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- using System;
- using System.Collections.Generic;
- using System.IO;
- using UnityEngine;
- namespace Mirror
- {
- // Mirror's Weaver automatically detects all NetworkReader function types,
- // but they do all need to be extensions.
- public static class NetworkReaderExtensions
- {
- public static byte ReadByte(this NetworkReader reader) => reader.ReadBlittable<byte>();
- public static byte? ReadByteNullable(this NetworkReader reader) => reader.ReadBlittableNullable<byte>();
- public static sbyte ReadSByte(this NetworkReader reader) => reader.ReadBlittable<sbyte>();
- public static sbyte? ReadSByteNullable(this NetworkReader reader) => reader.ReadBlittableNullable<sbyte>();
- // bool is not blittable. read as ushort.
- public static char ReadChar(this NetworkReader reader) => (char)reader.ReadBlittable<ushort>();
- public static char? ReadCharNullable(this NetworkReader reader) => (char?)reader.ReadBlittableNullable<ushort>();
- // bool is not blittable. read as byte.
- public static bool ReadBool(this NetworkReader reader) => reader.ReadBlittable<byte>() != 0;
- public static bool? ReadBoolNullable(this NetworkReader reader)
- {
- byte? value = reader.ReadBlittableNullable<byte>();
- return value.HasValue ? (value.Value != 0) : default(bool?);
- }
- public static short ReadShort(this NetworkReader reader) => (short)reader.ReadUShort();
- public static short? ReadShortNullable(this NetworkReader reader) => reader.ReadBlittableNullable<short>();
- public static ushort ReadUShort(this NetworkReader reader) => reader.ReadBlittable<ushort>();
- public static ushort? ReadUShortNullable(this NetworkReader reader) => reader.ReadBlittableNullable<ushort>();
- public static int ReadInt(this NetworkReader reader) => reader.ReadBlittable<int>();
- public static int? ReadIntNullable(this NetworkReader reader) => reader.ReadBlittableNullable<int>();
- public static uint ReadUInt(this NetworkReader reader) => reader.ReadBlittable<uint>();
- public static uint? ReadUIntNullable(this NetworkReader reader) => reader.ReadBlittableNullable<uint>();
- public static long ReadLong(this NetworkReader reader) => reader.ReadBlittable<long>();
- public static long? ReadLongNullable(this NetworkReader reader) => reader.ReadBlittableNullable<long>();
- public static ulong ReadULong(this NetworkReader reader) => reader.ReadBlittable<ulong>();
- public static ulong? ReadULongNullable(this NetworkReader reader) => reader.ReadBlittableNullable<ulong>();
- public static float ReadFloat(this NetworkReader reader) => reader.ReadBlittable<float>();
- public static float? ReadFloatNullable(this NetworkReader reader) => reader.ReadBlittableNullable<float>();
- public static double ReadDouble(this NetworkReader reader) => reader.ReadBlittable<double>();
- public static double? ReadDoubleNullable(this NetworkReader reader) => reader.ReadBlittableNullable<double>();
- public static decimal ReadDecimal(this NetworkReader reader) => reader.ReadBlittable<decimal>();
- public static decimal? ReadDecimalNullable(this NetworkReader reader) => reader.ReadBlittableNullable<decimal>();
- /// <exception cref="T:System.ArgumentException">if an invalid utf8 string is sent</exception>
- public static string ReadString(this NetworkReader reader)
- {
- // read number of bytes
- ushort size = reader.ReadUShort();
- // null support, see NetworkWriter
- if (size == 0)
- return null;
- ushort realSize = (ushort)(size - 1);
- // make sure it's within limits to avoid allocation attacks etc.
- if (realSize > NetworkWriter.MaxStringLength)
- throw new EndOfStreamException($"NetworkReader.ReadString - Value too long: {realSize} bytes. Limit is: {NetworkWriter.MaxStringLength} bytes");
- ArraySegment<byte> data = reader.ReadBytesSegment(realSize);
- // convert directly from buffer to string via encoding
- // throws in case of invalid utf8.
- // see test: ReadString_InvalidUTF8()
- return reader.encoding.GetString(data.Array, data.Offset, data.Count);
- }
- public static byte[] ReadBytes(this NetworkReader reader, int count)
- {
- // prevent allocation attacks with a reasonable limit.
- // server shouldn't allocate too much on client devices.
- // client shouldn't allocate too much on server in ClientToServer [SyncVar]s.
