using System; using System.Collections.Generic; using System.Runtime.InteropServices; using UnityEngine; namespace Mirror { // Mirror's Weaver automatically detects all NetworkWriter function types, // but they do all need to be extensions. public static class NetworkWriterExtensions { public static void WriteByte(this NetworkWriter writer, byte value) => writer.WriteBlittable(value); public static void WriteByteNullable(this NetworkWriter writer, byte? value) => writer.WriteBlittableNullable(value); public static void WriteSByte(this NetworkWriter writer, sbyte value) => writer.WriteBlittable(value); public static void WriteSByteNullable(this NetworkWriter writer, sbyte? value) => writer.WriteBlittableNullable(value); // char is not blittable. convert to ushort. public static void WriteChar(this NetworkWriter writer, char value) => writer.WriteBlittable((ushort)value); public static void WriteCharNullable(this NetworkWriter writer, char? value) => writer.WriteBlittableNullable((ushort?)value); // bool is not blittable. convert to byte. public static void WriteBool(this NetworkWriter writer, bool value) => writer.WriteBlittable((byte)(value ? 1 : 0)); public static void WriteBoolNullable(this NetworkWriter writer, bool? value) => writer.WriteBlittableNullable(value.HasValue ? ((byte)(value.Value ? 1 : 0)) : new byte?()); public static void WriteShort(this NetworkWriter writer, short value) => writer.WriteBlittable(value); public static void WriteShortNullable(this NetworkWriter writer, short? value) => writer.WriteBlittableNullable(value); public static void WriteUShort(this NetworkWriter writer, ushort value) => writer.WriteBlittable(value); public static void WriteUShortNullable(this NetworkWriter writer, ushort? value) => writer.WriteBlittableNullable(value); public static void WriteInt(this NetworkWriter writer, int value) => writer.WriteBlittable(value); public static void WriteIntNullable(this NetworkWriter writer, int? value) => writer.WriteBlittableNullable(value); public static void WriteUInt(this NetworkWriter writer, uint value) => writer.WriteBlittable(value); public static void WriteUIntNullable(this NetworkWriter writer, uint? value) => writer.WriteBlittableNullable(value); public static void WriteLong(this NetworkWriter writer, long value) => writer.WriteBlittable(value); public static void WriteLongNullable(this NetworkWriter writer, long? value) => writer.WriteBlittableNullable(value); public static void WriteULong(this NetworkWriter writer, ulong value) => writer.WriteBlittable(value); public static void WriteULongNullable(this NetworkWriter writer, ulong? value) => writer.WriteBlittableNullable(value); public static void WriteFloat(this NetworkWriter writer, float value) => writer.WriteBlittable(value); public static void WriteFloatNullable(this NetworkWriter writer, float? value) => writer.WriteBlittableNullable(value); [StructLayout(LayoutKind.Explicit)] internal struct UIntDouble { [FieldOffset(0)] public double doubleValue; [FieldOffset(0)] public ulong longValue; } public static void WriteDouble(this NetworkWriter writer, double value) { // DEBUG: try to find the exact value that fails. //UIntDouble convert = new UIntDouble{doubleValue = value}; //Debug.Log($"=> NetworkWriter.WriteDouble: {value} => 0x{convert.longValue:X8}"); writer.WriteBlittable(value); } public static void WriteDoubleNullable(this NetworkWriter writer, double? value) => writer.WriteBlittableNullable(value); public static void WriteDecimal(this NetworkWriter writer, decimal value) => writer.WriteBlittable(value); public static void WriteDecimalNullable(this NetworkWriter writer, decimal? value) => writer.WriteBlittableNullable(value); public static void WriteString(this NetworkWriter writer, string value) { // write 0 for null support, increment real size by 1 // (note: original HLAPI would write "" for null strings, but if a // string is null on the server then it should also be null // on the client) if (value == null) { writer.WriteUShort(0); return; } // WriteString copies into the buffer manually. // need to ensure capacity here first, manually. int maxSize = writer.encoding.GetMaxByteCount(value.Length); writer.EnsureCapacity(writer.Position + 2 + maxSize); // 2 bytes position + N bytes encoding // encode it into the buffer first. // reserve 2 bytes for header after we know how much was written. int written = writer.encoding.GetBytes(value, 0, value.Length, writer.buffer, writer.Position + 2); // check if within max size if (written >= NetworkWriter.MaxStringLength) throw new IndexOutOfRangeException($"NetworkWriter.Write(string) too long: {written}. Limit: {NetworkWriter.MaxStringLength}"); // .Position is unchanged, so fill in the size header now. // we already ensured that max size fits into ushort.max-1. writer.WriteUShort(checked((ushort)(written + 1))); // Position += 2 // now update position by what was written above writer.Position += written; } public static void WriteBytesAndSizeSegment(this NetworkWriter writer, ArraySegment buffer) { writer.WriteBytesAndSize(buffer.Array, buffer.Offset, buffer.Count); } // Weaver needs a write function with just one byte[] parameter // (we don't name it .Write(byte[]) because it's really a WriteBytesAndSize since we write size / null info too) public static void WriteBytesAndSize(this NetworkWriter writer, byte[] buffer) { // buffer might be null, so we can't use .Length in that case writer.WriteBytesAndSize(buffer, 0, buffer != null ? buffer.Length : 0); } // for byte arrays with dynamic size, where the reader doesn't know how many will come // (like an inventory with different items etc.) public static void WriteBytesAndSize(this NetworkWriter writer, byte[] buffer, int offset, int count) { // null is supported because [SyncVar]s might be structs with null byte[] arrays // write 0 for null array, increment normal size by 1 to save bandwidth // (using size=-1 for null would limit max size to 32kb instead of 64kb) if (buffer == null) { writer.WriteUInt(0u); return; } writer.WriteUInt(checked((uint)count) + 1u); writer.WriteBytes(buffer, offset, count); } public static void WriteArraySegment(this NetworkWriter writer, ArraySegment segment) { int length = segment.Count; writer.WriteInt(length); for (int i = 0; i < length; i++) { writer.Write(segment.Array[segment.Offset + i]); } } public static void WriteVector2(this NetworkWriter writer, Vector2 value) => writer.WriteBlittable(value); public static void WriteVector2Nullable(this NetworkWriter writer, Vector2? value) => writer.WriteBlittableNullable(value); public static void WriteVector3(this NetworkWriter writer, Vector3 value) => writer.WriteBlittable(value); public static void WriteVector3Nullable(this NetworkWriter writer, Vector3? value) => writer.WriteBlittableNullable(value); public static void WriteVector4(this NetworkWriter writer, Vector4 value) => writer.WriteBlittable(value); public static void WriteVector4Nullable(this NetworkWriter writer, Vector4? value) => writer.WriteBlittableNullable(value); public static void WriteVector2Int(this NetworkWriter writer, Vector2Int value) => writer.WriteBlittable(value); public static void WriteVector2IntNullable(this NetworkWriter writer, Vector2Int? value) => writer.WriteBlittableNullable(value); public static void WriteVector3Int(this NetworkWriter writer, Vector3Int value) => writer.WriteBlittable(value); public static void WriteVector3IntNullable(this NetworkWriter writer, Vector3Int? value) => writer.WriteBlittableNullable(value); public static void WriteColor(this NetworkWriter writer, Color value) => writer.WriteBlittable(value); public static void WriteColorNullable(this NetworkWriter writer, Color? value) => writer.WriteBlittableNullable(value); public static void WriteColor32(this NetworkWriter writer, Color32 value) => writer.WriteBlittable(value); public static void WriteColor32Nullable(this NetworkWriter writer, Color32? value) => writer.WriteBlittableNullable(value); public static void WriteQuaternion(this NetworkWriter writer, Quaternion value) => writer.WriteBlittable(value); public static void WriteQuaternionNullable(this NetworkWriter writer, Quaternion? value) => writer.WriteBlittableNullable(value); public static void WriteRect(this NetworkWriter writer, Rect value) => writer.WriteBlittable(value); public static void WriteRectNullable(this NetworkWriter writer, Rect? value) => writer.WriteBlittableNullable(value); public static void WritePlane(this NetworkWriter writer, Plane value) => writer.WriteBlittable(value); public static void WritePlaneNullable(this NetworkWriter writer, Plane? value) => writer.WriteBlittableNullable(value); public static void WriteRay(this NetworkWriter writer, Ray value) => writer.WriteBlittable(value); public static void WriteRayNullable(this