com.unity.netcode.gameobjects@1.0.0-pre.10
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html). Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com). ## [1.0.0-pre.10] - 2022-06-21 ### Added - Added a new `OnTransportFailure` callback to `NetworkManager`. This callback is invoked when the manager's `NetworkTransport` encounters an unrecoverable error. Transport failures also cause the `NetworkManager` to shut down. Currently, this is only used by `UnityTransport` to signal a timeout of its connection to the Unity Relay servers. (#1994) - Added `NetworkEvent.TransportFailure`, which can be used by implementations of `NetworkTransport` to signal to `NetworkManager` that an unrecoverable error was encountered. (#1994) - Added test to ensure a warning occurs when nesting NetworkObjects in a NetworkPrefab (#1969) - Added `NetworkManager.RemoveNetworkPrefab(...)` to remove a prefab from the prefabs list (#1950) ### Changed - Updated `UnityTransport` dependency on `com.unity.transport` to 1.1.0. (#2025) - (API Breaking) `ConnectionApprovalCallback` is no longer an `event` and will not allow more than 1 handler registered at a time. Also, `ConnectionApprovalCallback` is now a `Func<>` taking `ConnectionApprovalRequest` in and returning `ConnectionApprovalResponse` back out (#1972) ### Removed ### Fixed - Fixed issue where dynamically spawned `NetworkObject`s could throw an exception if the scene of origin handle was zero (0) and the `NetworkObject` was already spawned. (#2017) - Fixed issue where `NetworkObject.Observers` was not being cleared when despawned. (#2009) - Fixed `NetworkAnimator` could not run in the server authoritative mode. (#2003) - Fixed issue where late joining clients would get a soft synchronization error if any in-scene placed NetworkObjects were parented under another `NetworkObject`. (#1985) - Fixed issue where `NetworkBehaviourReference` would throw a type cast exception if using `NetworkBehaviourReference.TryGet` and the component type was not found. (#1984) - Fixed `NetworkSceneManager` was not sending scene event notifications for the currently active scene and any additively loaded scenes when loading a new scene in `LoadSceneMode.Single` mode. (#1975) - Fixed issue where one or more clients disconnecting during a scene event would cause `LoadEventCompleted` or `UnloadEventCompleted` to wait until the `NetworkConfig.LoadSceneTimeOut` period before being triggered. (#1973) - Fixed issues when multiple `ConnectionApprovalCallback`s were registered (#1972) - Fixed a regression in serialization support: `FixedString`, `Vector2Int`, and `Vector3Int` types can now be used in NetworkVariables and RPCs again without requiring a `ForceNetworkSerializeByMemcpy<>` wrapper. (#1961) - Fixed generic types that inherit from NetworkBehaviour causing crashes at compile time. (#1976) - Fixed endless dialog boxes when adding a `NetworkBehaviour` to a `NetworkManager` or vice-versa. (#1947) - Fixed `NetworkAnimator` issue where it was only synchronizing parameters if the layer or state changed or was transitioning between states. (#1946) - Fixed `NetworkAnimator` issue where when it did detect a parameter had changed it would send all parameters as opposed to only the parameters that changed. (#1946) - Fixed `NetworkAnimator` issue where it was not always disposing the `NativeArray` that is allocated when spawned. (#1946) - Fixed `NetworkAnimator` issue where it was not taking the animation speed or state speed multiplier into consideration. (#1946) - Fixed `NetworkAnimator` issue where it was not properly synchronizing late joining clients if they joined while `Animator` was transitioning between states. (#1946) - Fixed `NetworkAnimator` issue where the server was not relaying changes to non-owner clients when a client was the owner. (#1946) - Fixed issue where the `PacketLoss` metric for tools would return the packet loss over a connection lifetime instead of a single frame. (#2004)
This commit is contained in:
@@ -1,4 +1,5 @@
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using System;
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using Unity.Collections;
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using UnityEngine;
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namespace Unity.Netcode
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@@ -75,6 +76,10 @@ namespace Unity.Netcode
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public void SerializeValue(ref Vector2[] value) => m_Implementation.SerializeValue(ref value);
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public void SerializeValue(ref Vector3 value) => m_Implementation.SerializeValue(ref value);
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public void SerializeValue(ref Vector3[] value) => m_Implementation.SerializeValue(ref value);
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public void SerializeValue(ref Vector2Int value) => m_Implementation.SerializeValue(ref value);
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public void SerializeValue(ref Vector2Int[] value) => m_Implementation.SerializeValue(ref value);
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public void SerializeValue(ref Vector3Int value) => m_Implementation.SerializeValue(ref value);
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public void SerializeValue(ref Vector3Int[] value) => m_Implementation.SerializeValue(ref value);
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public void SerializeValue(ref Vector4 value) => m_Implementation.SerializeValue(ref value);
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public void SerializeValue(ref Vector4[] value) => m_Implementation.SerializeValue(ref value);
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public void SerializeValue(ref Quaternion value) => m_Implementation.SerializeValue(ref value);
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@@ -88,6 +93,15 @@ namespace Unity.Netcode
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public void SerializeValue(ref Ray2D value) => m_Implementation.SerializeValue(ref value);
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public void SerializeValue(ref Ray2D[] value) => m_Implementation.SerializeValue(ref value);
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// There are many FixedString types, but all of them share the interfaces INativeList<bool> and IUTF8Bytes.
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// INativeList<bool> provides the Length property
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// IUTF8Bytes provides GetUnsafePtr()
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// Those two are necessary to serialize FixedStrings efficiently
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// - otherwise we'd just be memcpying the whole thing even if
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// most of it isn't used.
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public void SerializeValue<T>(ref T value, FastBufferWriter.ForFixedStrings unused = default)
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where T : unmanaged, INativeList<byte>, IUTF8Bytes => m_Implementation.SerializeValue(ref value);
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public void SerializeNetworkSerializable<T>(ref T value) where T : INetworkSerializable, new() => m_Implementation.SerializeNetworkSerializable(ref value);
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public bool PreCheck(int amount)
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@@ -107,6 +121,10 @@ namespace Unity.Netcode
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public void SerializeValuePreChecked(ref Vector2[] value) => m_Implementation.SerializeValuePreChecked(ref value);
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public void SerializeValuePreChecked(ref Vector3 value) => m_Implementation.SerializeValuePreChecked(ref value);
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public void SerializeValuePreChecked(ref Vector3[] value) => m_Implementation.SerializeValuePreChecked(ref value);
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public void SerializeValuePreChecked(ref Vector2Int value) => m_Implementation.SerializeValuePreChecked(ref value);
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public void SerializeValuePreChecked(ref Vector2Int[] value) => m_Implementation.SerializeValuePreChecked(ref value);
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public void SerializeValuePreChecked(ref Vector3Int value) => m_Implementation.SerializeValuePreChecked(ref value);
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public void SerializeValuePreChecked(ref Vector3Int[] value) => m_Implementation.SerializeValuePreChecked(ref value);
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public void SerializeValuePreChecked(ref Vector4 value) => m_Implementation.SerializeValuePreChecked(ref value);
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public void SerializeValuePreChecked(ref Vector4[] value) => m_Implementation.SerializeValuePreChecked(ref value);
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public void SerializeValuePreChecked(ref Quaternion value) => m_Implementation.SerializeValuePreChecked(ref value);
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@@ -119,5 +137,14 @@ namespace Unity.Netcode
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public void SerializeValuePreChecked(ref Ray[] value) => m_Implementation.SerializeValuePreChecked(ref value);
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public void SerializeValuePreChecked(ref Ray2D value) => m_Implementation.SerializeValuePreChecked(ref value);
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public void SerializeValuePreChecked(ref Ray2D[] value) => m_Implementation.SerializeValuePreChecked(ref value);
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// There are many FixedString types, but all of them share the interfaces INativeList<bool> and IUTF8Bytes.
