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- using System;
- using System.IO;
- using System.Runtime.CompilerServices;
- using System.Text;
- using Unity.Collections.LowLevel.Unsafe;
- using UnityEngine;
- namespace Mirror
- {
- /// <summary>Network Reader for most simple types like floats, ints, buffers, structs, etc. Use NetworkReaderPool.GetReader() to avoid allocations.</summary>
- // Note: This class is intended to be extremely pedantic,
- // and throw exceptions whenever stuff is going slightly wrong.
- // The exceptions will be handled in NetworkServer/NetworkClient.
- //
- // Note that NetworkWriter can be passed in constructor thanks to implicit
- // ArraySegment conversion:
- // NetworkReader reader = new NetworkReader(writer);
- public class NetworkReader
- {
- // internal buffer
- // byte[] pointer would work, but we use ArraySegment to also support
- // the ArraySegment constructor
- internal ArraySegment<byte> buffer;
- /// <summary>Next position to read from the buffer</summary>
- // 'int' is the best type for .Position. 'short' is too small if we send >32kb which would result in negative .Position
- // -> converting long to int is fine until 2GB of data (MAX_INT), so we don't have to worry about overflows here
- public int Position;
- /// <summary>Remaining bytes that can be read, for convenience.</summary>
- public int Remaining => buffer.Count - Position;
- /// <summary>Total buffer capacity, independent of reader position.</summary>
- public int Capacity => buffer.Count;
- // cache encoding for ReadString instead of creating it with each time
- // 1000 readers before: 1MB GC, 30ms
- // 1000 readers after: 0.8MB GC, 18ms
- // member(!) to avoid static state.
- //
- // throwOnInvalidBytes is true.
- // if false, it would silently ignore the invalid bytes but continue
- // with the valid ones, creating strings like "a�������".
- // instead, we want to catch it manually and return String.Empty.
- // this is safer. see test: ReadString_InvalidUTF8().
- internal readonly UTF8Encoding encoding = new UTF8Encoding(false, true);
- // while allocation free ReadArraySegment is encouraged,
- // some functions can allocate a new byte[], List<T>, Texture, etc.
- // we should keep a reasonable allocation size limit:
- // -> server won't accidentally allocate 2GB on a mobile device
- // -> client won't allocate 2GB on server for ClientToServer [SyncVar]s
- // -> unlike max string length of 64 KB, we need a larger limit here.
- // large enough to not break existing projects,
- // small enough to reasonably limit allocation attacks.
- // -> we don't know the exact size of ReadList<T> etc. because <T> is
- // managed. instead, this is considered a 'collection length' limit.
- public const int AllocationLimit = 1024 * 1024 * 16; // 16 MB * sizeof(T)
- public NetworkReader(ArraySegment<byte> segment)
- {
- buffer = segment;
- }
- #if !UNITY_2021_3_OR_NEWER
- // Unity 2019 doesn't have the implicit byte[] to segment conversion yet
- public NetworkReader(byte[] bytes)
- {
- buffer = new ArraySegment<byte>(bytes, 0, bytes.Length);
- }
- #endif
- // sometimes it's useful to point a reader on another buffer instead of
- // allocating a new reader (e.g. NetworkReaderPool)
- [MethodImpl(MethodImplOptions.AggressiveInlining)]
- public void SetBuffer(ArraySegment<byte> segment)
- {
- buffer = segment;
- Position = 0;
- }
- #if !UNITY_2021_3_OR_NEWER
- // Unity 2019 doesn't have the implicit byte[] to segment conversion yet
- public void SetBuffer(byte[] bytes)
- {
- buffer = new ArraySegment<byte>(bytes, 0, bytes.Length);
- Position = 0;
- }
- #endif
- // ReadBlittable<T> from DOTSNET
- // this is extremely fast, but only works for blittable types.
- // => private to make sure nobody accidentally uses it for non-blittable
- //
- // Benchmark: see NetworkWriter.WriteBlittable!
- //
- // Note:
- // ReadBlittable assumes same endianness for server & client.
- // All Unity 2018+ platforms are little endian.
- //
- // This is not safe to expose to random structs.
- // * StructLayout.Sequential is the default, which is safe.
- // if the struct contains a reference type, it is converted to Auto.
- // but since all structs here are unmanaged blittable, it's safe.
- // see also: https://docs.microsoft.com/en-us/dotnet/api/system.runtime.interopservices.layoutkind?view=netframework-4.8#system-runtime-interopservices-layoutkind-sequential
- // * StructLayout.Pack depends on CPU word size.
- // this may be different 4 or 8 on some ARM systems, etc.
- // this is not safe, and would cause bytes/shorts etc. to be padded.
- // see also: https://docs.microsoft.com/en-us/dotnet/api/system.runtime.interopservices.structlayoutattribute.pack?view=net-6.0
- // * If we force pack all to '1', they would have no padding which is
- // great for bandwidth. but on some android systems, CPU can't read
- // unaligned memory.
