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better-tee/Assets/Old/Packages/Mirror/Runtime/NetworkWriter.cs

564 lines
22 KiB
C#

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<byte>
// 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<byte> ToArraySegment()
{
stream.Flush();
if (stream.TryGetBuffer(out ArraySegment<byte> 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<byte> 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<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);
}
}
}