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// INativeList<bool> provides the Length property
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// IUTF8Bytes provides GetUnsafePtr()
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// Those two are necessary to serialize FixedStrings efficiently
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// - otherwise we'd just be memcpying the whole thing even if
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// most of it isn't used.
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public void SerializeValuePreChecked<T>(ref T value, FastBufferWriter.ForFixedStrings unused = default)
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where T : unmanaged, INativeList<byte>, IUTF8Bytes => m_Implementation.SerializeValuePreChecked(ref value);
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}
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}
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@@ -1,4 +1,5 @@
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using System;
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using Unity.Collections;
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using UnityEngine;
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namespace Unity.Netcode
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@@ -35,10 +36,18 @@ namespace Unity.Netcode
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public void SerializeValue<T>(ref T[] value, FastBufferWriter.ForStructs unused = default) where T : unmanaged, INetworkSerializeByMemcpy => m_Reader.ReadValueSafe(out value);
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public void SerializeValue<T>(ref T value, FastBufferWriter.ForNetworkSerializable unused = default) where T : INetworkSerializable, new() => m_Reader.ReadValue(out value);
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public void SerializeValue<T>(ref T[] value, FastBufferWriter.ForNetworkSerializable unused = default) where T : INetworkSerializable, new() => m_Reader.ReadValue(out value);
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public void SerializeValue<T>(ref T value, FastBufferWriter.ForFixedStrings unused = default)
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where T : unmanaged, INativeList<byte>, IUTF8Bytes => m_Reader.ReadValueSafe(out value);
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public void SerializeValue(ref Vector2 value) => m_Reader.ReadValueSafe(out value);
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public void SerializeValue(ref Vector2[] value) => m_Reader.ReadValueSafe(out value);
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public void SerializeValue(ref Vector3 value) => m_Reader.ReadValueSafe(out value);
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public void SerializeValue(ref Vector3[] value) => m_Reader.ReadValueSafe(out value);
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public void SerializeValue(ref Vector2Int value) => m_Reader.ReadValueSafe(out value);
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public void SerializeValue(ref Vector2Int[] value) => m_Reader.ReadValueSafe(out value);
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public void SerializeValue(ref Vector3Int value) => m_Reader.ReadValueSafe(out value);
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public void SerializeValue(ref Vector3Int[] value) => m_Reader.ReadValueSafe(out value);
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public void SerializeValue(ref Vector4 value) => m_Reader.ReadValueSafe(out value);
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public void SerializeValue(ref Vector4[] value) => m_Reader.ReadValueSafe(out value);
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public void SerializeValue(ref Quaternion value) => m_Reader.ReadValueSafe(out value);
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@@ -67,10 +76,16 @@ namespace Unity.Netcode
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public void SerializeValuePreChecked<T>(ref T[] value, FastBufferWriter.ForEnums unused = default) where T : unmanaged, Enum => m_Reader.ReadValue(out value);
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public void SerializeValuePreChecked<T>(ref T value, FastBufferWriter.ForStructs unused = default) where T : unmanaged, INetworkSerializeByMemcpy => m_Reader.ReadValue(out value);
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public void SerializeValuePreChecked<T>(ref T[] value, FastBufferWriter.ForStructs unused = default) where T : unmanaged, INetworkSerializeByMemcpy => m_Reader.ReadValue(out value);
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public void SerializeValuePreChecked<T>(ref T value, FastBufferWriter.ForFixedStrings unused = default)
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where T : unmanaged, INativeList<byte>, IUTF8Bytes => m_Reader.ReadValue(out value);
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public void SerializeValuePreChecked(ref Vector2 value) => m_Reader.ReadValue(out value);
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public void SerializeValuePreChecked(ref Vector2[] value) => m_Reader.ReadValue(out value);
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public void SerializeValuePreChecked(ref Vector3 value) => m_Reader.ReadValue(out value);
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public void SerializeValuePreChecked(ref Vector3[] value) => m_Reader.ReadValue(out value);
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public void SerializeValuePreChecked(ref Vector2Int value) => m_Reader.ReadValue(out value);
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public void SerializeValuePreChecked(ref Vector2Int[] value) => m_Reader.ReadValue(out value);
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public void SerializeValuePreChecked(ref Vector3Int value) => m_Reader.ReadValue(out value);
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public void SerializeValuePreChecked(ref Vector3Int[] value) => m_Reader.ReadValue(out value);
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public void SerializeValuePreChecked(ref Vector4 value) => m_Reader.ReadValue(out value);
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public void SerializeValuePreChecked(ref Vector4[] value) => m_Reader.ReadValue(out value);
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public void SerializeValuePreChecked(ref Quaternion value) => m_Reader.ReadValue(out value);
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@@ -1,4 +1,5 @@
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using System;
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using Unity.Collections;
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using UnityEngine;
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namespace Unity.Netcode
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@@ -35,10 +36,17 @@ namespace Unity.Netcode
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public void SerializeValue<T>(ref T[] value, FastBufferWriter.ForStructs unused = default) where T : unmanaged, INetworkSerializeByMemcpy => m_Writer.WriteValueSafe(value);
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public void SerializeValue<T>(ref T value, FastBufferWriter.ForNetworkSerializable unused = default) where T : INetworkSerializable, new() => m_Writer.WriteValue(value);
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public void SerializeValue<T>(ref T[] value, FastBufferWriter.ForNetworkSerializable unused = default) where T : INetworkSerializable, new() => m_Writer.WriteValue(value);
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public void SerializeValue<T>(ref T value, FastBufferWriter.ForFixedStrings unused = default)
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where T : unmanaged, INativeList<byte>, IUTF8Bytes => m_Writer.WriteValueSafe(value);
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public void SerializeValue(ref Vector2 value) => m_Writer.WriteValueSafe(value);
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public void SerializeValue(ref Vector2[] value) => m_Writer.WriteValueSafe(value);
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public void SerializeValue(ref Vector3 value) => m_Writer.WriteValueSafe(value);
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public void SerializeValue(ref Vector3[] value) => m_Writer.WriteValueSafe(value);
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public void SerializeValue(ref Vector2Int value) => m_Writer.WriteValueSafe(value);
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public void SerializeValue(ref Vector2Int[] value) => m_Writer.WriteValueSafe(value);
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public void SerializeValue(ref Vector3Int value) => m_Writer.WriteValueSafe(value);