NetworkWriter writer, Ray? value) => writer.WriteBlittableNullable(value); public static void WriteMatrix4x4(this NetworkWriter writer, Matrix4x4 value) => writer.WriteBlittable(value); public static void WriteMatrix4x4Nullable(this NetworkWriter writer, Matrix4x4? value) => writer.WriteBlittableNullable(value); public static void WriteGuid(this NetworkWriter writer, Guid value) { #if !UNITY_2021_3_OR_NEWER // Unity 2019 doesn't have Span yet byte[] data = value.ToByteArray(); writer.WriteBytes(data, 0, data.Length); #else // WriteBlittable(Guid) isn't safe. see WriteBlittable comments. // Guid is Sequential, but we can't guarantee packing. // TryWriteBytes is safe and allocation free. writer.EnsureCapacity(writer.Position + 16); value.TryWriteBytes(new Span(writer.buffer, writer.Position, 16)); writer.Position += 16; #endif } public static void WriteGuidNullable(this NetworkWriter writer, Guid? value) { writer.WriteBool(value.HasValue); if (value.HasValue) writer.WriteGuid(value.Value); } public static void WriteNetworkIdentity(this NetworkWriter writer, NetworkIdentity value) { if (value == null) { writer.WriteUInt(0); return; } // users might try to use unspawned / prefab GameObjects in // rpcs/cmds/syncvars/messages. they would be null on the other // end, and it might not be obvious why. let's make it obvious. // https://github.com/vis2k/Mirror/issues/2060 // // => warning (instead of exception) because we also use a warning // if a GameObject doesn't have a NetworkIdentity component etc. if (value.netId == 0) Debug.LogWarning($"Attempted to serialize unspawned GameObject: {value.name}. Prefabs and unspawned GameObjects would always be null on the other side. Please spawn it before using it in [SyncVar]s/Rpcs/Cmds/NetworkMessages etc."); writer.WriteUInt(value.netId); } public static void WriteNetworkBehaviour(this NetworkWriter writer, NetworkBehaviour value) { if (value == null) { writer.WriteUInt(0); return; } writer.WriteUInt(value.netId); writer.WriteByte(value.ComponentIndex); } public static void WriteTransform(this NetworkWriter writer, Transform value) { if (value == null) { writer.WriteUInt(0); return; } NetworkIdentity identity = value.GetComponent(); if (identity != null) { writer.WriteUInt(identity.netId); } else { Debug.LogWarning($"NetworkWriter {value} has no NetworkIdentity"); writer.WriteUInt(0); } } public static void WriteGameObject(this NetworkWriter writer, GameObject value) { if (value == null) { writer.WriteUInt(0); return; } // warn if the GameObject doesn't have a NetworkIdentity, NetworkIdentity identity = value.GetComponent(); if (identity == null) Debug.LogWarning($"NetworkWriter {value} has no NetworkIdentity"); // serialize the correct amount of data in any case to make sure // that the other end can read the expected amount of data too. writer.WriteNetworkIdentity(identity); } public static void WriteList(this NetworkWriter writer, List list) { if (list is null) { writer.WriteInt(-1); return; } writer.WriteInt(list.Count); for (int i = 0; i < list.Count; i++) writer.Write(list[i]); } public static void WriteArray(this NetworkWriter writer, T[] array) { if (array is null) { writer.WriteInt(-1); return; } writer.WriteInt(array.Length); for (int i = 0; i < array.Length; i++) writer.Write(array[i]); } public static void WriteUri(this NetworkWriter writer, Uri uri) { writer.WriteString(uri?.ToString()); } public static void WriteTexture2D(this NetworkWriter writer, Texture2D texture2D) { // TODO allocation protection when sending textures to server. // currently can allocate 32k x 32k x 4 byte = 3.8 GB // support 'null' textures for [SyncVar]s etc. // https://github.com/vis2k/Mirror/issues/3144 // simply send -1 for width. if (texture2D == null) { writer.WriteShort(-1); return; } // write dimensions first so reader can create the texture with size // 32k x 32k short is more than enough writer.WriteShort((short)texture2D.width); writer.WriteShort((short)texture2D.height); writer.WriteArray(texture2D.GetPixels32()); } public static void WriteSprite(this NetworkWriter writer, Sprite sprite) { // support 'null' textures for [SyncVar]s etc. // https://github.com/vis2k/Mirror/issues/3144 // simply send a 'null' for texture content. if (sprite == null) { writer.WriteTexture2D(null); return; } writer.WriteTexture2D(sprite.texture); writer.WriteRect(sprite.rect); writer.WriteVector2(sprite.pivot); } } }