pushvalue(L, -3); LuaAPI.lua_setmetatable(L, -2); LuaAPI.lua_rawset(L, LuaIndexes.LUA_REGISTRYINDEX); LuaAPI.lua_pop(L, 1); // pop metatable of indexs and newindexs functions LuaAPI.xlua_pushasciistring(L, "xlua_main_thread"); LuaAPI.lua_pushthread(L); LuaAPI.lua_rawset(L, LuaIndexes.LUA_REGISTRYINDEX); translator.Alias(typeof(Type), "System.MonoType"); LuaAPI.lua_getglobal(L, "_G"); translator.Get(L, -1, out _G); LuaAPI.lua_pop(L, 1); errorFuncRef = LuaAPI.get_error_func_ref(L); if (initers != null) { for (int i = 0; i < initers.Count; i++) { initers[i](this, translator); } } translator.CreateArrayMetatable(L); translator.CreateDelegateMetatable(L); #if THREAD_SAFT || HOTFIX_ENABLE } #endif } private static List<Action<LuaEnv, ObjectTranslator>> initers = null; public static void AddIniter(Action<LuaEnv, ObjectTranslator> initer) { if (initers == null) { initers = new List<Action<LuaEnv, ObjectTranslator>>(); } initers.Add(initer); } public LuaTable Global { get { return _G; } } public T LoadString<T>(string chunk, string chunkName = "chunk", LuaTable env = null) { #if THREAD_SAFT || HOTFIX_ENABLE lock (luaEnvLock) { #endif if (typeof(T) != typeof(LuaFunction) && !typeof(T).IsSubclassOf(typeof(Delegate))) { throw new InvalidOperationException(typeof(T).Name + " is not a delegate type nor LuaFunction"); } int oldTop = LuaAPI.lua_gettop(L); if (LuaAPI.luaL_loadbuffer(L, chunk, chunkName) != 0) ThrowExceptionFromError(oldTop); if (env != null) { env.push(L); LuaAPI.lua_setfenv(L, -2); } T result = (T)translator.GetObject(L, -1, typeof(T)); LuaAPI.lua_settop(L, oldTop); return result; #if THREAD_SAFT || HOTFIX_ENABLE } #endif } public LuaFunction LoadString(string chunk, string chunkName = "chunk", LuaTable env = null) { return LoadString<LuaFunction>(chunk, chunkName, env); } public object[] DoString(string chunk, string chunkName = "chunk", LuaTable env = null) { #if THREAD_SAFT || HOTFIX_ENABLE lock (luaEnvLock) { #endif int oldTop = LuaAPI.lua_gettop(L); int errFunc = LuaAPI.load_error_func(L, errorFuncRef); if (LuaAPI.luaL_loadbuffer(L, chunk, chunkName) == 0) { if (env != null) { env.push(L); LuaAPI.lua_setfenv(L, -2); } if (LuaAPI.lua_pcall(L, 0, -1, errFunc) == 0) { LuaAPI.lua_remove(L, errFunc); return translator.popValues(L, oldTop); } else ThrowExceptionFromError(oldTop); } else ThrowExceptionFromError(oldTop); return null; #if THREAD_SAFT || HOTFIX_ENABLE } #endif } private void AddSearcher(LuaCSFunction searcher, int index) { #if THREAD_SAFT || HOTFIX_ENABLE lock (luaEnvLock) { #endif //insert the loader LuaAPI.xlua_getloaders(L); if (!LuaAPI.lua_istable(L, -1)) { throw new Exception("Can not set searcher!"); } uint len = LuaAPI.xlua_objlen(L, -1); index = index < 0 ? (int)(len + index + 2) : index; for (int e = (int)len + 1; e > index; e--) { LuaAPI.xlua_rawgeti(L, -1, e - 1); LuaAPI.xlua_rawseti(L, -2, e); } LuaAPI.lua_pushstdcallcfunction(L, searcher); LuaAPI.xlua_rawseti(L, -2, index); LuaAPI.lua_pop(L, 1); #if THREAD_SAFT || HOTFIX_ENABLE } #endif } public void Alias(Type type, string alias) { translator.Alias(type, alias); } int last_check_point = 0; int max_check_per_tick = 20; static bool ObjectValidCheck(object obj) { return (!(obj is UnityEngine.Object)) || ((obj as UnityEngine.Object) != null); } Func<object, bool> object_valid_checker = new Func<object, bool>(ObjectValidCheck); public void Tick() { #if THREAD_SAFT || HOTFIX_ENABLE lock (luaEnvLock) { #endif lock (refQueue) { while (refQueue.Count > 0) { GCAction gca = refQueue.Dequeue(); translator.ReleaseLuaBase(L, gca.Reference, gca.IsDelegate); } } last_check_point = translator.objects.Check(last_check_point, max_check_per_tick, object_valid_checker, translator.reverseMap); #if THREAD_SAFT || HOTFIX_ENABLE } #endif } //兼容API public void GC() { Tick(); } public LuaTable NewTable() { #if THREAD_SAFT || HOTFIX_ENABLE lock (luaEnvLock) { #endif int oldTop = LuaAPI.lua_gettop(L); LuaAPI.lua_newtable(L); LuaTable