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public void SerializeValue(ref Vector3Int[] value) => m_Writer.WriteValueSafe(value);
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public void SerializeValue(ref Vector4 value) => m_Writer.WriteValueSafe(value);
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public void SerializeValue(ref Vector4[] value) => m_Writer.WriteValueSafe(value);
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public void SerializeValue(ref Quaternion value) => m_Writer.WriteValueSafe(value);
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@@ -71,10 +79,17 @@ namespace Unity.Netcode
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public void SerializeValuePreChecked<T>(ref T[] value, FastBufferWriter.ForEnums unused = default) where T : unmanaged, Enum => m_Writer.WriteValue(value);
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public void SerializeValuePreChecked<T>(ref T value, FastBufferWriter.ForStructs unused = default) where T : unmanaged, INetworkSerializeByMemcpy => m_Writer.WriteValue(value);
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public void SerializeValuePreChecked<T>(ref T[] value, FastBufferWriter.ForStructs unused = default) where T : unmanaged, INetworkSerializeByMemcpy => m_Writer.WriteValue(value);
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public void SerializeValuePreChecked<T>(ref T value, FastBufferWriter.ForFixedStrings unused = default)
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where T : unmanaged, INativeList<byte>, IUTF8Bytes => m_Writer.WriteValue(value);
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public void SerializeValuePreChecked(ref Vector2 value) => m_Writer.WriteValue(value);
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public void SerializeValuePreChecked(ref Vector2[] value) => m_Writer.WriteValue(value);
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public void SerializeValuePreChecked(ref Vector3 value) => m_Writer.WriteValue(value);
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public void SerializeValuePreChecked(ref Vector3[] value) => m_Writer.WriteValue(value);
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public void SerializeValuePreChecked(ref Vector2Int value) => m_Writer.WriteValue(value);
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public void SerializeValuePreChecked(ref Vector2Int[] value) => m_Writer.WriteValue(value);
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public void SerializeValuePreChecked(ref Vector3Int value) => m_Writer.WriteValue(value);
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public void SerializeValuePreChecked(ref Vector3Int[] value) => m_Writer.WriteValue(value);
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public void SerializeValuePreChecked(ref Vector4 value) => m_Writer.WriteValue(value);
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public void SerializeValuePreChecked(ref Vector4[] value) => m_Writer.WriteValue(value);
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public void SerializeValuePreChecked(ref Quaternion value) => m_Writer.WriteValue(value);
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@@ -54,25 +54,29 @@ namespace Unity.Netcode
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#endif
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}
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private static unsafe ReaderHandle* CreateHandle(byte* buffer, int length, int offset, Allocator allocator)
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private static unsafe ReaderHandle* CreateHandle(byte* buffer, int length, int offset, Allocator copyAllocator, Allocator internalAllocator)
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{
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ReaderHandle* readerHandle = null;
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if (allocator == Allocator.None)
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if (copyAllocator == Allocator.None)
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{
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readerHandle = (ReaderHandle*)UnsafeUtility.Malloc(sizeof(ReaderHandle) + length, UnsafeUtility.AlignOf<byte>(), Allocator.Temp);
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readerHandle = (ReaderHandle*)UnsafeUtility.Malloc(sizeof(ReaderHandle) + length, UnsafeUtility.AlignOf<byte>(), internalAllocator);
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readerHandle->BufferPointer = buffer;
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readerHandle->Position = offset;
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}
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else
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{
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readerHandle = (ReaderHandle*)UnsafeUtility.Malloc(sizeof(ReaderHandle) + length, UnsafeUtility.AlignOf<byte>(), allocator);
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readerHandle = (ReaderHandle*)UnsafeUtility.Malloc(sizeof(ReaderHandle) + length, UnsafeUtility.AlignOf<byte>(), copyAllocator);
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UnsafeUtility.MemCpy(readerHandle + 1, buffer + offset, length);
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readerHandle->BufferPointer = (byte*)(readerHandle + 1);
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readerHandle->Position = 0;
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}
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readerHandle->Length = length;
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readerHandle->Allocator = allocator;
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// If the copyAllocator provided is Allocator.None, there is a chance that the internalAllocator was provided
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// When we dispose, we are really only interested in disposing Allocator.Persistent and Allocator.TempJob
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// as disposing Allocator.Temp and Allocator.None would do nothing. Therefore, make sure we dispose the readerHandle with the right Allocator label
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readerHandle->Allocator = copyAllocator == Allocator.None ? internalAllocator : copyAllocator;
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#if DEVELOPMENT_BUILD || UNITY_EDITOR
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readerHandle->AllowedReadMark = 0;
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readerHandle->InBitwiseContext = false;
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@@ -83,23 +87,26 @@ namespace Unity.Netcode
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/// <summary>
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/// Create a FastBufferReader from a NativeArray.
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///
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/// A new buffer will be created using the given allocator and the value will be copied in.
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/// A new buffer will be created using the given <param name="copyAllocator"> and the value will be copied in.
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/// FastBufferReader will then own the data.
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///
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/// The exception to this is when the allocator passed in is Allocator.None. In this scenario,
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/// The exception to this is when the <param name="copyAllocator"> passed in is Allocator.None. In this scenario,
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/// ownership of the data remains with the caller and the reader will point at it directly.
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/// When created with Allocator.None, FastBufferReader will allocate some internal data using
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/// Allocator.Temp, so it should be treated as if it's a ref struct and not allowed to outlive
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/// Allocator.Temp so it should be treated as if it's a ref struct and not allowed to outlive
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/// the context in which it was created (it should neither be returned from that function nor
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/// stored anywhere in heap memory).
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/// stored anywhere in heap memory). This is true, unless the <param name="internalAllocator"> param is explicitly set
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/// to i.e.: Allocator.Persistent in which case it would allow the internal data to Persist for longer, but the caller
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/// should manually call Dispose() when it is no longer needed.
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/// </summary>
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/// <param name="buffer"></param>
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/// <param name="allocator"></param>
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/// <param name="copyAllocator">The allocator type used for internal data when copying an existing buffer if other than Allocator.None is specified, that memory will be owned by this FastBufferReader instance</param>
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/// <param name="length"></param>
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/// <param name="offset"></param>
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public unsafe FastBufferReader(NativeArray<byte> buffer, Allocator allocator, int length = -1, int offset = 0)
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/// <param name="internalAllocator">The allocator type used for internal data when this reader points directly at a buffer owned by someone else</param>
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public unsafe FastBufferReader(NativeArray<byte> buffer, Allocator copyAllocator, int length = -1, int offset = 0, Allocator internalAllocator = Allocator.Temp)
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{
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Handle = CreateHandle((byte*)buffer.GetUnsafePtr(), length == -1 ? buffer.Length : length, offset, allocator);
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Handle = CreateHandle((byte*)buffer.GetUnsafePtr(), length == -1 ? buffer.Length : length, offset, copyAllocator, internalAllocator);
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}
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/// <summary>
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@@ -112,18 +119,18 @@ namespace Unity.Netcode
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/// and ensure the FastBufferReader isn't used outside that block.
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/// </summary>
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/// <param name="buffer">The buffer to copy from</param>
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/// <param name="allocator">The allocator to use</param>
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/// <param name="copyAllocator">The allocator type used for internal data when copying an existing buffer if other than Allocator.None is specified, that memory will be owned by this FastBufferReader instance</param>
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/// <param name="length">The number of bytes to copy (all if this is -1)</param>
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/// <param name="offset">The offset of the buffer to start copying from</param>
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public unsafe FastBufferReader(ArraySegment<byte> buffer, Allocator allocator, int length = -1, int offset = 0)
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public unsafe FastBufferReader(ArraySegment<byte> buffer, Allocator copyAllocator, int length = -1, int offset = 0)
|
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{
|
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if (allocator == Allocator.None)
|
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if (copyAllocator == Allocator.None)
|
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{
|
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throw new NotSupportedException("Allocator.None cannot be used with managed source buffers.");
|
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}
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fixed (byte* data = buffer.Array)
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{
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Handle = CreateHandle(data, length == -1 ? buffer.Count : length, offset, allocator);
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Handle = CreateHandle(data, length == -1 ? buffer.Count : length, offset, copyAllocator, Allocator.Temp);
|
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}
|
||||
}
|
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|
||||
@@ -137,74 +144,80 @@ namespace Unity.Netcode
|
||||
/// and ensure the FastBufferReader isn't used outside that block.
|
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/// </summary>
|
||||
/// <param name="buffer">The buffer to copy from</param>
|
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/// <param name="allocator">The allocator to use</param>
|
||||
/// <param name="copyAllocator">The allocator type used for internal data when copying an existing buffer if other than Allocator.None is specified, that memory will be owned by this FastBufferReader instance</param>
|
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/// <param name="length">The number of bytes to copy (all if this is -1)</param>
|
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/// <param name="offset">The offset of the buffer to start copying from</param>
|
||||
public unsafe FastBufferReader(byte[] buffer, Allocator allocator, int length = -1, int offset = 0)
|
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public unsafe FastBufferReader(byte[] buffer, Allocator copyAllocator, int length = -1, int offset = 0)
|
||||
{
|
||||
if (allocator == Allocator.None)
|
||||
if (copyAllocator == Allocator.None)
|
||||
{
|
||||
throw new NotSupportedException("Allocator.None cannot be used with managed source buffers.");
|
||||
}
|
||||
fixed (byte* data = buffer)
|
||||
{
|
||||
Handle = CreateHandle(data, length == -1 ? buffer.Length : length, offset, allocator);
|
||||
Handle = CreateHandle(data, length == -1 ? buffer.Length : length, offset, copyAllocator, Allocator.Temp);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Create a FastBufferReader from an existing byte buffer.
|
||||
///
|
||||
/// A new buffer will be created using the given allocator and the value will be copied in.
|
||||
/// A new buffer will be created using the given <param name="copyAllocator"> and the value will be copied in.
|
||||
/// FastBufferReader will then own the data.
|
||||
///
|
||||
/// The exception to this is when the allocator passed in is Allocator.None. In this scenario,
|
||||
/// The exception to this is when the <param name="copyAllocator"> passed in is Allocator.None. In this scenario,
|
||||
/// ownership of the data remains with the caller and the reader will point at it directly.
|
||||
/// When created with Allocator.None, FastBufferReader will allocate some internal data using
|
||||
/// Allocator.Temp, so it should be treated as if it's a ref struct and not allowed to outlive
|
||||
/// the context in which it was created (it should neither be returned from that function nor
|
||||
/// stored anywhere in heap memory).
|
||||
/// stored anywhere in heap memory). This is true, unless the <param name="internalAllocator"> param is explicitly set
|
||||
/// to i.e.: Allocator.Persistent in which case it would allow the internal data to Persist for longer, but the caller
|
||||
/// should manually call Dispose() when it is no longer needed.
|
||||
/// </summary>
|
||||
/// <param name="buffer">The buffer to copy from</param>
|
||||
/// <param name="allocator">The allocator to use</param>
|
||||
/// <param name="copyAllocator">The allocator type used for internal data when copying an existing buffer if other than Allocator.None is specified, that memory will be owned by this FastBufferReader instance</param>
|
||||
/// <param name="length">The number of bytes to copy</param>
|
||||
/// <param name="offset">The offset of the buffer to start copying from</param>
|
||||
public unsafe FastBufferReader(byte* buffer, Allocator allocator, int length, int offset = 0)
|
||||
/// <param name="internalAllocator">The allocator type used for internal data when this reader points directly at a buffer owned by someone else</param>
|
||||
public unsafe FastBufferReader(byte* buffer, Allocator copyAllocator, int length, int offset = 0, Allocator internalAllocator = Allocator.Temp)
|
||||
{
|
||||
Handle = CreateHandle(buffer, length, offset, allocator);
|
||||
Handle = CreateHandle(buffer, length, offset, copyAllocator, internalAllocator);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Create a FastBufferReader from a FastBufferWriter.
|
||||
///
|
||||
/// A new buffer will be created using the given allocator and the value will be copied in.
|
||||
/// A new buffer will be created using the given <param name="copyAllocator"> and the value will be copied in.
|
||||
/// FastBufferReader will then own the data.
|
||||
///
|
||||
/// The exception to this is when the allocator passed in is Allocator.None. In this scenario,
|
||||
/// The exception to this is when the <param name="copyAllocator"> passed in is Allocator.None. In this scenario,
|
||||
/// ownership of the data remains with the caller and the reader will point at it directly.
|
||||
/// When created with Allocator.None, FastBufferReader will allocate some internal data using
|
||||
/// Allocator.Temp, so it should be treated as if it's a ref struct and not allowed to outlive
|
||||
/// the context in which it was created (it should neither be returned from that function nor
|
||||
/// stored anywhere in heap memory).
