com.unity.netcode.gameobjects@1.0.0

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] - 2022-06-27

### Changed

- Changed version to 1.0.0. (#2046)
This commit is contained in:
Unity Technologies
2022-06-27 00:00:00 +00:00
parent 0f7a30d285
commit 18ffd5fdc8
44 changed files with 2667 additions and 67 deletions

View File

@@ -2,6 +2,9 @@ using System.Runtime.CompilerServices;
namespace Unity.Netcode
{
/// <summary>
/// Utility class to count the number of bytes or bits needed to serialize a value.
/// </summary>
public static class BitCounter
{
// Since we don't have access to BitOperations.LeadingZeroCount() (which would have been the fastest)

View File

@@ -62,80 +62,507 @@ namespace Unity.Netcode
return m_Implementation.GetFastBufferWriter();
}
/// <summary>
/// Read or write a string
/// </summary>
/// <param name="s">The value to read/write</param>
/// <param name="oneByteChars">If true, characters will be limited to one-byte ASCII characters</param>
public void SerializeValue(ref string s, bool oneByteChars = false) => m_Implementation.SerializeValue(ref s, oneByteChars);
/// <summary>
/// Read or write a single byte
/// </summary>
/// <param name="value">The value to read/write</param>
public void SerializeValue(ref byte value) => m_Implementation.SerializeValue(ref value);
/// <summary>
/// Read or write a primitive value (int, bool, etc)
/// Accepts any value that implements the given interfaces, but is not guaranteed to work correctly
/// on values that are not primitives.
/// </summary>
/// <param name="value">The value to read/write</param>
/// <param name="unused">An unused parameter used for enabling overload resolution based on generic constraints</param>
/// <typeparam name="T">The type being serialized</typeparam>
public void SerializeValue<T>(ref T value, FastBufferWriter.ForPrimitives unused = default) where T : unmanaged, IComparable, IConvertible, IComparable<T>, IEquatable<T> => m_Implementation.SerializeValue(ref value);
/// <summary>
/// Read or write an array of primitive values (int, bool, etc)
/// Accepts any value that implements the given interfaces, but is not guaranteed to work correctly
/// on values that are not primitives.
/// </summary>
/// <param name="value">The values to read/write</param>
/// <param name="unused">An unused parameter used for enabling overload resolution based on generic constraints</param>
/// <typeparam name="T">The type being serialized</typeparam>
public void SerializeValue<T>(ref T[] value, FastBufferWriter.ForPrimitives unused = default) where T : unmanaged, IComparable, IConvertible, IComparable<T>, IEquatable<T> => m_Implementation.SerializeValue(ref value);
/// <summary>
/// Read or write an enum value
/// </summary>
/// <param name="value">The value to read/write</param>
/// <param name="unused">An unused parameter used for enabling overload resolution based on generic constraints</param>
/// <typeparam name="T">The type being serialized</typeparam>
public void SerializeValue<T>(ref T value, FastBufferWriter.ForEnums unused = default) where T : unmanaged, Enum => m_Implementation.SerializeValue(ref value);
/// <summary>
/// Read or write an array of enum values
/// </summary>
/// <param name="value">The value to read/write</param>
/// <param name="unused">An unused parameter used for enabling overload resolution based on generic constraints</param>
/// <typeparam name="T">The type being serialized</typeparam>
public void SerializeValue<T>(ref T[] value, FastBufferWriter.ForEnums unused = default) where T : unmanaged, Enum => m_Implementation.SerializeValue(ref value);
/// <summary>
/// Read or write a struct value implementing ISerializeByMemcpy
/// </summary>
/// <param name="value">The value to read/write</param>
/// <param name="unused">An unused parameter used for enabling overload resolution based on generic constraints</param>
/// <typeparam name="T">The type being serialized</typeparam>
public void SerializeValue<T>(ref T value, FastBufferWriter.ForStructs unused = default) where T : unmanaged, INetworkSerializeByMemcpy => m_Implementation.SerializeValue(ref value);
/// <summary>
/// Read or write an array of struct values implementing ISerializeByMemcpy
/// </summary>
/// <param name="value">The values to read/write</param>
/// <param name="unused">An unused parameter used for enabling overload resolution based on generic constraints</param>
/// <typeparam name="T">The type being serialized</typeparam>
public void SerializeValue<T>(ref T[] value, FastBufferWriter.ForStructs unused = default) where T : unmanaged, INetworkSerializeByMemcpy => m_Implementation.SerializeValue(ref value);
/// <summary>
/// Read or write a struct or class value implementing INetworkSerializable
/// </summary>
/// <param name="value">The value to read/write</param>
/// <param name="unused">An unused parameter used for enabling overload resolution based on generic constraints</param>
/// <typeparam name="T">The type being serialized</typeparam>
public void SerializeValue<T>(ref T value, FastBufferWriter.ForNetworkSerializable unused = default) where T : INetworkSerializable, new() => m_Implementation.SerializeValue(ref value);
/// <summary>
/// Read or write an array of struct or class values implementing INetworkSerializable
/// </summary>
/// <param name="value">The values to read/write</param>
/// <param name="unused">An unused parameter used for enabling overload resolution based on generic constraints</param>
/// <typeparam name="T">The type being serialized</typeparam>
public void SerializeValue<T>(ref T[] value, FastBufferWriter.ForNetworkSerializable unused = default) where T : INetworkSerializable, new() => m_Implementation.SerializeValue(ref value);
/// <summary>
/// Read or write a Vector2 value
/// </summary>
/// <param name="value">The value to read/write</param>
public void SerializeValue(ref Vector2 value) => m_Implementation.SerializeValue(ref value);
/// <summary>
/// Read or write an array of Vector2 values
/// </summary>
/// <param name="value">The values to read/write</param>
public void SerializeValue(ref Vector2[] value) => m_Implementation.SerializeValue(ref value);
/// <summary>
/// Read or write a Vector3 value
/// </summary>
/// <param name="value">The value to read/write</param>
public void SerializeValue(ref Vector3 value) => m_Implementation.SerializeValue(ref value);
/// <summary>
/// Read or write an array of Vector3 values
/// </summary>
/// <param name="value">The values to read/write</param>
public void SerializeValue(ref Vector3[] value) => m_Implementation.SerializeValue(ref value);
/// <summary>
/// Read or write a Vector2Int value
/// </summary>
/// <param name="value">The value to read/write</param>
public void SerializeValue(ref Vector2Int value) => m_Implementation.SerializeValue(ref value);
/// <summary>
/// Read or write an array of Vector2Int values
/// </summary>
/// <param name="value">The values to read/write</param>
public void SerializeValue(ref Vector2Int[] value) => m_Implementation.SerializeValue(ref value);
/// <summary>
/// Read or write a Vector3Int value
/// </summary>
/// <param name="value">The value to read/write</param>
public void SerializeValue(ref Vector3Int value) => m_Implementation.SerializeValue(ref value);
/// <summary>
/// Read or write an array of Vector3Int values
/// </summary>
/// <param name="value">The values to read/write</param>
public void SerializeValue(ref Vector3Int[] value) => m_Implementation.SerializeValue(ref value);
/// <summary>
/// Read or write a Vector4 value
/// </summary>
/// <param name="value">The value to read/write</param>
public void SerializeValue(ref Vector4 value) => m_Implementation.SerializeValue(ref value);
/// <summary>
/// Read or write an array of Vector4 values
/// </summary>
/// <param name="value">The values to read/write</param>
public void SerializeValue(ref Vector4[] value) => m_Implementation.SerializeValue(ref value);
/// <summary>
/// Read or write a Quaternion value
/// </summary>
/// <param name="value">The value to read/write</param>
public void SerializeValue(ref Quaternion value) => m_Implementation.SerializeValue(ref value);
/// <summary>
/// Read or write an array of Quaternion values
/// </summary>
/// <param name="value">The values to read/write</param>
public void SerializeValue(ref Quaternion[] value) => m_Implementation.SerializeValue(ref value);
/// <summary>
/// Read or write a Color value
/// </summary>
/// <param name="value">The value to read/write</param>
public void SerializeValue(ref Color value) => m_Implementation.SerializeValue(ref value);
/// <summary>
/// Read or write an array of Color values
/// </summary>
/// <param name="value">The values to read/write</param>
public void SerializeValue(ref Color[] value) => m_Implementation.SerializeValue(ref value);
/// <summary>
/// Read or write a Color32 value
/// </summary>
/// <param name="value">The value to read/write</param>
public void SerializeValue(ref Color32 value) => m_Implementation.SerializeValue(ref value);
/// <summary>
/// Read or write an array of Color32 values
/// </summary>
/// <param name="value">The values to read/write</param>
public void SerializeValue(ref Color32[] value) => m_Implementation.SerializeValue(ref value);
/// <summary>
/// Read or write a Ray value
/// </summary>
/// <param name="value">The value to read/write</param>
public void SerializeValue(ref Ray value) => m_Implementation.SerializeValue(ref value);
/// <summary>
/// Read or write an array of Ray values
/// </summary>
/// <param name="value">The values to read/write</param>
public void SerializeValue(ref Ray[] value) => m_Implementation.SerializeValue(ref value);
/// <summary>
/// Read or write a Ray2D value
/// </summary>
/// <param name="value">The value to read/write</param>
public void SerializeValue(ref Ray2D value) => m_Implementation.SerializeValue(ref value);
/// <summary>
/// Read or write an array of Ray2D values
/// </summary>
/// <param name="value">The values to read/write</param>
public void SerializeValue(ref Ray2D[] value) => m_Implementation.SerializeValue(ref 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
// - otherwise we'd just be memcpy'ing the whole thing even if
// most of it isn't used.
/// <summary>
/// Read or write a FixedString value
/// </summary>
/// <typeparam name="T">The network serializable type</typeparam>
/// <param name="value">The values to read/write</param>
/// <param name="unused">An unused parameter used for enabling overload resolution of FixedStrings</param>
public void SerializeValue<T>(ref T value, FastBufferWriter.ForFixedStrings unused = default)
where T : unmanaged, INativeList<byte>, IUTF8Bytes => m_Implementation.SerializeValue(ref value);
/// <summary>
/// Read or write a NetworkSerializable value.
/// SerializeValue() is the preferred method to do this - this is provided for backward compatibility only.
/// </summary>
/// <typeparam name="T">The network serializable type</typeparam>
/// <param name="value">The values to read/write</param>
public void SerializeNetworkSerializable<T>(ref T value) where T : INetworkSerializable, new() => m_Implementation.SerializeNetworkSerializable(ref value);
/// <summary>
/// Performs an advance check to ensure space is available to read/write one or more values.
/// This provides a performance benefit for serializing multiple values using the
/// SerializeValuePreChecked methods. But note that the benefit is small and only likely to be
/// noticeable if serializing a very large number of items.
/// </summary>
/// <param name="amount"></param>
/// <returns></returns>
public bool PreCheck(int amount)
{
return m_Implementation.PreCheck(amount);
}
/// <summary>
/// Serialize a string, "pre-checked", which skips buffer checks.
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
/// </summary>
/// <param name="s">The value to read/write</param>
/// <param name="oneByteChars">If true, characters will be limited to one-byte ASCII characters</param>
public void SerializeValuePreChecked(ref string s, bool oneByteChars = false) => m_Implementation.SerializeValuePreChecked(ref s, oneByteChars);
/// <summary>
/// Serialize a byte, "pre-checked", which skips buffer checks.
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
/// </summary>
/// <param name="value">The value to read/write</param>
public void SerializeValuePreChecked(ref byte value) => m_Implementation.SerializeValuePreChecked(ref value);
/// <summary>
/// Serialize a primitive, "pre-checked", which skips buffer checks.
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
/// </summary>
/// <typeparam name="T">The network serializable type</typeparam>
/// <param name="value">The value to read/write</param>
/// <param name="unused">An unused parameter used for enabling overload resolution based on generic constraints</param>
public void SerializeValuePreChecked<T>(ref T value, FastBufferWriter.ForPrimitives unused = default) where T : unmanaged, IComparable, IConvertible, IComparable<T>, IEquatable<T> => m_Implementation.SerializeValuePreChecked(ref value);
/// <summary>
/// Serialize an array of primitives, "pre-checked", which skips buffer checks.
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
/// </summary>
/// <typeparam name="T">The network serializable types in an array</typeparam>
/// <param name="value">The values to read/write</param>
/// <param name="unused">An unused parameter used for enabling overload resolution of primitives</param>
public void SerializeValuePreChecked<T>(ref T[] value, FastBufferWriter.ForPrimitives unused = default) where T : unmanaged, IComparable, IConvertible, IComparable<T>, IEquatable<T> => m_Implementation.SerializeValuePreChecked(ref value);
/// <summary>
/// Serialize an enum, "pre-checked", which skips buffer checks.
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
/// </summary>
/// <typeparam name="T">The network serializable type</typeparam>
/// <param name="value">The values to read/write</param>
/// <param name="unused">An unused parameter used for enabling overload resolution of enums</param>
public void SerializeValuePreChecked<T>(ref T value, FastBufferWriter.ForEnums unused = default) where T : unmanaged, Enum => m_Implementation.SerializeValuePreChecked(ref value);
/// <summary>
/// Serialize an array of enums, "pre-checked", which skips buffer checks.
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
/// </summary>
/// <typeparam name="T">The network serializable types in an array</typeparam>
/// <param name="value">The values to read/write</param>
/// <param name="unused">An unused parameter used for enabling overload resolution of enums</param>
public void SerializeValuePreChecked<T>(ref T[] value, FastBufferWriter.ForEnums unused = default) where T : unmanaged, Enum => m_Implementation.SerializeValuePreChecked(ref value);
/// <summary>
/// Serialize a struct, "pre-checked", which skips buffer checks.
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
/// </summary>
/// <typeparam name="T">The network serializable type</typeparam>
/// <param name="value">The values to read/write</param>
/// <param name="unused">An unused parameter used for enabling overload resolution of structs</param>
public void SerializeValuePreChecked<T>(ref T value, FastBufferWriter.ForStructs unused = default) where T : unmanaged, INetworkSerializeByMemcpy => m_Implementation.SerializeValuePreChecked(ref value);
/// <summary>
/// Serialize an array of structs, "pre-checked", which skips buffer checks.
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
/// </summary>
/// <typeparam name="T">The network serializable types in an array</typeparam>
/// <param name="value">The values to read/write</param>
/// <param name="unused">An unused parameter used for enabling overload resolution of structs</param>
public void SerializeValuePreChecked<T>(ref T[] value, FastBufferWriter.ForStructs unused = default) where T : unmanaged, INetworkSerializeByMemcpy => m_Implementation.SerializeValuePreChecked(ref value);
/// <summary>
/// Serialize a Vector2, "pre-checked", which skips buffer checks.
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
/// </summary>
/// <param name="value">The value to read/write</param>
public void SerializeValuePreChecked(ref Vector2 value) => m_Implementation.SerializeValuePreChecked(ref value);
/// <summary>
/// Serialize a Vector2 array, "pre-checked", which skips buffer checks.
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
/// </summary>
/// <param name="value">The values to read/write</param>
public void SerializeValuePreChecked(ref Vector2[] value) => m_Implementation.SerializeValuePreChecked(ref value);
/// <summary>
/// Serialize a Vector3, "pre-checked", which skips buffer checks.
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
/// </summary>
/// <param name="value">The value to read/write</param>
public void SerializeValuePreChecked(ref Vector3 value) => m_Implementation.SerializeValuePreChecked(ref value);
/// <summary>
/// Serialize a Vector3 array, "pre-checked", which skips buffer checks.
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
/// </summary>
/// <param name="value">The values to read/write</param>
public void SerializeValuePreChecked(ref Vector3[] value) => m_Implementation.SerializeValuePreChecked(ref value);
/// <summary>
/// Serialize a Vector2Int, "pre-checked", which skips buffer checks.
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
/// </summary>
/// <param name="value">The value to read/write</param>
public void SerializeValuePreChecked(ref Vector2Int value) => m_Implementation.SerializeValuePreChecked(ref value);
/// <summary>
/// Serialize a Vector2Int array, "pre-checked", which skips buffer checks.
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
/// </summary>
/// <param name="value">The values to read/write</param>
public void SerializeValuePreChecked(ref Vector2Int[] value) => m_Implementation.SerializeValuePreChecked(ref value);
/// <summary>
/// Serialize a Vector3Int, "pre-checked", which skips buffer checks.
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
/// </summary>
/// <param name="value">The value to read/write</param>
public void SerializeValuePreChecked(ref Vector3Int value) => m_Implementation.SerializeValuePreChecked(ref value);
/// <summary>
/// Serialize a Vector3Int array, "pre-checked", which skips buffer checks.
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
/// </summary>
/// <param name="value">The value to read/write</param>
public void SerializeValuePreChecked(ref Vector3Int[] value) => m_Implementation.SerializeValuePreChecked(ref value);
/// <summary>
/// Serialize a Vector4, "pre-checked", which skips buffer checks.
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
/// </summary>
/// <param name="value">The value to read/write</param>
public void SerializeValuePreChecked(ref Vector4 value) => m_Implementation.SerializeValuePreChecked(ref value);
/// <summary>
/// Serialize a Vector4Array, "pre-checked", which skips buffer checks.
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
/// </summary>
/// <param name="value">The value to read/write</param>
public void SerializeValuePreChecked(ref Vector4[] value) => m_Implementation.SerializeValuePreChecked(ref value);
/// <summary>
/// Serialize a Quaternion, "pre-checked", which skips buffer checks.
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
/// </summary>
/// <param name="value">The value to read/write</param>
public void SerializeValuePreChecked(ref Quaternion value) => m_Implementation.SerializeValuePreChecked(ref value);
/// <summary>
/// Serialize a Quaternion array, "pre-checked", which skips buffer checks.
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
/// </summary>
/// <param name="value">The value to read/write</param>
public void SerializeValuePreChecked(ref Quaternion[] value) => m_Implementation.SerializeValuePreChecked(ref value);
/// <summary>
/// Serialize a Color, "pre-checked", which skips buffer checks.
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
/// </summary>
/// <param name="value">The value to read/write</param>
public void SerializeValuePreChecked(ref Color value) => m_Implementation.SerializeValuePreChecked(ref value);
/// <summary>
/// Serialize a Color array, "pre-checked", which skips buffer checks.
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
/// </summary>
/// <param name="value">The value to read/write</param>
public void SerializeValuePreChecked(ref Color[] value) => m_Implementation.SerializeValuePreChecked(ref value);
/// <summary>
/// Serialize a Color32, "pre-checked", which skips buffer checks.
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
/// </summary>
/// <param name="value">The value to read/write</param>
public void SerializeValuePreChecked(ref Color32 value) => m_Implementation.SerializeValuePreChecked(ref value);
/// <summary>
/// Serialize a Color32 array, "pre-checked", which skips buffer checks.
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
/// </summary>
/// <param name="value">The value to read/write</param>
public void SerializeValuePreChecked(ref Color32[] value) => m_Implementation.SerializeValuePreChecked(ref value);
/// <summary>
/// Serialize a Ray, "pre-checked", which skips buffer checks.
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
/// </summary>
/// <param name="value">The value to read/write</param>
public void SerializeValuePreChecked(ref Ray value) => m_Implementation.SerializeValuePreChecked(ref value);
/// <summary>
/// Serialize a Ray array, "pre-checked", which skips buffer checks.
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
/// </summary>
/// <param name="value">The value to read/write</param>
public void SerializeValuePreChecked(ref Ray[] value) => m_Implementation.SerializeValuePreChecked(ref value);
/// <summary>
/// Serialize a Ray2D, "pre-checked", which skips buffer checks.
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
/// </summary>
/// <param name="value">The value to read/write</param>
public void SerializeValuePreChecked(ref Ray2D value) => m_Implementation.SerializeValuePreChecked(ref value);
/// <summary>
/// Serialize a Ray2D array, "pre-checked", which skips buffer checks.
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
/// </summary>
/// <param name="value">The value to read/write</param>
public void SerializeValuePreChecked(ref Ray2D[] value) => m_Implementation.SerializeValuePreChecked(ref value);
// There are many FixedString types, but all of them share the interfaces INativeList<bool> and IUTF8Bytes.
@@ -144,6 +571,16 @@ namespace Unity.Netcode
// 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.
/// <summary>
/// Serialize a FixedString, "pre-checked", which skips buffer checks.
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
/// </summary>
/// <typeparam name="T">The network serializable type</typeparam>
/// <param name="value">The value to read/write</param>
/// <param name="unused">An unused parameter that can be used for enabling overload resolution for fixed strings</param>
public void SerializeValuePreChecked<T>(ref T value, FastBufferWriter.ForFixedStrings unused = default)
where T : unmanaged, INativeList<byte>, IUTF8Bytes => m_Implementation.SerializeValuePreChecked(ref value);
}

View File

@@ -6,6 +6,7 @@ namespace Unity.Netcode
{
/// <summary>
/// Utility class for packing values in serialization.
/// <seealso cref="ByteUnpacker"/> to unpack packed values.
/// </summary>
public static class BytePacker
{
@@ -282,14 +283,49 @@ namespace Unity.Netcode
public void WriteValueBitPacked<T>(FastBufferWriter writer, T value) where T: unmanaged => writer.WriteValueSafe(value);
#else
/// <summary>
/// Maximum serializable value for a BitPacked ushort (minimum for unsigned is 0)
/// </summary>
public const ushort BitPackedUshortMax = (1 << 15) - 1;
/// <summary>
/// Maximum serializable value for a BitPacked short
/// </summary>
public const short BitPackedShortMax = (1 << 14) - 1;
/// <summary>
/// Minimum serializable value size for a BitPacked ushort
/// </summary>
public const short BitPackedShortMin = -(1 << 14);
/// <summary>
/// Maximum serializable value for a BitPacked uint (minimum for unsigned is 0)
/// </summary>
public const uint BitPackedUintMax = (1 << 30) - 1;
/// <summary>
/// Maximum serializable value for a BitPacked int
/// </summary>
public const int BitPackedIntMax = (1 << 29) - 1;
/// <summary>
/// Minimum serializable value size for a BitPacked int
/// </summary>
public const int BitPackedIntMin = -(1 << 29);
/// <summary>
/// Maximum serializable value for a BitPacked ulong (minimum for unsigned is 0)
/// </summary>
public const ulong BitPackedULongMax = (1L << 61) - 1;
/// <summary>
/// Maximum serializable value for a BitPacked long
/// </summary>
public const long BitPackedLongMax = (1L << 60) - 1;
/// <summary>
/// Minimum serializable value size for a BitPacked long
/// </summary>
public const long BitPackedLongMin = -(1L << 60);
/// <summary>

View File

@@ -4,14 +4,26 @@ using UnityEngine;
namespace Unity.Netcode
{
/// <summary>
/// Byte Unpacking Helper Class
/// