using System; using System.IO; using System.Text; using UnityEngine; namespace Mirror { // Binary stream Writer. Supports simple types, buffers, arrays, structs, and nested types 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 readonly MemoryStream stream = new MemoryStream(); // '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 { get { return (int)stream.Position; } set { stream.Position = value; } } // MemoryStream has 3 values: Position, Length and Capacity. // Position is used to indicate where we are writing // Length is how much data we have written // capacity is how much memory we have allocated // ToArray returns all the data we have written, regardless of the current position public byte[] ToArray() { stream.Flush(); return stream.ToArray(); } // Gets the serialized data in an ArraySegment // this is similar to ToArray(), but it gets the data in O(1) // and without allocations. // Do not write anything else or modify the NetworkWriter // while you are using the ArraySegment public ArraySegment ToArraySegment() { stream.Flush(); if (stream.TryGetBuffer(out ArraySegment data)) { return data; } throw new Exception("Cannot expose contents of memory stream. Make sure that MemoryStream buffer is publicly visible (see MemoryStream source code)."); } // reset both the position and length of the stream, but leaves the capacity the same // so that we can reuse this writer without extra allocations public void SetLength(long value) { stream.SetLength(value); } public void WriteByte(byte value) => stream.WriteByte(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) { // no null check because we would need to write size info for that too (hence WriteBytesAndSize) stream.Write(buffer, offset, count); } public void WriteUInt32(uint value) { WriteByte((byte)(value & 0xFF)); WriteByte((byte)((value >> 8) & 0xFF)); WriteByte((byte)((value >> 16) & 0xFF)); WriteByte((byte)((value >> 24) & 0xFF)); } public void WriteInt32(int value) => WriteUInt32((uint)value); public void WriteUInt64(ulong value) { WriteByte((byte)(value & 0xFF)); WriteByte((byte)((value >> 8) & 0xFF)); WriteByte((byte)((value >> 16) & 0xFF)); WriteByte((byte)((value >> 24) & 0xFF)); WriteByte((byte)((value >> 32) & 0xFF)); WriteByte((byte)((value >> 40) & 0xFF)); WriteByte((byte)((value >> 48) & 0xFF)); WriteByte((byte)((value >> 56) & 0xFF)); } public void WriteInt64(long value) => WriteUInt64((ulong)value); #region Obsoletes [Obsolete("Use WriteUInt16 instead")] public void Write(ushort value) => this.WriteUInt16(value); [Obsolete("Use WriteUInt32 instead")] public void Write(uint value) => WriteUInt32(value); [Obsolete("Use WriteUInt64 instead")] public void Write(ulong value) => WriteUInt64(value); [Obsolete("Use WriteByte instead")] public void Write(byte value) => stream.WriteByte(value); [Obsolete("Use WriteSByte instead")] public void Write(sbyte value) => WriteByte((byte)value); // write char the same way that NetworkReader reads it (2 bytes) [Obsolete("Use WriteChar instead")] public void Write(char value) => this.WriteUInt16((ushort)value); [Obsolete("Use WriteBoolean instead")] public void Write(bool value) => WriteByte((byte)(value ? 1 : 0)); [Obsolete("Use WriteInt16 instead")] public void Write(short value) => this.WriteUInt16((ushort)value); [Obsolete("Use WriteInt32 instead")] public void Write(int value) => WriteUInt32((uint)value); [Obsolete("Use WriteInt64 instead")] public void Write(long value) => WriteUInt64((ulong)value); [Obsolete("Use WriteSingle instead")] public void Write(float value) => this.WriteSingle(value); [Obsolete("Use WriteDouble instead")] public void Write(double value) => this.WriteDouble(value); [Obsolete("Use WriteDecimal instead")] public void Write(decimal value) => this.WriteDecimal(value); [Obsolete("Use WriteString instead")] public void Write(string value) => this.WriteString(value); [Obsolete("Use WriteBytes instead")] public void Write(byte[] buffer, int offset, int count) => WriteBytes(buffer, offset, count); [Obsolete("Use WriteVector2 instead")] public void Write(Vector2 value) => this.WriteVector2(value); [Obsolete("Use WriteVector3 instead")] public void Write(Vector3 value) => this.WriteVector3(value); [Obsolete("Use WriteVector4 instead")] public void Write(Vector4 value) => this.WriteVector4(value); [Obsolete("Use WriteVector2Int instead")] public void Write(Vector2Int