|
||||
/// stored anywhere in heap memory). This is true, unless the <param name="internalAllocator"> param is explicitly set
|
||||
/// to i.e.: Allocator.Persistent in which case it would allow the internal data to Persist for longer, but the caller
|
||||
/// should manually call Dispose() when it is no longer needed.
|
||||
/// </summary>
|
||||
/// <param name="writer">The writer to copy from</param>
|
||||
/// <param name="allocator">The allocator to use</param>
|
||||
/// <param name="copyAllocator">The allocator type used for internal data when copying an existing buffer if other than Allocator.None is specified, that memory will be owned by this FastBufferReader instance</param>
|
||||
/// <param name="length">The number of bytes to copy (all if this is -1)</param>
|
||||
/// <param name="offset">The offset of the buffer to start copying from</param>
|
||||
public unsafe FastBufferReader(FastBufferWriter writer, Allocator allocator, int length = -1, int offset = 0)
|
||||
/// <param name="internalAllocator">The allocator type used for internal data when this reader points directly at a buffer owned by someone else</param>
|
||||
public unsafe FastBufferReader(FastBufferWriter writer, Allocator copyAllocator, int length = -1, int offset = 0, Allocator internalAllocator = Allocator.Temp)
|
||||
{
|
||||
Handle = CreateHandle(writer.GetUnsafePtr(), length == -1 ? writer.Length : length, offset, allocator);
|
||||
Handle = CreateHandle(writer.GetUnsafePtr(), length == -1 ? writer.Length : length, offset, copyAllocator, internalAllocator);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Create a FastBufferReader from another existing FastBufferReader. This is typically used when you
|
||||
/// want to change the allocator that a reader is allocated to - for example, upgrading a Temp reader to
|
||||
/// want to change the copyAllocator that a reader is allocated to - for example, upgrading a Temp reader to
|
||||
/// a Persistent one to be processed later.
|
||||
///
|
||||
/// A new buffer will be created using the given allocator and the value will be copied in.
|
||||
/// A new buffer will be created using the given <param name="copyAllocator"> and the value will be copied in.
|
||||
/// FastBufferReader will then own the data.
|
||||
///
|
||||
/// The exception to this is when the allocator passed in is Allocator.None. In this scenario,
|
||||
/// The exception to this is when the <param name="copyAllocator"> passed in is Allocator.None. In this scenario,
|
||||
/// ownership of the data remains with the caller and the reader will point at it directly.
|
||||
/// When created with Allocator.None, FastBufferReader will allocate some internal data using
|
||||
/// Allocator.Temp, so it should be treated as if it's a ref struct and not allowed to outlive
|
||||
@@ -212,12 +225,13 @@ namespace Unity.Netcode
|
||||
/// stored anywhere in heap memory).
|
||||
/// </summary>
|
||||
/// <param name="reader">The reader to copy from</param>
|
||||
/// <param name="allocator">The allocator to use</param>
|
||||
/// <param name="copyAllocator">The allocator type used for internal data when copying an existing buffer if other than Allocator.None is specified, that memory will be owned by this FastBufferReader instance</param>
|
||||
/// <param name="length">The number of bytes to copy (all if this is -1)</param>
|
||||
/// <param name="offset">The offset of the buffer to start copying from</param>
|
||||
public unsafe FastBufferReader(FastBufferReader reader, Allocator allocator, int length = -1, int offset = 0)
|
||||
/// <param name="internalAllocator">The allocator type used for internal data when this reader points directly at a buffer owned by someone else</param>
|
||||
public unsafe FastBufferReader(FastBufferReader reader, Allocator copyAllocator, int length = -1, int offset = 0, Allocator internalAllocator = Allocator.Temp)
|
||||
{
|
||||
Handle = CreateHandle(reader.GetUnsafePtr(), length == -1 ? reader.Length : length, offset, allocator);
|
||||
Handle = CreateHandle(reader.GetUnsafePtr(), length == -1 ? reader.Length : length, offset, copyAllocator, internalAllocator);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -682,7 +696,7 @@ namespace Unity.Netcode
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
private unsafe void ReadUnmanaged<T>(out T value) where T : unmanaged
|
||||
internal unsafe void ReadUnmanaged<T>(out T value) where T : unmanaged
|
||||
{
|
||||
fixed (T* ptr = &value)
|
||||
{
|
||||
@@ -691,7 +705,7 @@ namespace Unity.Netcode
|
||||
}
|
||||
}
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
private unsafe void ReadUnmanagedSafe<T>(out T value) where T : unmanaged
|
||||
internal unsafe void ReadUnmanagedSafe<T>(out T value) where T : unmanaged
|
||||
{
|
||||
fixed (T* ptr = &value)
|
||||
{
|
||||
@@ -700,7 +714,7 @@ namespace Unity.Netcode
|
||||
}
|
||||
}
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
private unsafe void ReadUnmanaged<T>(out T[] value) where T : unmanaged
|
||||
internal unsafe void ReadUnmanaged<T>(out T[] value) where T : unmanaged
|
||||
{
|
||||
ReadUnmanaged(out int sizeInTs);
|
||||
int sizeInBytes = sizeInTs * sizeof(T);
|
||||
@@ -712,7 +726,7 @@ namespace Unity.Netcode
|
||||
}
|
||||
}
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
private unsafe void ReadUnmanagedSafe<T>(out T[] value) where T : unmanaged
|
||||
internal unsafe void ReadUnmanagedSafe<T>(out T[] value) where T : unmanaged
|
||||
{
|
||||
ReadUnmanagedSafe(out int sizeInTs);
|
||||
int sizeInBytes = sizeInTs * sizeof(T);
|
||||
@@ -724,6 +738,26 @@ namespace Unity.Netcode
|
||||
}
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void ReadValue<T>(out T value, FastBufferWriter.ForNetworkSerializable unused = default) where T : INetworkSerializable, new() => ReadNetworkSerializable(out value);
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void ReadValue<T>(out T[] value, FastBufferWriter.ForNetworkSerializable unused = default) where T : INetworkSerializable, new() => ReadNetworkSerializable(out value);
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void ReadValueSafe<T>(out T value, FastBufferWriter.ForNetworkSerializable unused = default) where T : INetworkSerializable, new() => ReadNetworkSerializable(out value);
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void ReadValueSafe<T>(out T[] value, FastBufferWriter.ForNetworkSerializable unused = default) where T : INetworkSerializable, new() => ReadNetworkSerializable(out value);
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void ReadValue<T>(out T value, FastBufferWriter.ForStructs unused = default) where T : unmanaged, INetworkSerializeByMemcpy => ReadUnmanaged(out value);
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void ReadValue<T>(out T[] value, FastBufferWriter.ForStructs unused = default) where T : unmanaged, INetworkSerializeByMemcpy => ReadUnmanaged(out value);
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void ReadValueSafe<T>(out T value, FastBufferWriter.ForStructs unused = default) where T : unmanaged, INetworkSerializeByMemcpy => ReadUnmanagedSafe(out value);
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void ReadValueSafe<T>(out T[] value, FastBufferWriter.ForStructs unused = default) where T : unmanaged, INetworkSerializeByMemcpy => ReadUnmanagedSafe(out value);
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void ReadValue<T>(out T value, FastBufferWriter.ForPrimitives unused = default) where T : unmanaged, IComparable, IConvertible, IComparable<T>, IEquatable<T> => ReadUnmanaged(out value);
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
@@ -746,26 +780,6 @@ namespace Unity.Netcode
|
||||
|
||||
public void ReadValueSafe<T>(out T[] value, FastBufferWriter.ForEnums unused = default) where T : unmanaged, Enum => ReadUnmanagedSafe(out value);
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void ReadValue<T>(out T value, FastBufferWriter.ForStructs unused = default) where T : unmanaged, INetworkSerializeByMemcpy => ReadUnmanaged(out value);
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void ReadValue<T>(out T[] value, FastBufferWriter.ForStructs unused = default) where T : unmanaged, INetworkSerializeByMemcpy => ReadUnmanaged(out value);
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void ReadValueSafe<T>(out T value, FastBufferWriter.ForStructs unused = default) where T : unmanaged, INetworkSerializeByMemcpy => ReadUnmanagedSafe(out value);
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void ReadValueSafe<T>(out T[] value, FastBufferWriter.ForStructs unused = default) where T : unmanaged, INetworkSerializeByMemcpy => ReadUnmanagedSafe(out value);
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void ReadValue<T>(out T value, FastBufferWriter.ForNetworkSerializable unused = default) where T : INetworkSerializable, new() => ReadNetworkSerializable(out value);
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void ReadValue<T>(out T[] value, FastBufferWriter.ForNetworkSerializable unused = default) where T : INetworkSerializable, new() => ReadNetworkSerializable(out value);
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void ReadValueSafe<T>(out T value, FastBufferWriter.ForNetworkSerializable unused = default) where T : INetworkSerializable, new() => ReadNetworkSerializable(out value);
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void ReadValueSafe<T>(out T[] value, FastBufferWriter.ForNetworkSerializable unused = default) where T : INetworkSerializable, new() => ReadNetworkSerializable(out value);
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void ReadValue(out Vector2 value) => ReadUnmanaged(out value);
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
@@ -775,6 +789,14 @@ namespace Unity.Netcode
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void ReadValue(out Vector3[] value) => ReadUnmanaged(out value);
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void ReadValue(out Vector2Int value) => ReadUnmanaged(out value);
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void ReadValue(out Vector2Int[] value) => ReadUnmanaged(out value);
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void ReadValue(out Vector3Int value) => ReadUnmanaged(out value);
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void ReadValue(out Vector3Int[] value) => ReadUnmanaged(out value);
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void ReadValue(out Vector4 value) => ReadUnmanaged(out value);
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void ReadValue(out Vector4[] value) => ReadUnmanaged(out value);
|
||||
@@ -808,6 +830,14 @@ namespace Unity.Netcode
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void ReadValueSafe(out Vector3[] value) => ReadUnmanagedSafe(out value);
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void ReadValueSafe(out Vector2Int value) => ReadUnmanagedSafe(out value);
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void ReadValueSafe(out Vector2Int[] value) => ReadUnmanagedSafe(out value);
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void ReadValueSafe(out Vector3Int value) => ReadUnmanagedSafe(out value);
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void ReadValueSafe(out Vector3Int[] value) => ReadUnmanagedSafe(out value);
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void ReadValueSafe(out Vector4 value) => ReadUnmanagedSafe(out value);
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void ReadValueSafe(out Vector4[] value) => ReadUnmanagedSafe(out value);
|
||||
@@ -831,5 +861,31 @@ namespace Unity.Netcode
|
||||
public void ReadValueSafe(out Ray2D value) => ReadUnmanagedSafe(out value);
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void ReadValueSafe(out Ray2D[] value) => ReadUnmanagedSafe(out value);
|
||||
|
||||
// There are many FixedString types, but all of them share the interfaces INativeList<bool> and IUTF8Bytes.
|
||||
// INativeList<bool> provides the Length property
|
||||
// IUTF8Bytes provides GetUnsafePtr()
|
||||
// Those two are necessary to serialize FixedStrings efficiently
|
||||
// - otherwise we'd just be memcpying the whole thing even if
|
||||
// most of it isn't used.
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public unsafe void ReadValue<T>(out T value, FastBufferWriter.ForFixedStrings unused = default)
|
||||
where T : unmanaged, INativeList<byte>, IUTF8Bytes
|
||||
{
|
||||
ReadUnmanaged(out int length);
|
||||
value = new T();
|
||||
value.Length = length;
|
||||
ReadBytes(value.GetUnsafePtr(), length);
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public unsafe void ReadValueSafe<T>(out T value, FastBufferWriter.ForFixedStrings unused = default)
|
||||
where T : unmanaged, INativeList<byte>, IUTF8Bytes
|
||||
{
|
||||
ReadUnmanagedSafe(out int length);
|
||||
value = new T();
|
||||
value.Length = length;
|
||||
ReadBytesSafe(value.GetUnsafePtr(), length);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -716,15 +716,30 @@ namespace Unity.Netcode
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the size required to write an unmanaged value
|
||||
/// Get the write size for any general unmanaged value
|
||||
/// The ForStructs value here makes this the lowest-priority overload so other versions
|
||||
/// will be prioritized over this if they match
|
||||
/// </summary>
|
||||
/// <param name="value"></param>
|
||||
/// <param name="unused"></param>
|
||||
/// <typeparam name="T"></typeparam>
|
||||
/// <returns></returns>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static unsafe int GetWriteSize<T>(in T value, ForStructs unused = default) where T : unmanaged
|
||||
{
|
||||
return sizeof(T);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the write size for a FixedString
|
||||
/// </summary>
|
||||
/// <param name="value"></param>
|
||||
/// <typeparam name="T"></typeparam>
|
||||
/// <returns></returns>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static unsafe int GetWriteSize<T>(in T value) where T : unmanaged
|
||||
public static int GetWriteSize<T>(in T value)
|
||||
where T : unmanaged, INativeList<byte>, IUTF8Bytes
|
||||
{
|
||||
return sizeof(T);
|
||||
return value.Length + sizeof(int);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -738,7 +753,7 @@ namespace Unity.Netcode
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
private unsafe void WriteUnmanaged<T>(in T value) where T : unmanaged
|
||||
internal unsafe void WriteUnmanaged<T>(in T value) where T : unmanaged
|
||||
{
|
||||
fixed (T* ptr = &value)
|
||||
{
|
||||
@@ -747,7 +762,7 @@ namespace Unity.Netcode
|
||||
}
|
||||
}
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
private unsafe void WriteUnmanagedSafe<T>(in T value) where T : unmanaged
|
||||
internal unsafe void WriteUnmanagedSafe<T>(in T value) where T : unmanaged
|
||||
{
|
||||
fixed (T* ptr = &value)
|
||||
{
|
||||
@@ -757,7 +772,7 @@ namespace Unity.Netcode
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
private unsafe void WriteUnmanaged<T>(T[] value) where T : unmanaged
|
||||
internal unsafe void WriteUnmanaged<T>(T[] value) where T : unmanaged
|
||||
{
|
||||
WriteUnmanaged(value.Length);
|
||||
fixed (T* ptr = value)
|
||||
@@ -767,7 +782,7 @@ namespace Unity.Netcode
|
||||
}
|
||||
}
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
private unsafe void WriteUnmanagedSafe<T>(T[] value) where T : unmanaged
|
||||
internal unsafe void WriteUnmanagedSafe<T>(T[] value) where T : unmanaged
|
||||
{
|
||||
WriteUnmanagedSafe(value.Length);
|
||||
fixed (T* ptr = value)
|
||||
@@ -802,22 +817,20 @@ namespace Unity.Netcode
|
||||
|
||||
}
|
||||
|
||||
public struct ForFixedStrings
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void WriteValue<T>(in T value, ForPrimitives unused = default) where T : unmanaged, IComparable, IConvertible, IComparable<T>, IEquatable<T> => WriteUnmanaged(value);
|
||||
public void WriteValue<T>(in T value, ForNetworkSerializable unused = default) where T : INetworkSerializable => WriteNetworkSerializable(value);
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void WriteValue<T>(T[] value, ForPrimitives unused = default) where T : unmanaged, IComparable, IConvertible, IComparable<T>, IEquatable<T> => WriteUnmanaged(value);
|
||||
public void WriteValue<T>(T[] value, ForNetworkSerializable unused = default) where T : INetworkSerializable => WriteNetworkSerializable(value);
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void WriteValueSafe<T>(in T value, ForPrimitives unused = default) where T : unmanaged, IComparable, IConvertible, IComparable<T>, IEquatable<T> => WriteUnmanagedSafe(value);
|
||||
public void WriteValueSafe<T>(in T value, ForNetworkSerializable unused = default) where T : INetworkSerializable => WriteNetworkSerializable(value);
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void WriteValueSafe<T>(T[] value, ForPrimitives unused = default) where T : unmanaged, IComparable, IConvertible, IComparable<T>, IEquatable<T> => WriteUnmanagedSafe(value);
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void WriteValue<T>(in T value, ForEnums unused = default) where T : unmanaged, Enum => WriteUnmanaged(value);
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void WriteValue<T>(T[] value, ForEnums unused = default) where T : unmanaged, Enum => WriteUnmanaged(value);
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void WriteValueSafe<T>(in T value, ForEnums unused = default) where T : unmanaged, Enum => WriteUnmanagedSafe(value);
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void WriteValueSafe<T>(T[] value, ForEnums unused = default) where T : unmanaged, Enum => WriteUnmanagedSafe(value);
|
||||
public void WriteValueSafe<T>(T[] value, ForNetworkSerializable unused = default) where T : INetworkSerializable => WriteNetworkSerializable(value);
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void WriteValue<T>(in T value, ForStructs unused = default) where T : unmanaged, INetworkSerializeByMemcpy => WriteUnmanaged(value);
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
@@ -826,17 +839,24 @@ namespace Unity.Netcode
|
||||
public void WriteValueSafe<T>(in T value, ForStructs unused = default) where T : unmanaged, INetworkSerializeByMemcpy => WriteUnmanagedSafe(value);
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void WriteValueSafe<T>(T[] value, ForStructs unused = default) where T : unmanaged, INetworkSerializeByMemcpy => WriteUnmanagedSafe(value);
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void WriteValue<T>(in T value, ForNetworkSerializable unused = default) where T : INetworkSerializable => WriteNetworkSerializable(value);
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void WriteValue<T>(T[] value, ForNetworkSerializable unused = default) where T : INetworkSerializable => WriteNetworkSerializable(value);
|
||||
public void WriteValue<T>(in T value, ForPrimitives unused = default) where T : unmanaged, IComparable, IConvertible, IComparable<T>, IEquatable<T> => WriteUnmanaged(value);
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void WriteValue<T>(T[] value, ForPrimitives unused = default) where T : unmanaged, IComparable, IConvertible, IComparable<T>, IEquatable<T> => WriteUnmanaged(value);
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void WriteValueSafe<T>(in T value, ForPrimitives unused = default) where T : unmanaged, IComparable, IConvertible, IComparable<T>, IEquatable<T> => WriteUnmanagedSafe(value);
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void WriteValueSafe<T>(T[] value, ForPrimitives unused = default) where T : unmanaged, IComparable, IConvertible, IComparable<T>, IEquatable<T> => WriteUnmanagedSafe(value);
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void WriteValueSafe<T>(in T value, ForNetworkSerializable unused = default) where T : INetworkSerializable => WriteNetworkSerializable(value);
|
||||
|
||||
public void WriteValue<T>(in T value, ForEnums unused = default) where T : unmanaged, Enum => WriteUnmanaged(value);
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void WriteValueSafe<T>(T[] value, ForNetworkSerializable unused = default) where T : INetworkSerializable => WriteNetworkSerializable(value);
|
||||
public void WriteValue<T>(T[] value, ForEnums unused = default) where T : unmanaged, Enum => WriteUnmanaged(value);
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void WriteValueSafe<T>(in T value, ForEnums unused = default) where T : unmanaged, Enum => WriteUnmanagedSafe(value);
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void WriteValueSafe<T>(T[] value, ForEnums unused = default) where T : unmanaged, Enum => WriteUnmanagedSafe(value);
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void WriteValue(in Vector2 value) => WriteUnmanaged(value);
|
||||
@@ -847,6 +867,14 @@ namespace Unity.Netcode
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void WriteValue(Vector3[] value) => WriteUnmanaged(value);
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void WriteValue(in Vector2Int value) => WriteUnmanaged(value);
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void WriteValue(Vector2Int[] value) => WriteUnmanaged(value);
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void WriteValue(in Vector3Int value) => WriteUnmanaged(value);
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void WriteValue(Vector3Int[] value) => WriteUnmanaged(value);
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void WriteValue(in Vector4 value) => WriteUnmanaged(value);
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void WriteValue(Vector4[] value) => WriteUnmanaged(value);
|
||||
@@ -870,6 +898,7 @@ namespace Unity.Netcode
|
||||
public void WriteValue(in Ray2D value) => WriteUnmanaged(value);
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void WriteValue(Ray2D[] value) => WriteUnmanaged(value);
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void WriteValueSafe(in Vector2 value) => WriteUnmanagedSafe(value);
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
@@ -879,6 +908,14 @@ namespace Unity.Netcode
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void WriteValueSafe(Vector3[] value) => WriteUnmanagedSafe(value);
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void WriteValueSafe(in Vector2Int value) => WriteUnmanagedSafe(value);
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void WriteValueSafe(Vector2Int[] value) => WriteUnmanagedSafe(value);
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void WriteValueSafe(in Vector3Int value) => WriteUnmanagedSafe(value);
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void WriteValueSafe(Vector3Int[] value) => WriteUnmanagedSafe(value);
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void WriteValueSafe(in Vector4 value) => WriteUnmanagedSafe(value);
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void WriteValueSafe(Vector4[] value) => WriteUnmanagedSafe(value);
|
||||
@@ -902,5 +939,36 @@ namespace Unity.Netcode
|
||||
public void WriteValueSafe(in Ray2D value) => WriteUnmanagedSafe(value);
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void WriteValueSafe(Ray2D[] value) => WriteUnmanagedSafe(value);
|
||||
|
||||
// There are many FixedString types, but all of them share the interfaces INativeList<bool> and IUTF8Bytes.
|
||||
// INativeList<bool> provides the Length property
|
||||
// IUTF8Bytes provides GetUnsafePtr()
|
||||
// Those two are necessary to serialize FixedStrings efficiently
|
||||
// - otherwise we'd just be memcpying the whole thing even if
|
||||
// most of it isn't used.
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public unsafe void WriteValue<T>(in T value, ForFixedStrings unused = default)
|
||||
where T : unmanaged, INativeList<byte>, IUTF8Bytes
|
||||
{
|
||||
WriteUnmanaged(value.Length);
|
||||
// This avoids a copy on the string, which could be costly for FixedString4096Bytes
|
||||
// Otherwise, GetUnsafePtr() is an impure function call and will result in a copy
|
||||
// for `in` parameters.
|
||||
fixed (T* ptr = &value)
|
||||
{
|
||||
WriteBytes(ptr->GetUnsafePtr(), value.Length);
|
||||
}
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void WriteValueSafe<T>(in T value, ForFixedStrings unused = default)
|
||||
where T : unmanaged, INativeList<byte>, IUTF8Bytes
|
||||
{
|
||||
if (!TryBeginWriteInternal(sizeof(int) + value.Length))
|
||||
{
|
||||
throw new OverflowException("Writing past the end of the buffer");
|
||||
}
|
||||
WriteValue(value);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
using System;
|
||||
using Unity.Collections;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Unity.Netcode
|
||||
@@ -21,10 +22,16 @@ namespace Unity.Netcode
|
||||
void SerializeValue<T>(ref T[] value, FastBufferWriter.ForStructs unused = default) where T : unmanaged, INetworkSerializeByMemcpy;
|
||||
void SerializeValue<T>(ref T value, FastBufferWriter.ForNetworkSerializable unused = default) where T : INetworkSerializable, new();
|
||||
void SerializeValue<T>(ref T[] value, FastBufferWriter.ForNetworkSerializable unused = default) where T : INetworkSerializable, new();
|
||||
void SerializeValue<T>(ref T value, FastBufferWriter.ForFixedStrings unused = default)
|
||||
where T : unmanaged, INativeList<byte>, IUTF8Bytes;
|
||||
void SerializeValue(ref Vector2 value);
|
||||
void SerializeValue(ref Vector2[] value);
|
||||
void SerializeValue(ref Vector3 value);
|
||||
void SerializeValue(ref Vector3[] value);
|
||||
void SerializeValue(ref Vector2Int value);
|
||||
void SerializeValue(ref Vector2Int[] value);
|
||||
void SerializeValue(ref Vector3Int value);
|
||||
void SerializeValue(ref Vector3Int[] value);
|
||||
void SerializeValue(ref Vector4 value);
|
||||
void SerializeValue(ref Vector4[] value);
|
||||
void SerializeValue(ref Quaternion value);
|
||||
@@ -50,11 +57,17 @@ namespace Unity.Netcode
|
||||
void SerializeValuePreChecked<T>(ref T[] value, FastBufferWriter.ForEnums unused = default) where T : unmanaged, Enum;
|
||||
void SerializeValuePreChecked<T>(ref T value, FastBufferWriter.ForStructs unused = default) where T : unmanaged, INetworkSerializeByMemcpy;
|
||||
void SerializeValuePreChecked<T>(ref T[] value, FastBufferWriter.ForStructs unused = default) where T : unmanaged, INetworkSerializeByMemcpy;
|
||||
void SerializeValuePreChecked<T>(ref T value, FastBufferWriter.ForFixedStrings unused = default)
|
||||
where T : unmanaged, INativeList<byte>, IUTF8Bytes;
|
||||
|
||||
void SerializeValuePreChecked(ref Vector2 value);
|
||||
void SerializeValuePreChecked(ref Vector2[] value);
|
||||
void SerializeValuePreChecked(ref Vector3 value);
|
||||
void SerializeValuePreChecked(ref Vector3[] value);
|
||||
void SerializeValuePreChecked(ref Vector2Int value);
|
||||
void SerializeValuePreChecked(ref Vector2Int[] value);
|
||||
void SerializeValuePreChecked(ref Vector3Int value);
|
||||
void SerializeValuePreChecked(ref Vector3Int[] value);
|
||||
void SerializeValuePreChecked(ref Vector4 value);
|
||||
void SerializeValuePreChecked(ref Vector4[] value);
|
||||
void SerializeValuePreChecked(ref Quaternion value);
|
||||
|
||||
@@ -53,7 +53,7 @@ namespace Unity.Netcode
|
||||
/// <returns>True if the <see cref="NetworkBehaviour"/> was found; False if the <see cref="NetworkBehaviour"/> was not found. This can happen if the corresponding <see cref="NetworkObject"/> has not been spawned yet. you can try getting the reference at a later point in time.</returns>
|
||||
public bool TryGet<T>(out T networkBehaviour, NetworkManager networkManager = null) where T : NetworkBehaviour
|
||||
{
|
||||
networkBehaviour = (T)GetInternal(this, null);
|
||||
networkBehaviour = GetInternal(this, null) as T;
|
||||
return networkBehaviour != null;
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user