mirror of
https://github.com/Steffo99/better-tee.git
synced 2024-11-25 16:34:17 +00:00
564 lines
22 KiB
C#
564 lines
22 KiB
C#
using System;
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using System.IO;
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using System.Text;
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using UnityEngine;
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namespace Mirror
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{
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// Binary stream Writer. Supports simple types, buffers, arrays, structs, and nested types
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public class NetworkWriter
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{
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public const int MaxStringLength = 1024 * 32;
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// create writer immediately with it's own buffer so no one can mess with it and so that we can resize it.
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// note: BinaryWriter allocates too much, so we only use a MemoryStream
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readonly MemoryStream stream = new MemoryStream();
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// 'int' is the best type for .Position. 'short' is too small if we send >32kb which would result in negative .Position
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// -> converting long to int is fine until 2GB of data (MAX_INT), so we don't have to worry about overflows here
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public int Position { get { return (int)stream.Position; } set { stream.Position = value; } }
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// MemoryStream has 3 values: Position, Length and Capacity.
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// Position is used to indicate where we are writing
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// Length is how much data we have written
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// capacity is how much memory we have allocated
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// ToArray returns all the data we have written, regardless of the current position
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public byte[] ToArray()
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{
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stream.Flush();
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return stream.ToArray();
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}
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// Gets the serialized data in an ArraySegment<byte>
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// this is similar to ToArray(), but it gets the data in O(1)
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// and without allocations.
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// Do not write anything else or modify the NetworkWriter
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// while you are using the ArraySegment
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public ArraySegment<byte> ToArraySegment()
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{
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stream.Flush();
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if (stream.TryGetBuffer(out ArraySegment<byte> data))
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{
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return data;
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}
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throw new Exception("Cannot expose contents of memory stream. Make sure that MemoryStream buffer is publicly visible (see MemoryStream source code).");
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}
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// reset both the position and length of the stream, but leaves the capacity the same
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// so that we can reuse this writer without extra allocations
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public void SetLength(long value)
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{
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stream.SetLength(value);
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}
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public void WriteByte(byte value) => stream.WriteByte(value);
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// for byte arrays with consistent size, where the reader knows how many to read
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// (like a packet opcode that's always the same)
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public void WriteBytes(byte[] buffer, int offset, int count)
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{
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// no null check because we would need to write size info for that too (hence WriteBytesAndSize)
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stream.Write(buffer, offset, count);
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}
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public void WriteUInt32(uint value)
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{
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WriteByte((byte)(value & 0xFF));
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WriteByte((byte)((value >> 8) & 0xFF));
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WriteByte((byte)((value >> 16) & 0xFF));
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WriteByte((byte)((value >> 24) & 0xFF));
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}
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public void WriteInt32(int value) => WriteUInt32((uint)value);
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public void WriteUInt64(ulong value)
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{
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WriteByte((byte)(value & 0xFF));
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WriteByte((byte)((value >> 8) & 0xFF));
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WriteByte((byte)((value >> 16) & 0xFF));
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WriteByte((byte)((value >> 24) & 0xFF));
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WriteByte((byte)((value >> 32) & 0xFF));
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WriteByte((byte)((value >> 40) & 0xFF));
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WriteByte((byte)((value >> 48) & 0xFF));
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WriteByte((byte)((value >> 56) & 0xFF));
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}
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public void WriteInt64(long value) => WriteUInt64((ulong)value);
