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:
Unity Technologies
2022-06-21 00:00:00 +00:00
parent 5b1fc203ed
commit 0f7a30d285
62 changed files with 3763 additions and 1286 deletions

View File

@@ -54,25 +54,29 @@ namespace Unity.Netcode
#endif
}
private static unsafe ReaderHandle* CreateHandle(byte* buffer, int length, int offset, Allocator allocator)
private static unsafe ReaderHandle* CreateHandle(byte* buffer, int length, int offset, Allocator copyAllocator, Allocator internalAllocator)
{
ReaderHandle* readerHandle = null;
if (allocator == Allocator.None)
if (copyAllocator == Allocator.None)
{
readerHandle = (ReaderHandle*)UnsafeUtility.Malloc(sizeof(ReaderHandle) + length, UnsafeUtility.AlignOf<byte>(), Allocator.Temp);
readerHandle = (ReaderHandle*)UnsafeUtility.Malloc(sizeof(ReaderHandle) + length, UnsafeUtility.AlignOf<byte>(), internalAllocator);
readerHandle->BufferPointer = buffer;
readerHandle->Position = offset;
}
else
{
readerHandle = (ReaderHandle*)UnsafeUtility.Malloc(sizeof(ReaderHandle) + length, UnsafeUtility.AlignOf<byte>(), allocator);
readerHandle = (ReaderHandle*)UnsafeUtility.Malloc(sizeof(ReaderHandle) + length, UnsafeUtility.AlignOf<byte>(), copyAllocator);
UnsafeUtility.MemCpy(readerHandle + 1, buffer + offset, length);
readerHandle->BufferPointer = (byte*)(readerHandle + 1);
readerHandle->Position = 0;
}
readerHandle->Length = length;
readerHandle->Allocator = allocator;
// If the copyAllocator provided is Allocator.None, there is a chance that the internalAllocator was provided
// When we dispose, we are really only interested in disposing Allocator.Persistent and Allocator.TempJob
// as disposing Allocator.Temp and Allocator.None would do nothing. Therefore, make sure we dispose the readerHandle with the right Allocator label
readerHandle->Allocator = copyAllocator == Allocator.None ? internalAllocator : copyAllocator;
#if DEVELOPMENT_BUILD || UNITY_EDITOR
readerHandle->AllowedReadMark = 0;
readerHandle->InBitwiseContext = false;
@@ -83,23 +87,26 @@ namespace Unity.Netcode
/// <summary>
/// Create a FastBufferReader from a NativeArray.
///
/// 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
/// 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"></param>
/// <param name="allocator"></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"></param>
/// <param name="offset"></param>
public unsafe FastBufferReader(NativeArray<byte> buffer, 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(NativeArray<byte> buffer, Allocator copyAllocator, int length = -1, int offset = 0, Allocator internalAllocator = Allocator.Temp)
{
Handle = CreateHandle((byte*)buffer.GetUnsafePtr(), length == -1 ? buffer.Length : length, offset, allocator);
Handle = CreateHandle((byte*)buffer.GetUnsafePtr(), length == -1 ? buffer.Length : length, offset, copyAllocator, internalAllocator);
}
/// <summary>
@@ -112,18 +119,18 @@ namespace Unity.Netcode
/// and ensure the FastBufferReader isn't used outside that block.
/// </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 (all if this is -1)</param>
/// <param name="offset">The offset of the buffer to start copying from</param>
public unsafe FastBufferReader(ArraySegment<byte> buffer, Allocator allocator, int length = -1, int offset = 0)
public unsafe FastBufferReader(ArraySegment<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.Array)
{
Handle = CreateHandle(data, length == -1 ? buffer.Count : length, offset, allocator);
Handle = CreateHandle(data, length == -1 ? buffer.Count : length, offset, copyAllocator, Allocator.Temp);
}
}
@@ -137,74 +144,80 @@ namespace Unity.Netcode
/// and ensure the FastBufferReader isn't used outside that block.
/// </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 (all if this is -1)</param>
/// <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)
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);
}
}
}