value) => this.WriteVector2Int(value); [Obsolete("Use WriteVector3Int instead")] public void Write(Vector3Int value) => this.WriteVector3Int(value); [Obsolete("Use WriteColor instead")] public void Write(Color value) => this.WriteColor(value); [Obsolete("Use WriteColor32 instead")] public void Write(Color32 value) => this.WriteColor32(value); [Obsolete("Use WriteQuaternion instead")] public void Write(Quaternion value) => this.WriteQuaternion(value); [Obsolete("Use WriteRect instead")] public void Write(Rect value) => this.WriteRect(value); [Obsolete("Use WritePlane instead")] public void Write(Plane value) => this.WritePlane(value); [Obsolete("Use WriteRay instead")] public void Write(Ray value) => this.WriteRay(value); [Obsolete("Use WriteMatrix4x4 instead")] public void Write(Matrix4x4 value) => this.WriteMatrix4x4(value); [Obsolete("Use WriteGuid instead")] public void Write(Guid value) => this.WriteGuid(value); [Obsolete("Use WriteNetworkIdentity instead")] public void Write(NetworkIdentity value) => this.WriteNetworkIdentity(value); [Obsolete("Use WriteTransform instead")] public void Write(Transform value) => this.WriteTransform(value); [Obsolete("Use WriteGameObject instead")] public void Write(GameObject value) => this.WriteGameObject(value); #endregion } // 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.WriteUInt16((ushort)value); public static void WriteBoolean(this NetworkWriter writer, bool value) => writer.WriteByte((byte)(value ? 1 : 0)); public static void WriteUInt16(this NetworkWriter writer, ushort value) { writer.WriteByte((byte)(value & 0xFF)); writer.WriteByte((byte)(value >> 8)); } public static void WriteInt16(this NetworkWriter writer, short value) => writer.WriteUInt16((ushort)value); public static void WriteSingle(this NetworkWriter writer, float value) { UIntFloat converter = new UIntFloat { floatValue = value }; writer.WriteUInt32(converter.intValue); } public static void WriteDouble(this NetworkWriter writer, double value) { UIntDouble converter = new UIntDouble { doubleValue = value }; writer.WriteUInt64(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.WriteUInt64(converter.longValue1); writer.WriteUInt64(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.WriteUInt16((ushort)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.WriteUInt16(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 bandwith // (using size=-1 for null would limit max size to 32kb instead of 64kb) if (buffer == null) { writer.WritePackedUInt32(0u); return; } writer.WritePackedUInt32(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 buffer) { writer.WriteBytesAndSize(buffer.Array, buffer.Offset, buffer.Count); } // zigzag encoding https://gist.github.com/mfuerstenau/ba870a29e16536fdbaba public static void WritePackedInt32(this NetworkWriter writer, int i) { uint zigzagged = (uint)((i >> 31) ^ (i << 1)); writer.WritePackedUInt32(zigzagged); } // http://sqlite.org/src4/doc/trunk/www/varint.wiki public static void WritePackedUInt32(this NetworkWriter writer, uint value) { // for 32 bit values WritePackedUInt64 writes the // same exact thing bit by bit writer.WritePackedUInt64(value); } // zigzag encoding https://gist.github.com/mfuerstenau/ba870a29e16536fdbaba public static void WritePackedInt64(this NetworkWriter writer, long i) { ulong zigzagged = (ulong)((i >> 63) ^ (i << 1)); writer.WritePackedUInt64(zigzagged); } public static void WritePackedUInt64(this NetworkWriter writer, ulong value) { if (value <= 240) { writer.WriteByte((byte)value); return; } if (value <= 2287) { writer.WriteByte((byte)(((value - 240) >> 8) + 241)); writer.WriteByte((byte)((value - 240) & 0xFF)); return; } if (value <= 67823) { writer.WriteByte((byte)249); writer.WriteByte((byte)((value - 2288) >> 8)); writer.WriteByte((byte)((value - 2288) & 0xFF)); return; } if (value <= 16777215) { writer.WriteByte((byte)250); writer.WriteByte((byte)(value & 0xFF)); writer.WriteByte((byte)((value >> 8) & 0xFF)); writer.WriteByte((byte)((value >> 16) & 0xFF)); return; } if (value <= 4294967295) { writer.WriteByte((byte)251); writer.WriteByte((byte)(value & 0xFF)); writer.WriteByte((byte)((value >> 8) & 0xFF)); writer.WriteByte((byte)((value >> 16) & 0xFF)); writer.WriteByte((byte)((value >> 24) & 0xFF)); return; } if (value <= 1099511627775) { writer.WriteByte((byte)252); writer.WriteByte((byte)(value & 0xFF)); writer.WriteByte((byte)((value >> 8) & 0xFF)); writer.WriteByte((byte)((value >> 16) & 0xFF)); writer.WriteByte((byte)((value >> 24) & 0xFF)); writer.WriteByte((byte)((value >> 32) & 0xFF)); return; } if (value <= 281474976710655) { writer.WriteByte((byte)253); writer.WriteByte((byte)(value & 0xFF)); writer.WriteByte((byte)((value >> 8) & 0xFF)); writer.WriteByte((byte)((value >> 16) & 0xFF)); writer.WriteByte((byte)((value >> 24) & 0xFF)); writer.WriteByte((byte)((value >> 32) & 0xFF)); writer.WriteByte((byte)((value >> 40) & 0xFF)); return; } if (value <= 72057594037927935) { writer.WriteByte((byte)254); writer.WriteByte((byte)(value & 0xFF)); writer.WriteByte((byte)((value >> 8) & 0xFF)); writer.WriteByte((byte)((value >> 16) & 0xFF)); writer.WriteByte((byte)((value >> 24) & 0xFF)); writer.WriteByte((byte)((value >> 32) & 0xFF)); writer.WriteByte((byte)((value >> 40) & 0xFF)); writer.WriteByte((byte)((value >> 48) & 0xFF)); return; } // all others { writer.WriteByte((byte)255); writer.WriteByte((byte)(value & 0xFF)); writer.WriteByte((byte)((value >> 8) & 0xFF)); writer.WriteByte((byte)((value >> 16) & 0xFF)); writer.WriteByte((byte)((value >> 24) & 0xFF)); writer.WriteByte((byte)((value >> 32) & 0xFF)); writer.WriteByte((byte)((value >> 40) & 0xFF)); writer.WriteByte((byte)((value >> 48) & 0xFF)); writer.WriteByte((byte)((value >> 56) & 0xFF)); } } public static void WriteVector2(this NetworkWriter writer, Vector2 value) { writer.WriteSingle(value.x); writer.WriteSingle(value.y); } public static void WriteVector3(this NetworkWriter writer, Vector3 value) { writer.WriteSingle(value.x); writer.WriteSingle(value.y); writer.WriteSingle(value.z); } public static void WriteVector4(this NetworkWriter writer, Vector4 value) { writer.WriteSingle(value.x); writer.WriteSingle(value.y); writer.WriteSingle(value.z); writer.WriteSingle(value.w); } public static void WriteVector2Int(this NetworkWriter writer, Vector2Int value) { writer.WritePackedInt32(value.x); writer.WritePackedInt32(value.y); } public static void WriteVector3Int(this NetworkWriter writer, Vector3Int value) { writer.WritePackedInt32(value.x); writer.WritePackedInt32(value.y); writer.WritePackedInt32(value.z); } public static void WriteColor(this NetworkWriter writer, Color value) { writer.WriteSingle(value.r); writer.WriteSingle(value.g); writer.WriteSingle(value.b); writer.WriteSingle(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.WriteSingle(value.x); writer.WriteSingle(value.y); writer.WriteSingle(value.z); writer.WriteSingle(value.w); } public static void WriteRect(this NetworkWriter writer, Rect value) { writer.WriteSingle(value.xMin); writer.WriteSingle(value.yMin); writer.WriteSingle(value.width); writer.WriteSingle(value.height); } public static void WritePlane(this NetworkWriter writer, Plane value) { writer.WriteVector3(value.normal); writer.WriteSingle(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.WriteSingle(value.m00); writer.WriteSingle(value.m01); writer.WriteSingle(value.m02); writer.WriteSingle(value.m03); writer.WriteSingle(value.m10); writer.WriteSingle(value.m11); writer.WriteSingle(value.m12); writer.WriteSingle(value.m13); writer.WriteSingle(value.m20); writer.WriteSingle(value.m21); writer.WriteSingle(value.m22); writer.WriteSingle(value.m23); writer.WriteSingle(value.m30); writer.WriteSingle(value.m31); writer.WriteSingle(value.m32); writer.WriteSingle(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.WritePackedUInt32(0); return; } writer.WritePackedUInt32(value.netId); } public static void WriteTransform(this NetworkWriter writer, Transform value) { if (value == null || value.gameObject == null) { writer.WritePackedUInt32(0); return; } NetworkIdentity identity = value.GetComponent(); if (identity != null) { writer.WritePackedUInt32(identity.netId); } else { Debug.LogWarning("NetworkWriter " + value + " has no NetworkIdentity"); writer.WritePackedUInt32(0); } } public static void WriteGameObject(this NetworkWriter writer, GameObject value) { if (value == null) { writer.WritePackedUInt32(0); return; } NetworkIdentity identity = value.GetComponent(); if (identity != null) { writer.WritePackedUInt32(identity.netId); } else { Debug.LogWarning("NetworkWriter " + value + " has no NetworkIdentity"); writer.WritePackedUInt32(0); } } public static void Write(this NetworkWriter writer, T msg) where T : IMessageBase { msg.Serialize(writer); } } }