- if (count > NetworkReader.AllocationLimit)
- {
- // throw EndOfStream for consistency with ReadBlittable when out of data
- throw new EndOfStreamException($"NetworkReader attempted to allocate {count} bytes, which is larger than the allowed limit of {NetworkReader.AllocationLimit} bytes.");
- }
- byte[] bytes = new byte[count];
- reader.ReadBytes(bytes, count);
- return bytes;
- }
- /// <exception cref="T:OverflowException">if count is invalid</exception>
- public static byte[] ReadBytesAndSize(this NetworkReader reader)
- {
- // count = 0 means the array was null
- // otherwise count -1 is the length of the array
- uint count = reader.ReadUInt();
- // Use checked() to force it to throw OverflowException if data is invalid
- return count == 0 ? null : reader.ReadBytes(checked((int)(count - 1u)));
- }
- // Reads ArraySegment and size header
- /// <exception cref="T:OverflowException">if count is invalid</exception>
- public static ArraySegment<byte> ReadArraySegmentAndSize(this NetworkReader reader)
- {
- // count = 0 means the array was null
- // otherwise count - 1 is the length of the array
- uint count = reader.ReadUInt();
- // Use checked() to force it to throw OverflowException if data is invalid
- return count == 0 ? default : reader.ReadBytesSegment(checked((int)(count - 1u)));
- }
- public static Vector2 ReadVector2(this NetworkReader reader) => reader.ReadBlittable<Vector2>();
- public static Vector2? ReadVector2Nullable(this NetworkReader reader) => reader.ReadBlittableNullable<Vector2>();
- public static Vector3 ReadVector3(this NetworkReader reader) => reader.ReadBlittable<Vector3>();
- public static Vector3? ReadVector3Nullable(this NetworkReader reader) => reader.ReadBlittableNullable<Vector3>();
- public static Vector4 ReadVector4(this NetworkReader reader) => reader.ReadBlittable<Vector4>();
- public static Vector4? ReadVector4Nullable(this NetworkReader reader) => reader.ReadBlittableNullable<Vector4>();
- public static Vector2Int ReadVector2Int(this NetworkReader reader) => reader.ReadBlittable<Vector2Int>();
- public static Vector2Int? ReadVector2IntNullable(this NetworkReader reader) => reader.ReadBlittableNullable<Vector2Int>();
- public static Vector3Int ReadVector3Int(this NetworkReader reader) => reader.ReadBlittable<Vector3Int>();
- public static Vector3Int? ReadVector3IntNullable(this NetworkReader reader) => reader.ReadBlittableNullable<Vector3Int>();
- public static Color ReadColor(this NetworkReader reader) => reader.ReadBlittable<Color>();
- public static Color? ReadColorNullable(this NetworkReader reader) => reader.ReadBlittableNullable<Color>();
- public static Color32 ReadColor32(this NetworkReader reader) => reader.ReadBlittable<Color32>();
- public static Color32? ReadColor32Nullable(this NetworkReader reader) => reader.ReadBlittableNullable<Color32>();
- public static Quaternion ReadQuaternion(this NetworkReader reader) => reader.ReadBlittable<Quaternion>();
- public static Quaternion? ReadQuaternionNullable(this NetworkReader reader) => reader.ReadBlittableNullable<Quaternion>();
- // Rect is a struct with properties instead of fields
- public static Rect ReadRect(this NetworkReader reader) => new Rect(reader.ReadVector2(), reader.ReadVector2());
- public static Rect? ReadRectNullable(this NetworkReader reader) => reader.ReadBool() ? ReadRect(reader) : default(Rect?);
- // Plane is a struct with properties instead of fields
- public static Plane ReadPlane(this NetworkReader reader) => new Plane(reader.ReadVector3(), reader.ReadFloat());
- public static Plane? ReadPlaneNullable(this NetworkReader reader) => reader.ReadBool() ? ReadPlane(reader) : default(Plane?);
- // Ray is a struct with properties instead of fields
- public static Ray ReadRay(this NetworkReader reader) => new Ray(reader.ReadVector3(), reader.ReadVector3());
- public static Ray? ReadRayNullable(this NetworkReader reader) => reader.ReadBool() ? ReadRay(reader) : default(Ray?);
- // LayerMask is a struct with properties instead of fields
- public static LayerMask ReadLayerMask(this NetworkReader reader)
- {
- // LayerMask doesn't have a constructor that takes an initial value.
- // 32 layers as a flags enum, max value of 496, we only need a UShort.
