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- using System;
- using System.Runtime.CompilerServices;
- using Unity.Collections.LowLevel.Unsafe;
- using UnityEngine;
- namespace Mirror
- {
- /// <summary>Network Writer for most simple types like floats, ints, buffers, structs, etc. Use NetworkWriterPool.GetReader() to avoid allocations.</summary>
- public class NetworkWriter
- {
- public const int MaxStringLength = 1024 * 32;
- // create writer immediately with it's own buffer so no one can mess with it and so that we can resize it.
- // note: BinaryWriter allocates too much, so we only use a MemoryStream
- // => 1500 bytes by default because on average, most packets will be <= MTU
- byte[] buffer = new byte[1500];
- /// <summary>Next position to write to the buffer</summary>
- public int Position;
- /// <summary>Reset both the position and length of the stream</summary>
- // Leaves the capacity the same so that we can reuse this writer without
- // extra allocations
- [MethodImpl(MethodImplOptions.AggressiveInlining)]
- public void Reset()
- {
- Position = 0;
- }
- // NOTE that our runtime resizing comes at no extra cost because:
- // 1. 'has space' checks are necessary even for fixed sized writers.
- // 2. all writers will eventually be large enough to stop resizing.
- [MethodImpl(MethodImplOptions.AggressiveInlining)]
- void EnsureCapacity(int value)
- {
- if (buffer.Length < value)
- {
- int capacity = Math.Max(value, buffer.Length * 2);
- Array.Resize(ref buffer, capacity);
- }
- }
- /// <summary>Copies buffer until 'Position' to a new array.</summary>
- [MethodImpl(MethodImplOptions.AggressiveInlining)]
- public byte[] ToArray()
- {
- byte[] data = new byte[Position];
- Array.ConstrainedCopy(buffer, 0, data, 0, Position);
- return data;
- }
- /// <summary>Returns allocation-free ArraySegment until 'Position'.</summary>
- [MethodImpl(MethodImplOptions.AggressiveInlining)]
- public ArraySegment<byte> ToArraySegment()
- {
- return new ArraySegment<byte>(buffer, 0, Position);
- }
- // WriteBlittable<T> from DOTSNET.
- // this is extremely fast, but only works for blittable types.
- //
- // Benchmark:
- // WriteQuaternion x 100k, Macbook Pro 2015 @ 2.2Ghz, Unity 2018 LTS (debug mode)
- //
- // | Median | Min | Max | Avg | Std | (ms)
- // before | 30.35 | 29.86 | 48.99 | 32.54 | 4.93 |
- // blittable* | 5.69 | 5.52 | 27.51 | 7.78 | 5.65 |
- //
- // * without IsBlittable check
- // => 4-6x faster!
- //
- // WriteQuaternion x 100k, Macbook Pro 2015 @ 2.2Ghz, Unity 2020.1 (release mode)
- //
- // | Median | Min | Max | Avg | Std | (ms)
- // before | 9.41 | 8.90 | 23.02 | 10.72 | 3.07 |
- // blittable* | 1.48 | 1.40 | 16.03 | 2.60 | 2.71 |
- //
- // * without IsBlittable check
- // => 6x faster!
- //
- // Note:
- // WriteBlittable assumes same endianness for server & client.
- // All Unity 2018+ platforms are little endian.
- // => run NetworkWriterTests.BlittableOnThisPlatform() to verify!
- [MethodImpl(MethodImplOptions.AggressiveInlining)]
- internal unsafe void WriteBlittable<T>(T value)
- where T : unmanaged
- {
- // check if blittable for safety
- #if UNITY_EDITOR
- if (!UnsafeUtility.IsBlittable(typeof(T)))
- {
- Debug.LogError($"{typeof(T)} is not blittable!");
- return;
- }
- #endif
- // calculate size
- // sizeof(T) gets the managed size at compile time.
- // Marshal.SizeOf<T> gets the unmanaged size at runtime (slow).
- // => our 1mio writes benchmark is 6x slower with Marshal.SizeOf<T>
- // => for blittable types, sizeof(T) is even recommended:
- // https://docs.microsoft.com/en-us/dotnet/standard/native-interop/best-practices
- int size = sizeof(T);
- // ensure capacity
- // NOTE that our runtime resizing comes at no extra cost because:
- // 1. 'has space' checks are necessary even for fixed sized writers.
- // 2. all writers will eventually be large enough to stop resizing.
- EnsureCapacity(Position + size);
- // write blittable
- fixed (byte* ptr = &buffer[Position])
- {
- #if UNITY_ANDROID
- // on some android systems, assigning *(T*)ptr throws a NRE if
- // the ptr isn't aligned (i.e. if Position is 1,2,3,5, etc.).
- // here we have to use memcpy.
- //
- // => we can't get a pointer of a struct in C# without
- // marshalling allocations
- // => instead, we stack allocate an array of type T and use that
- // => stackalloc avoids GC and is very fast. it only works for
- // value types, but all blittable types are anyway.
- //
- // this way, we can still support blittable reads on android.
- // see also: https://github.com/vis2k/Mirror/issues/3044
- // (solution discovered by AIIO, FakeByte, mischa)
- T* valueBuffer = stackalloc T[1]{value};
- UnsafeUtility.MemCpy(ptr, valueBuffer, size);
- #else
- // cast buffer to T* pointer, then assign value to the area
- *(T*)ptr = value;
- #endif
- }
- Position += size;
- }
- // blittable'?' template for code reuse
- [MethodImpl(MethodImplOptions.AggressiveInlining)]
- internal void WriteBlittableNullable<T>(T? value)
- where T : unmanaged
- {
- // bool isn't blittable. write as byte.
- WriteByte((byte)(value.HasValue ? 0x01 : 0x00));
- // only write value if exists. saves bandwidth.
- if (value.HasValue)
- WriteBlittable(value.Value);
- }
- [MethodImpl(MethodImplOptions.AggressiveInlining)]
- public void WriteByte(byte value) => WriteBlittable(value);
- // for byte arrays with consistent size, where the reader knows how many to read
- // (like a packet opcode that's always the same)
- [MethodImpl(MethodImplOptions.AggressiveInlining)]
- public void WriteBytes(byte[] buffer, int offset, int count)
- {
- EnsureCapacity(Position + count);
- Array.ConstrainedCopy(buffer, offset, this.buffer, Position, count);
- Position += count;
- }
- /// <summary>Writes any type that mirror supports. Uses weaver populated Writer(T).write.</summary>
- [MethodImpl(MethodImplOptions.AggressiveInlining)]
- public void Write<T>(T value)
- {
- Action<NetworkWriter, T> writeDelegate = Writer<T>.write;
- if (writeDelegate == null)
- {
- Debug.LogError($"No writer found for {typeof(T)}. This happens either if you are missing a NetworkWriter extension for your custom type, or if weaving failed. Try to reimport a script to weave again.");
- }
- else
- {
- writeDelegate(this, value);
- }
- }
- }
- /// <summary>Helper class that weaver populates with all writer types.</summary>
- // Note that c# creates a different static variable for each type
- // -> Weaver.ReaderWriterProcessor.InitializeReaderAndWriters() populates it
- public static class Writer<T>
- {
- public static Action<NetworkWriter, T> write;
- }
- }
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