returnVal = (LuaTable)translator.GetObject(L, -1, typeof(LuaTable)); LuaAPI.lua_settop(L, oldTop); return returnVal; #if THREAD_SAFT || HOTFIX_ENABLE } #endif } private bool disposed = false; public void Dispose() { Dispose(true); System.GC.Collect(); System.GC.WaitForPendingFinalizers(); } public virtual void Dispose(bool dispose) { #if THREAD_SAFT || HOTFIX_ENABLE lock (luaEnvLock) { #endif if (disposed) return; Tick(); LuaAPI.lua_close(L); ObjectTranslatorPool.Instance.Remove(L); if (translator != null) { translator = null; } L = IntPtr.Zero; disposed = true; #if THREAD_SAFT || HOTFIX_ENABLE } #endif } public void ThrowExceptionFromError(int oldTop) { #if THREAD_SAFT || HOTFIX_ENABLE lock (luaEnvLock) { #endif object err = translator.GetObject(L, -1); LuaAPI.lua_settop(L, oldTop); // A pre-wrapped exception - just rethrow it (stack trace of InnerException will be preserved) Exception ex = err as Exception; if (ex != null) throw ex; // A non-wrapped Lua error (best interpreted as a string) - wrap it and throw it if (err == null) err = "Unknown Lua Error"; throw new LuaException(err.ToString()); #if THREAD_SAFT || HOTFIX_ENABLE } #endif } internal struct GCAction { public int Reference; public bool IsDelegate; } Queue<GCAction> refQueue = new Queue<GCAction>(); internal void equeueGCAction(GCAction action) { lock (refQueue) { refQueue.Enqueue(action); } } private string init_xlua = @" local metatable = {} local rawget = rawget local setmetatable = setmetatable local import_type = xlua.import_type local load_assembly = xlua.load_assembly function metatable:__index(key) local fqn = rawget(self,'.fqn') fqn = ((fqn and fqn .. '.') or '') .. key local obj = import_type(fqn) if obj == nil then -- It might be an assembly, so we load it too. obj = { ['.fqn'] = fqn } setmetatable(obj, metatable) elseif obj == true then return rawget(self, key) end -- Cache this lookup rawset(self, key, obj) return obj end -- A non-type has been called; e.g. foo = System.Foo() function metatable:__call(...) error('No such type: ' .. rawget(self,'.fqn'), 2) end CS = CS or {} setmetatable(CS, metatable) typeof = function(t) return t.UnderlyingSystemType end cast = xlua.cast if not setfenv or not getfenv then local function getfunction(level) local info = debug.getinfo(level + 1, 'f') return info and info.func end function setfenv(fn, env) if type(fn) == 'number' then fn = getfunction(fn + 1) end local i = 1 while true do local name = debug.getupvalue(fn, i) if name == '_ENV' then debug.upvaluejoin(fn, i, (function() return env end), 1) break elseif not name then break end i = i + 1 end return fn end function getfenv(fn) if type(fn) == 'number' then fn = getfunction(fn + 1) end local i = 1 while true do local name, val = debug.getupvalue(fn, i) if name == '_ENV' then return val elseif not name then break end i = i + 1 end end end xlua.hotfix = function(cs, field, func) local tbl = (type(field) == 'table') and field or {[field] = func} for k, v in pairs(tbl) do local cflag = '' if k == '.ctor' then cflag = '_c' k = 'ctor' end xlua.access(cs, cflag .. '__Hitfix0_'..k, v) -- at least one pcall(function() for i = 1, 99 do xlua.access(cs, '__Hitfix'..i..'_'..k, v) end end) end end "; public delegate byte[] CustomLoader(ref string filepath); internal List<CustomLoader> customLoaders = new List<CustomLoader>(); //loader : CustomLoader, filepath参数:(ref类型)输入是require的参数,如果需要支持调试,需要输出真实路径。 // 返回值:如果返回null,代表加载该源下无合适的文件,否则返回UTF8编码的byte[] public void AddLoader(CustomLoader loader) { customLoaders.Add(loader); } internal Dictionary<string, LuaCSFunction> buildin_initer = new Dictionary<string, LuaCSFunction>(); public void AddBuildin(string name, LuaCSFunction initer) { if (!initer.Method.IsStatic || !Attribute.IsDefined(initer.Method, typeof(MonoPInvokeCallbackAttribute))) { throw new Exception("initer must be static and has MonoPInvokeCallback Attribute!"); } buildin_initer.Add(name, initer); } //The garbage-collector pause controls how long the collector waits before starting a new cycle. //Larger values make the collector less aggressive. Values smaller than 100 mean the collector //will not wait to start a new cycle. A value of 200 means that the collector waits for the total //memory in use to double before starting a new cycle. public int GcPause { get { #if THREAD_SAFT || HOTFIX_ENABLE lock (luaEnvLock) { #endif int val = LuaAPI.lua_gc(L, LuaGCOptions.LUA_GCSETPAUSE, 200); LuaAPI.lua_gc(L, LuaGCOptions.LUA_GCSETPAUSE, val); return val; #if THREAD_SAFT || HOTFIX_ENABLE } #endif } set { #if THREAD_SAFT || HOTFIX_ENABLE lock (luaEnvLock) { #endif LuaAPI.lua_gc(L, LuaGCOptions.LUA_GCSETPAUSE, value); #if THREAD_SAFT || HOTFIX_ENABLE } #endif } } //The step multiplier controls the relative speed of the collector relative to memory allocation. //Larger values make the collector more aggressive but also increase the size of each incremental //step. Values smaller than 100 make the collector too slow and can result in the collector never //finishing a cycle. The default, 200, means that the collector runs at "twice" the speed of memory //allocation. public int GcStepmul { get { #if THREAD_SAFT || HOTFIX_ENABLE lock (luaEnvLock) { #endif int val = LuaAPI.lua_gc(L, LuaGCOptions.LUA_GCSETSTEPMUL, 200); LuaAPI.lua_gc(L, LuaGCOptions.LUA_GCSETSTEPMUL, val); return val; #if THREAD_SAFT || HOTFIX_ENABLE } #endif } set { #if THREAD_SAFT || HOTFIX_ENABLE lock (luaEnvLock) { #endif LuaAPI.lua_gc(L, LuaGCOptions.LUA_GCSETSTEPMUL, value); #if THREAD_SAFT || HOTFIX_ENABLE } #endif } } public void FullGc() { #if THREAD_SAFT || HOTFIX_ENABLE lock (luaEnvLock) { #endif LuaAPI.lua_gc(L, LuaGCOptions.LUA_GCCOLLECT, 0); #if THREAD_SAFT || HOTFIX_ENABLE } #endif } public void StopGc() { #if THREAD_SAFT || HOTFIX_ENABLE lock (luaEnvLock) { #endif LuaAPI.lua_gc(L, LuaGCOptions.LUA_GCSTOP, 0); #if THREAD_SAFT || HOTFIX_ENABLE } #endif } public void RestartGc() { #if THREAD_SAFT || HOTFIX_ENABLE lock (luaEnvLock) { #endif LuaAPI.lua_gc(L, LuaGCOptions.LUA_GCRESTART, 0); #if THREAD_SAFT || HOTFIX_ENABLE } #endif } public bool GcStep(int data) { #if THREAD_SAFT || HOTFIX_ENABLE lock (luaEnvLock) { #endif return LuaAPI.lua_gc(L, LuaGCOptions.LUA_GCSTEP, data) != 0; #if THREAD_SAFT || HOTFIX_ENABLE } #endif } public int Memroy { get { #if THREAD_SAFT || HOTFIX_ENABLE lock (luaEnvLock) { #endif return LuaAPI.lua_gc(L, LuaGCOptions.LUA_GCCOUNT, 0); #if THREAD_SAFT || HOTFIX_ENABLE } #endif } } } } LuaException: c# exception:System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary. at System.Collections.Generic.Dictionary`2[System.String,FishPathData].get_Item (System.String key) [0x000a2] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/Dictionary.cs:150 at FishPathManager.getPath (System.String name) [0x00021] in D:\Lua_Dating546\Assets\Scripts\Util\FishPathManager.cs:117 at fish.setPath (System.String pathName, Single lifeTime, Boolean freeGroup, Single roat, Single speed) [0x00000] in D:\Lua_Dating546\Assets\Scripts\Util\fish.cs:744 at CSObjectWrap.fishWrap.setPath (IntPtr L) [0x000a4] in D:\Lua_Dating546\Assets\XLua\Gen\fishWrap.cs:403 stack traceback: [C]: in method 'setPath' game.fish.gameobject.Fish:192: in function 'game.fish.gameobject.Fish.setPath' game.fish.gameobject.Fish:131: in function 'game.fish.gameobject.Fish.initInfo' game.fish.view.FishGameRoot:881: in function 'game.fish.view.FishGameRoot.createOneFish' game.fish.view.FishGameRoot:776: in function 'game.fish.view.FishGameRoot.Update' base.system.UpdateBeat:22: in function 'base.system.UpdateBeat.Update' base.Main:13: in function 'update' XLua.LuaEnv.ThrowExceptionFromError (Int32 oldTop) (at Assets/XLua/Src/LuaEnv.cs:367) XLua.DelegateBridge.SystemVoid () (at Assets/XLua/Gen/DelegatesGensBridge.cs:34) LuaFramework.LuaManager.Update () (at Assets/Scripts/Manager/LuaManager.cs:111)
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