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#region Obsoletes
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[Obsolete("Use WriteUInt16 instead")]
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public void Write(ushort value) => this.WriteUInt16(value);
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[Obsolete("Use WriteUInt32 instead")]
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public void Write(uint value) => WriteUInt32(value);
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[Obsolete("Use WriteUInt64 instead")]
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public void Write(ulong value) => WriteUInt64(value);
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[Obsolete("Use WriteByte instead")]
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public void Write(byte value) => stream.WriteByte(value);
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[Obsolete("Use WriteSByte instead")]
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public void Write(sbyte value) => WriteByte((byte)value);
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// write char the same way that NetworkReader reads it (2 bytes)
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[Obsolete("Use WriteChar instead")]
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public void Write(char value) => this.WriteUInt16((ushort)value);
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[Obsolete("Use WriteBoolean instead")]
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public void Write(bool value) => WriteByte((byte)(value ? 1 : 0));
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[Obsolete("Use WriteInt16 instead")]
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public void Write(short value) => this.WriteUInt16((ushort)value);
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[Obsolete("Use WriteInt32 instead")]
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public void Write(int value) => WriteUInt32((uint)value);
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[Obsolete("Use WriteInt64 instead")]
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public void Write(long value) => WriteUInt64((ulong)value);
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[Obsolete("Use WriteSingle instead")]
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public void Write(float value) => this.WriteSingle(value);
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[Obsolete("Use WriteDouble instead")]
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public void Write(double value) => this.WriteDouble(value);
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[Obsolete("Use WriteDecimal instead")]
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public void Write(decimal value) => this.WriteDecimal(value);
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[Obsolete("Use WriteString instead")]
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public void Write(string value) => this.WriteString(value);
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[Obsolete("Use WriteBytes instead")]
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public void Write(byte[] buffer, int offset, int count) => WriteBytes(buffer, offset, count);
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[Obsolete("Use WriteVector2 instead")]
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public void Write(Vector2 value) => this.WriteVector2(value);
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[Obsolete("Use WriteVector3 instead")]
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public void Write(Vector3 value) => this.WriteVector3(value);
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[Obsolete("Use WriteVector4 instead")]
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public void Write(Vector4 value) => this.WriteVector4(value);
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[Obsolete("Use WriteVector2Int instead")]
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public void Write(Vector2Int value) => this.WriteVector2Int(value);
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[Obsolete("Use WriteVector3Int instead")]
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public void Write(Vector3Int value) => this.WriteVector3Int(value);
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[Obsolete("Use WriteColor instead")]
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public void Write(Color value) => this.WriteColor(value);
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[Obsolete("Use WriteColor32 instead")]
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public void Write(Color32 value) => this.WriteColor32(value);
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[Obsolete("Use WriteQuaternion instead")]
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public void Write(Quaternion value) => this.WriteQuaternion(value);
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[Obsolete("Use WriteRect instead")]
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public void Write(Rect value) => this.WriteRect(value);
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[Obsolete("Use WritePlane instead")]
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public void Write(Plane value) => this.WritePlane(value);
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[Obsolete("Use WriteRay instead")]
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public void Write(Ray value) => this.WriteRay(value);
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[Obsolete("Use WriteMatrix4x4 instead")]
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public void Write(Matrix4x4 value) => this.WriteMatrix4x4(value);
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[Obsolete("Use WriteGuid instead")]
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public void Write(Guid value) => this.WriteGuid(value);
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[Obsolete("Use WriteNetworkIdentity instead")]
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public void Write(NetworkIdentity value) => this.WriteNetworkIdentity(value);
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[Obsolete("Use WriteTransform instead")]
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public void Write(Transform value) => this.WriteTransform(value);
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[Obsolete("Use WriteGameObject instead")]
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public void Write(GameObject value) => this.WriteGameObject(value);
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#endregion
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}
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// Mirror's Weaver automatically detects all NetworkWriter function types,
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// but they do all need to be extensions.
