| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471 | using System;using System.Collections.Generic;using System.Runtime.CompilerServices;using System.Text;using UnityEngine;namespace Mirror{    /// <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;    }    /// <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        public void Reset()        {            Position = 0;        }        [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>        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>        public ArraySegment<byte> ToArraySegment()        {            return new ArraySegment<byte>(buffer, 0, Position);        }        public void WriteByte(byte value)        {            EnsureCapacity(Position + 1);            buffer[Position++] = value;        }        // for byte arrays with consistent size, where the reader knows how many to read        // (like a packet opcode that's always the same)        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>        public void Write<T>(T value)        {            Action<NetworkWriter, T> writeDelegate = Writer<T>.write;            if (writeDelegate == null)            {                Debug.LogError($"No writer found for {typeof(T)}. Use a type supported by Mirror or define a custom writer");            }            else            {                writeDelegate(this, value);            }        }    }    // Mirror's Weaver automatically detects all NetworkWriter function types,    // but they do all need to be extensions.    public static class NetworkWriterExtensions    {        // cache encoding instead of creating it with BinaryWriter each time        // 1000 readers before:  1MB GC, 30ms        // 1000 readers after: 0.8MB GC, 18ms        static readonly UTF8Encoding encoding = new UTF8Encoding(false, true);        static readonly byte[] stringBuffer = new byte[NetworkWriter.MaxStringLength];        public static void WriteByte(this NetworkWriter writer, byte value) => writer.WriteByte(value);        public static void WriteSByte(this NetworkWriter writer, sbyte value) => writer.WriteByte((byte)value);        public static void WriteChar(this NetworkWriter writer, char value) => writer.WriteUShort(value);        // Deprecated 2021-05-18        [Obsolete("We've cleaned up the API. Use WriteBool instead.")]        public static void WriteBoolean(this NetworkWriter writer, bool value) => writer.WriteBool(value);        public static void WriteBool(this NetworkWriter writer, bool value) => writer.WriteByte((byte)(value ? 1 : 0));        // Deprecated 2021-05-18        [Obsolete("We've cleaned up the API. Use WriteUShort instead.")]        public static void WriteUInt16(this NetworkWriter writer, ushort value) => writer.WriteUShort(value);        public static void WriteUShort(this NetworkWriter writer, ushort value)        {            writer.WriteByte((byte)value);            writer.WriteByte((byte)(value >> 8));        }        // Deprecated 2021-05-18        [Obsolete("We've cleaned up the API. Use WriteShort instead.")]        public static void WriteInt16(this NetworkWriter writer, short value) => writer.WriteShort(value);        public static void WriteShort(this NetworkWriter writer, short value) => writer.WriteUShort((ushort)value);        // Deprecated 2021-05-18        [Obsolete("We've cleaned up the API. Use WriteUInt instead.")]        public static void WriteUInt32(this NetworkWriter writer, uint value) => writer.WriteUInt(value);        public static void WriteUInt(this NetworkWriter writer, uint value)        {            writer.WriteByte((byte)value);            writer.WriteByte((byte)(value >> 8));            writer.WriteByte((byte)(value >> 16));            writer.WriteByte((byte)(value >> 24));        }        // Deprecated 2021-05-18        [Obsolete("We've cleaned up the API. Use WriteInt instead.")]        public static void WriteInt32(this NetworkWriter writer, int value) => writer.WriteInt(value);        public static void WriteInt(this NetworkWriter writer, int value) => writer.WriteUInt((uint)value);        // Deprecated 2021-05-18        [Obsolete("We've cleaned up the API. Use WriteULong instead.")]        public static void WriteUInt64(this NetworkWriter writer, ulong value) => writer.WriteULong(value);        public static void WriteULong(this NetworkWriter writer, ulong value)        {            writer.WriteByte((byte)value);            writer.WriteByte((byte)(value >> 8));            writer.WriteByte((byte)(value >> 16));            writer.WriteByte((byte)(value >> 24));            writer.WriteByte((byte)(value >> 32));            writer.WriteByte((byte)(value >> 40));            writer.WriteByte((byte)(value >> 48));            writer.WriteByte((byte)(value >> 56));        }        // Deprecated 2021-05-18        [Obsolete("We've cleaned up the API. Use WriteLong instead.")]        public static void WriteInt64(this NetworkWriter writer, long value) => writer.WriteLong(value);        public static void WriteLong(this NetworkWriter writer, long value) => writer.WriteULong((ulong)value);        // Deprecated 2021-05-18        [Obsolete("We've cleaned up the API. Use WriteFloat instead.")]        public static void WriteSingle(this NetworkWriter writer, float value) => writer.WriteFloat(value);        public static void WriteFloat(this NetworkWriter writer, float value)        {            UIntFloat converter = new UIntFloat            {                floatValue = value            };            writer.WriteUInt(converter.intValue);        }        public static void WriteDouble(this NetworkWriter writer, double value)        {            UIntDouble converter = new UIntDouble            {                doubleValue = value            };            writer.WriteULong(converter.longValue);        }        public static void WriteDecimal(this NetworkWriter writer, decimal value)        {            // the only way to read it without allocations is to both read and            // write it with the FloatConverter (which is not binary compatible            // to writer.Write(decimal), hence why we use it here too)            UIntDecimal converter = new UIntDecimal            {                decimalValue = value            };            writer.WriteULong(converter.longValue1);            writer.WriteULong(converter.longValue2);        }        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;            }            // write string with same method as NetworkReader            // convert to byte[]            int size = encoding.GetBytes(value, 0, value.Length, stringBuffer, 0);            // check if within max size            if (size >= NetworkWriter.MaxStringLength)            {                throw new IndexOutOfRangeException("NetworkWriter.Write(string) too long: " + size + ". Limit: " + NetworkWriter.MaxStringLength);            }            // write size and bytes            writer.WriteUShort(checked((ushort)(size + 1)));            writer.WriteBytes(stringBuffer, 0, size);        }        // 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);        }        // 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);        }        public static void WriteBytesAndSizeSegment(this NetworkWriter writer, ArraySegment<byte> buffer)        {            writer.WriteBytesAndSize(buffer.Array, buffer.Offset, buffer.Count);        }        public static void WriteVector2(this NetworkWriter writer, Vector2 value)        {            writer.WriteFloat(value.x);            writer.WriteFloat(value.y);        }        public static void WriteVector3(this NetworkWriter writer, Vector3 value)        {            writer.WriteFloat(value.x);            writer.WriteFloat(value.y);            writer.WriteFloat(value.z);        }        // TODO add nullable support to weaver instead        public static void WriteVector3Nullable(this NetworkWriter writer, Vector3? value)        {            writer.WriteBool(value.HasValue);            if (value.HasValue)                writer.WriteVector3(value.Value);        }        public static void WriteVector4(this NetworkWriter writer, Vector4 value)        {            writer.WriteFloat(value.x);            writer.WriteFloat(value.y);            writer.WriteFloat(value.z);            writer.WriteFloat(value.w);        }        public static void WriteVector2Int(this NetworkWriter writer, Vector2Int value)        {            writer.WriteInt(value.x);            writer.WriteInt(value.y);        }        public static void WriteVector3Int(this NetworkWriter writer, Vector3Int value)        {            writer.WriteInt(value.x);            writer.WriteInt(value.y);            writer.WriteInt(value.z);        }        public static void WriteColor(this NetworkWriter writer, Color value)        {            writer.WriteFloat(value.r);            writer.WriteFloat(value.g);            writer.WriteFloat(value.b);            writer.WriteFloat(value.a);        }        public static void WriteColor32(this NetworkWriter writer, Color32 value)        {            writer.WriteByte(value.r);            writer.WriteByte(value.g);            writer.WriteByte(value.b);            writer.WriteByte(value.a);        }        public static void WriteQuaternion(this NetworkWriter writer, Quaternion value)        {            writer.WriteFloat(value.x);            writer.WriteFloat(value.y);            writer.WriteFloat(value.z);            writer.WriteFloat(value.w);        }        // TODO add nullable support to weaver instead        public static void WriteQuaternionNullable(this NetworkWriter writer, Quaternion? value)        {            writer.WriteBool(value.HasValue);            if (value.HasValue)                writer.WriteQuaternion(value.Value);        }        public static void WriteRect(this NetworkWriter writer, Rect value)        {            writer.WriteFloat(value.xMin);            writer.WriteFloat(value.yMin);            writer.WriteFloat(value.width);            writer.WriteFloat(value.height);        }        public static void WritePlane(this NetworkWriter writer, Plane value)        {            writer.WriteVector3(value.normal);            writer.WriteFloat(value.distance);        }        public static void WriteRay(this NetworkWriter writer, Ray value)        {            writer.WriteVector3(value.origin);            writer.WriteVector3(value.direction);        }        public static void WriteMatrix4x4(this NetworkWriter writer, Matrix4x4 value)        {            writer.WriteFloat(value.m00);            writer.WriteFloat(value.m01);            writer.WriteFloat(value.m02);            writer.WriteFloat(value.m03);            writer.WriteFloat(value.m10);            writer.WriteFloat(value.m11);            writer.WriteFloat(value.m12);            writer.WriteFloat(value.m13);            writer.WriteFloat(value.m20);            writer.WriteFloat(value.m21);            writer.WriteFloat(value.m22);            writer.WriteFloat(value.m23);            writer.WriteFloat(value.m30);            writer.WriteFloat(value.m31);            writer.WriteFloat(value.m32);            writer.WriteFloat(value.m33);        }        public static void WriteGuid(this NetworkWriter writer, Guid value)        {            byte[] data = value.ToByteArray();            writer.WriteBytes(data, 0, data.Length);        }        public static void WriteNetworkIdentity(this NetworkWriter writer, NetworkIdentity value)        {            if (value == null)            {                writer.WriteUInt(0);                return;            }            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((byte)value.ComponentIndex);        }        public static void WriteTransform(this NetworkWriter writer, Transform value)        {            if (value == null)            {                writer.WriteUInt(0);                return;            }            NetworkIdentity identity = value.GetComponent<NetworkIdentity>();            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;            }            NetworkIdentity identity = value.GetComponent<NetworkIdentity>();            if (identity != null)            {                writer.WriteUInt(identity.netId);            }            else            {                Debug.LogWarning("NetworkWriter " + value + " has no NetworkIdentity");                writer.WriteUInt(0);            }        }        public static void WriteUri(this NetworkWriter writer, Uri uri)        {            writer.WriteString(uri?.ToString());        }        public static void WriteList<T>(this NetworkWriter writer, List<T> 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<T>(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 WriteArraySegment<T>(this NetworkWriter writer, ArraySegment<T> segment)        {            int length = segment.Count;            writer.WriteInt(length);            for (int i = 0; i < length; i++)            {                writer.Write(segment.Array[segment.Offset + i]);            }        }    }}
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