- // see also: https://github.com/vis2k/Mirror/issues/3044
- // * The only option would be to force explicit layout with multiples
- // of word size. but this requires lots of weaver checking and is
- // still questionable (IL2CPP etc.).
- //
- // Note: inlining ReadBlittable is enough. don't inline ReadInt etc.
- // we don't want ReadBlittable to be copied in place everywhere.
- internal unsafe T ReadBlittable<T>()
- where T : unmanaged
- {
- // check if blittable for safety
- #if UNITY_EDITOR
- if (!UnsafeUtility.IsBlittable(typeof(T)))
- {
- throw new ArgumentException($"{typeof(T)} is not blittable!");
- }
- #endif
- // calculate size
- // sizeof(T) gets the managed size at compile time.
- // Marshal.SizeOf<T> gets the unmanaged size at runtime (slow).
- // => our 1mio writes benchmark is 6x slower with Marshal.SizeOf<T>
- // => for blittable types, sizeof(T) is even recommended:
- // https://docs.microsoft.com/en-us/dotnet/standard/native-interop/best-practices
- int size = sizeof(T);
- // ensure remaining
- if (Remaining < size)
- {
- throw new EndOfStreamException($"ReadBlittable<{typeof(T)}> not enough data in buffer to read {size} bytes: {ToString()}");
- }
- // read blittable
- T value;
- fixed (byte* ptr = &buffer.Array[buffer.Offset + Position])
- {
- #if UNITY_ANDROID
- // on some android systems, reading *(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];
- UnsafeUtility.MemCpy(valueBuffer, ptr, size);
- value = valueBuffer[0];
- #else
- // cast buffer to a T* pointer and then read from it.
- value = *(T*)ptr;
- #endif
- }
- Position += size;
- return value;
- }
- // blittable'?' template for code reuse
- // note: bool isn't blittable. need to read as byte.
- [MethodImpl(MethodImplOptions.AggressiveInlining)]
- internal T? ReadBlittableNullable<T>()
- where T : unmanaged =>
- ReadByte() != 0 ? ReadBlittable<T>() : default(T?);
- public byte ReadByte() => ReadBlittable<byte>();
- /// <summary>Read 'count' bytes into the bytes array</summary>
- // NOTE: returns byte[] because all reader functions return something.
- public byte[] ReadBytes(byte[] bytes, int count)
- {
- // user may call ReadBytes(ReadInt()). ensure positive count.
- if (count < 0) throw new ArgumentOutOfRangeException("ReadBytes requires count >= 0");
- // check if passed byte array is big enough
- if (count > bytes.Length)
- {
- throw new EndOfStreamException($"ReadBytes can't read {count} + bytes because the passed byte[] only has length {bytes.Length}");
- }
- // ensure remaining
- if (Remaining < count)
- {
- throw new EndOfStreamException($"ReadBytesSegment can't read {count} bytes because it would read past the end of the stream. {ToString()}");
- }
- Array.Copy(buffer.Array, buffer.Offset + Position, bytes, 0, count);
- Position += count;
- return bytes;
- }
- /// <summary>Read 'count' bytes allocation-free as ArraySegment that points to the internal array.</summary>
- public ArraySegment<byte> ReadBytesSegment(int count)
- {
- // user may call ReadBytes(ReadInt()). ensure positive count.
- if (count < 0) throw new ArgumentOutOfRangeException("ReadBytesSegment requires count >= 0");
- // ensure remaining
- if (Remaining < count)
- {
- throw new EndOfStreamException($"ReadBytesSegment can't read {count} bytes because it would read past the end of the stream. {ToString()}");
- }
- // return the segment
- ArraySegment<byte> result = new ArraySegment<byte>(buffer.Array, buffer.Offset + Position, count);
- Position += count;
- return result;
- }
- /// <summary>Reads any data type that mirror supports. Uses weaver populated Reader(T).read</summary>
- public T Read<T>()
- {
- Func<NetworkReader, T> readerDelegate = Reader<T>.read;
- if (readerDelegate == null)
- {
- Debug.LogError($"No reader found for {typeof(T)}. Use a type supported by Mirror or define a custom reader extension for {typeof(T)}.");
- return default;
- }
- return readerDelegate(this);
- }
- // print the full buffer with position / capacity.
- public override string ToString() =>
- $"[{buffer.ToHexString()} @ {Position}/{Capacity}]";
- }
- /// <summary>Helper class that weaver populates with all reader types.</summary>
- // Note that c# creates a different static variable for each type
- // -> Weaver.ReaderWriterProcessor.InitializeReaderAndWriters() populates it
- public static class Reader<T>
- {
- public static Func<NetworkReader, T> read;
- }
- }
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