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public static class NetworkWriterExtensions
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{
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// cache encoding instead of creating it with BinaryWriter each time
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// 1000 readers before: 1MB GC, 30ms
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// 1000 readers after: 0.8MB GC, 18ms
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static readonly UTF8Encoding encoding = new UTF8Encoding(false, true);
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static readonly byte[] stringBuffer = new byte[NetworkWriter.MaxStringLength];
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public static void WriteByte(this NetworkWriter writer, byte value) => writer.WriteByte(value);
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public static void WriteSByte(this NetworkWriter writer, sbyte value) => writer.WriteByte((byte)value);
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public static void WriteChar(this NetworkWriter writer, char value) => writer.WriteUInt16((ushort)value);
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public static void WriteBoolean(this NetworkWriter writer, bool value) => writer.WriteByte((byte)(value ? 1 : 0));
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public static void WriteUInt16(this NetworkWriter writer, ushort value)
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{
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writer.WriteByte((byte)(value & 0xFF));
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writer.WriteByte((byte)(value >> 8));
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}
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public static void WriteInt16(this NetworkWriter writer, short value) => writer.WriteUInt16((ushort)value);
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public static void WriteSingle(this NetworkWriter writer, float value)
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{
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UIntFloat converter = new UIntFloat
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{
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floatValue = value
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};
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writer.WriteUInt32(converter.intValue);
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}
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public static void WriteDouble(this NetworkWriter writer, double value)
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{
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UIntDouble converter = new UIntDouble
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{
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doubleValue = value
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};
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writer.WriteUInt64(converter.longValue);
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}
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public static void WriteDecimal(this NetworkWriter writer, decimal value)
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{
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// the only way to read it without allocations is to both read and
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// write it with the FloatConverter (which is not binary compatible
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// to writer.Write(decimal), hence why we use it here too)
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UIntDecimal converter = new UIntDecimal
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{
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decimalValue = value
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};
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writer.WriteUInt64(converter.longValue1);
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writer.WriteUInt64(converter.longValue2);
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}
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public static void WriteString(this NetworkWriter writer, string value)
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{
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// write 0 for null support, increment real size by 1
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// (note: original HLAPI would write "" for null strings, but if a
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// string is null on the server then it should also be null
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// on the client)
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if (value == null)
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{
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writer.WriteUInt16((ushort)0);
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return;
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}
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// write string with same method as NetworkReader
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// convert to byte[]
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int size = encoding.GetBytes(value, 0, value.Length, stringBuffer, 0);
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// check if within max size
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if (size >= NetworkWriter.MaxStringLength)
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{
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throw new IndexOutOfRangeException("NetworkWriter.Write(string) too long: " + size + ". Limit: " + NetworkWriter.MaxStringLength);
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}
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// write size and bytes
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writer.WriteUInt16(checked((ushort)(size + 1)));
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writer.WriteBytes(stringBuffer, 0, size);
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}
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// for byte arrays with dynamic size, where the reader doesn't know how many will come
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// (like an inventory with different items etc.)
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public static void WriteBytesAndSize(this NetworkWriter writer, byte[] buffer, int offset, int count)
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{
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// null is supported because [SyncVar]s might be structs with null byte[] arrays
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// write 0 for null array, increment normal size by 1 to save bandwith
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// (using size=-1 for null would limit max size to 32kb instead of 64kb)
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if (buffer == null)
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{
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writer.WritePackedUInt32(0u);
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return;
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}
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writer.WritePackedUInt32(checked((uint)count) + 1u);
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writer.WriteBytes(buffer, offset, count);
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}
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// Weaver needs a write function with just one byte[] parameter
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// (we don't name it .Write(byte[]) because it's really a WriteBytesAndSize since we write size / null info too)
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public static void WriteBytesAndSize(this NetworkWriter writer, byte[] buffer)
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{
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// buffer might be null, so we can't use .Length in that case