- LayerMask layerMask = default;
- layerMask.value = reader.ReadUShort();
- return layerMask;
- }
- public static LayerMask? ReadLayerMaskNullable(this NetworkReader reader) => reader.ReadBool() ? ReadLayerMask(reader) : default(LayerMask?);
- public static Matrix4x4 ReadMatrix4x4(this NetworkReader reader) => reader.ReadBlittable<Matrix4x4>();
- public static Matrix4x4? ReadMatrix4x4Nullable(this NetworkReader reader) => reader.ReadBlittableNullable<Matrix4x4>();
- public static Guid ReadGuid(this NetworkReader reader)
- {
- #if !UNITY_2021_3_OR_NEWER
- // Unity 2019 doesn't have Span yet
- return new Guid(reader.ReadBytes(16));
- #else
- // ReadBlittable(Guid) isn't safe. see ReadBlittable comments.
- // Guid is Sequential, but we can't guarantee packing.
- if (reader.Remaining >= 16)
- {
- ReadOnlySpan<byte> span = new ReadOnlySpan<byte>(reader.buffer.Array, reader.buffer.Offset + reader.Position, 16);
- reader.Position += 16;
- return new Guid(span);
- }
- throw new EndOfStreamException($"ReadGuid out of range: {reader}");
- #endif
- }
- public static Guid? ReadGuidNullable(this NetworkReader reader) => reader.ReadBool() ? ReadGuid(reader) : default(Guid?);
- public static NetworkIdentity ReadNetworkIdentity(this NetworkReader reader)
- {
- uint netId = reader.ReadUInt();
- if (netId == 0)
- return null;
- // NOTE: a netId not being in spawned is common.
- // for example, "[SyncVar] NetworkIdentity target" netId would not
- // be known on client if the monster walks out of proximity for a
- // moment. no need to log any error or warning here.
- return Utils.GetSpawnedInServerOrClient(netId);
- }
- public static NetworkBehaviour ReadNetworkBehaviour(this NetworkReader reader)
- {
- // read netId first.
- //
- // IMPORTANT: if netId != 0, writer always writes componentIndex.
- // reusing ReadNetworkIdentity() might return a null NetworkIdentity
- // even if netId was != 0 but the identity disappeared on the client,
- // resulting in unequal amounts of data being written / read.
- // https://github.com/vis2k/Mirror/issues/2972
- uint netId = reader.ReadUInt();
- if (netId == 0)
- return null;
- // read component index in any case, BEFORE searching the spawned
- // NetworkIdentity by netId.
- byte componentIndex = reader.ReadByte();
- // NOTE: a netId not being in spawned is common.
- // for example, "[SyncVar] NetworkIdentity target" netId would not
- // be known on client if the monster walks out of proximity for a
- // moment. no need to log any error or warning here.
- NetworkIdentity identity = Utils.GetSpawnedInServerOrClient(netId);
- return identity != null
- ? identity.NetworkBehaviours[componentIndex]
- : null;
- }
- public static T ReadNetworkBehaviour<T>(this NetworkReader reader) where T : NetworkBehaviour
- {
- return reader.ReadNetworkBehaviour() as T;
- }
- public static NetworkBehaviourSyncVar ReadNetworkBehaviourSyncVar(this NetworkReader reader)
- {
- uint netId = reader.ReadUInt();
- byte componentIndex = default;
- // if netId is not 0, then index is also sent to read before returning
- if (netId != 0)
- {
- componentIndex = reader.ReadByte();
- }
- return new NetworkBehaviourSyncVar(netId, componentIndex);
- }
- public static Transform ReadTransform(this NetworkReader reader)
- {
- // Don't use null propagation here as it could lead to MissingReferenceException
- NetworkIdentity networkIdentity = reader.ReadNetworkIdentity();
- return networkIdentity != null ? networkIdentity.transform : null;
- }
- public static GameObject ReadGameObject(this NetworkReader reader)
- {
- // Don't use null propagation here as it could lead to MissingReferenceException
- NetworkIdentity networkIdentity = reader.ReadNetworkIdentity();
- return networkIdentity != null ? networkIdentity.gameObject : null;
- }
- // while SyncList<T> is recommended for NetworkBehaviours,
- // structs may have .List<T> members which weaver needs to be able to
- // fully serialize for NetworkMessages etc.
- // note that Weaver/Readers/GenerateReader() handles this manually.
- public static List<T> ReadList<T>(this NetworkReader reader)
- {
- int length = reader.ReadInt();
- // 'null' is encoded as '-1'
- if (length < 0) return null;
- // prevent allocation attacks with a reasonable limit.
- // server shouldn't allocate too much on client devices.
- // client shouldn't allocate too much on server in ClientToServer [SyncVar]s.
- if (length > NetworkReader.AllocationLimit)
- {
- // throw EndOfStream for consistency with ReadBlittable when out of data
- throw new EndOfStreamException($"NetworkReader attempted to allocate a List<{typeof(T)}> {length} elements, which is larger than the allowed limit of {NetworkReader.AllocationLimit}.");
- }
- List<T> result = new List<T>(length);
- for (int i = 0; i < length; i++)
- {
- result.Add(reader.Read<T>());
- }
- return result;
- }
- // while SyncSet<T> is recommended for NetworkBehaviours,
- // structs may have .Set<T> members which weaver needs to be able to
- // fully serialize for NetworkMessages etc.
- // note that Weaver/Readers/GenerateReader() handles this manually.
- // TODO writer not found. need to adjust weaver first. see tests.
- /*
- public static HashSet<T> ReadHashSet<T>(this NetworkReader reader)
- {
- int length = reader.ReadInt();
- if (length < 0)
- return null;
- HashSet<T> result = new HashSet<T>();
- for (int i = 0; i < length; i++)
- {
- result.Add(reader.Read<T>());
- }
- return result;
- }
- */
- public static T[] ReadArray<T>(this NetworkReader reader)
- {
- int length = reader.ReadInt();
- // 'null' is encoded as '-1'
- if (length < 0) return null;
- // prevent allocation attacks with a reasonable limit.
- // server shouldn't allocate too much on client devices.
- // client shouldn't allocate too much on server in ClientToServer [SyncVar]s.
- if (length > NetworkReader.AllocationLimit)
- {
- // throw EndOfStream for consistency with ReadBlittable when out of data
- throw new EndOfStreamException($"NetworkReader attempted to allocate an Array<{typeof(T)}> with {length} elements, which is larger than the allowed limit of {NetworkReader.AllocationLimit}.");
- }
- // we can't check if reader.Remaining < length,
- // because we don't know sizeof(T) since it's a managed type.
- // if (length > reader.Remaining) throw new EndOfStreamException($"Received array that is too large: {length}");
- T[] result = new T[length];
- for (int i = 0; i < length; i++)
- {
- result[i] = reader.Read<T>();
- }
- return result;
- }
- public static Uri ReadUri(this NetworkReader reader)
- {
- string uriString = reader.ReadString();
- return (string.IsNullOrWhiteSpace(uriString) ? null : new Uri(uriString));
- }
- public static Texture2D ReadTexture2D(this NetworkReader reader)
- {
- // support 'null' textures for [SyncVar]s etc.
- // https://github.com/vis2k/Mirror/issues/3144
- short width = reader.ReadShort();
- if (width == -1) return null;
- // read height
- short height = reader.ReadShort();
- // prevent allocation attacks with a reasonable limit.
- // server shouldn't allocate too much on client devices.
- // client shouldn't allocate too much on server in ClientToServer [SyncVar]s.
- // log an error and return default.
- // we don't want attackers to be able to trigger exceptions.
- int totalSize = width * height;
- if (totalSize > NetworkReader.AllocationLimit)
- {
- Debug.LogWarning($"NetworkReader attempted to allocate a Texture2D with total size (width * height) of {totalSize}, which is larger than the allowed limit of {NetworkReader.AllocationLimit}.");
- return null;
- }
- Texture2D texture2D = new Texture2D(width, height);
- // read pixel content
- Color32[] pixels = reader.ReadArray<Color32>();
- texture2D.SetPixels32(pixels);
- texture2D.Apply();
- return texture2D;
- }
- public static Sprite ReadSprite(this NetworkReader reader)
- {
- // support 'null' textures for [SyncVar]s etc.
- // https://github.com/vis2k/Mirror/issues/3144
- Texture2D texture = reader.ReadTexture2D();
- if (texture == null) return null;
- // otherwise create a valid sprite
- return Sprite.Create(texture, reader.ReadRect(), reader.ReadVector2());
- }
- public static DateTime ReadDateTime(this NetworkReader reader) => DateTime.FromOADate(reader.ReadDouble());
- public static DateTime? ReadDateTimeNullable(this NetworkReader reader) => reader.ReadBool() ? ReadDateTime(reader) : default(DateTime?);
- }
- }
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