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writer.WriteBytesAndSize(buffer, 0, buffer != null ? buffer.Length : 0);
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}
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public static void WriteBytesAndSizeSegment(this NetworkWriter writer, ArraySegment<byte> buffer)
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{
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writer.WriteBytesAndSize(buffer.Array, buffer.Offset, buffer.Count);
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}
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// zigzag encoding https://gist.github.com/mfuerstenau/ba870a29e16536fdbaba
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public static void WritePackedInt32(this NetworkWriter writer, int i)
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{
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uint zigzagged = (uint)((i >> 31) ^ (i << 1));
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writer.WritePackedUInt32(zigzagged);
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}
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// http://sqlite.org/src4/doc/trunk/www/varint.wiki
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public static void WritePackedUInt32(this NetworkWriter writer, uint value)
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{
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// for 32 bit values WritePackedUInt64 writes the
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// same exact thing bit by bit
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writer.WritePackedUInt64(value);
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}
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// zigzag encoding https://gist.github.com/mfuerstenau/ba870a29e16536fdbaba
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public static void WritePackedInt64(this NetworkWriter writer, long i)
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{
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ulong zigzagged = (ulong)((i >> 63) ^ (i << 1));
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writer.WritePackedUInt64(zigzagged);
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}
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public static void WritePackedUInt64(this NetworkWriter writer, ulong value)
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{
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if (value <= 240)
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{
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writer.WriteByte((byte)value);
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return;
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}
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if (value <= 2287)
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{
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writer.WriteByte((byte)(((value - 240) >> 8) + 241));
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writer.WriteByte((byte)((value - 240) & 0xFF));
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return;
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}
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if (value <= 67823)
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{
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writer.WriteByte((byte)249);
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writer.WriteByte((byte)((value - 2288) >> 8));
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writer.WriteByte((byte)((value - 2288) & 0xFF));
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return;
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}
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if (value <= 16777215)
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{
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writer.WriteByte((byte)250);
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writer.WriteByte((byte)(value & 0xFF));
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writer.WriteByte((byte)((value >> 8) & 0xFF));
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writer.WriteByte((byte)((value >> 16) & 0xFF));
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return;
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}
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if (value <= 4294967295)
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{
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writer.WriteByte((byte)251);
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writer.WriteByte((byte)(value & 0xFF));
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writer.WriteByte((byte)((value >> 8) & 0xFF));
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writer.WriteByte((byte)((value >> 16) & 0xFF));
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writer.WriteByte((byte)((value >> 24) & 0xFF));
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return;
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}
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if (value <= 1099511627775)
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{
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writer.WriteByte((byte)252);
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writer.WriteByte((byte)(value & 0xFF));
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writer.WriteByte((byte)((value >> 8) & 0xFF));
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writer.WriteByte((byte)((value >> 16) & 0xFF));
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writer.WriteByte((byte)((value >> 24) & 0xFF));
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writer.WriteByte((byte)((value >> 32) & 0xFF));
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return;
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}
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if (value <= 281474976710655)
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{
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writer.WriteByte((byte)253);
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writer.WriteByte((byte)(value & 0xFF));
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writer.WriteByte((byte)((value >> 8) & 0xFF));
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writer.WriteByte((byte)((value >> 16) & 0xFF));
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writer.WriteByte((byte)((value >> 24) & 0xFF));
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writer.WriteByte((byte)((value >> 32) & 0xFF));
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writer.WriteByte((byte)((value >> 40) & 0xFF));
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return;
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}
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if (value <= 72057594037927935)
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{
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writer.WriteByte((byte)254);
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writer.WriteByte((byte)(value & 0xFF));
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writer.WriteByte((byte)((value >> 8) & 0xFF));
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writer.WriteByte((byte)((value >> 16) & 0xFF));
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writer.WriteByte((byte)((value >> 24) & 0xFF));
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writer.WriteByte((byte)((value >> 32) & 0xFF));
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writer.WriteByte((byte)((value >> 40) & 0xFF));
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writer.WriteByte((byte)((value >> 48) & 0xFF));
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return;
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}
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// all others
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{
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writer.WriteByte((byte)255);
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writer.WriteByte((byte)(value & 0xFF));
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writer.WriteByte((byte)((value >> 8) & 0xFF));
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writer.WriteByte((byte)((value >> 16) & 0xFF));
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writer.WriteByte((byte)((value >> 24) & 0xFF));
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writer.WriteByte((byte)((value >> 32) & 0xFF));
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writer.WriteByte((byte)((value >> 40) & 0xFF));
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writer.WriteByte((byte)((value >> 48) & 0xFF));
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writer.WriteByte((byte)((value >> 56) & 0xFF));
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}
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}
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public static void WriteVector2(this NetworkWriter writer, Vector2 value)
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{
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writer.WriteSingle(value.x);
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writer.WriteSingle(value.y);
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}
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public static void WriteVector3(this NetworkWriter writer, Vector3 value)
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{
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writer.WriteSingle(value.x);
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writer.WriteSingle(value.y);
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writer.WriteSingle(value.z);
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}
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public static void WriteVector4(this NetworkWriter writer, Vector4 value)
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{
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writer.WriteSingle(value.x);
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writer.WriteSingle(value.y);
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writer.WriteSingle(value.z);
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writer.WriteSingle(value.w);
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}
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public static void WriteVector2Int(this NetworkWriter writer, Vector2Int value)
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{
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writer.WritePackedInt32(value.x);
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writer.WritePackedInt32(value.y);
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}
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public static void WriteVector3Int(this NetworkWriter writer, Vector3Int value)
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{
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writer.WritePackedInt32(value.x);
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writer.WritePackedInt32(value.y);
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writer.WritePackedInt32(value.z);
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}
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public static void WriteColor(this NetworkWriter writer, Color value)
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{
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writer.WriteSingle(value.r);
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writer.WriteSingle(value.g);
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writer.WriteSingle(value.b);
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writer.WriteSingle(value.a);
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}
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public static void WriteColor32(this NetworkWriter writer, Color32 value)
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{
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writer.WriteByte(value.r);
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writer.WriteByte(value.g);
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writer.WriteByte(value.b);
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writer.WriteByte(value.a);
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}
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public static void WriteQuaternion(this NetworkWriter writer, Quaternion value)
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{
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writer.WriteSingle(value.x);
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writer.WriteSingle(value.y);
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writer.WriteSingle(value.z);
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writer.WriteSingle(value.w);
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}
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public static void WriteRect(this NetworkWriter writer, Rect value)
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{
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writer.WriteSingle(value.xMin);
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writer.WriteSingle(value.yMin);
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writer.WriteSingle(value.width);
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writer.WriteSingle(value.height);
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}
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public static void WritePlane(this NetworkWriter writer, Plane value)
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{
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writer.WriteVector3(value.normal);
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writer.WriteSingle(value.distance);
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}
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public static void WriteRay(this NetworkWriter writer, Ray value)
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{
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writer.WriteVector3(value.origin);
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writer.WriteVector3(value.direction);
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}
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public static void WriteMatrix4x4(this NetworkWriter writer, Matrix4x4 value)
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{
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writer.WriteSingle(value.m00);
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writer.WriteSingle(value.m01);
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writer.WriteSingle(value.m02);
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writer.WriteSingle(value.m03);
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writer.WriteSingle(value.m10);
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writer.WriteSingle(value.m11);
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writer.WriteSingle(value.m12);
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writer.WriteSingle(value.m13);
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writer.WriteSingle(value.m20);
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writer.WriteSingle(value.m21);
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writer.WriteSingle(value.m22);
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writer.WriteSingle(value.m23);
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writer.WriteSingle(value.m30);
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writer.WriteSingle(value.m31);
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writer.WriteSingle(value.m32);
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writer.WriteSingle(value.m33);
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}
|
|
|
|
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<NetworkIdentity>();
|
|
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<NetworkIdentity>();
|
|
if (identity != null)
|
|
{
|
|
writer.WritePackedUInt32(identity.netId);
|
|
}
|
|
else
|
|
{
|
|
Debug.LogWarning("NetworkWriter " + value + " has no NetworkIdentity");
|
|
writer.WritePackedUInt32(0);
|
|
}
|
|
}
|
|
|
|
public static void Write<T>(this NetworkWriter writer, T msg) where T : IMessageBase
|
|
{
|
|
msg.Serialize(writer);
|
|
}
|
|
}
|
|
}
|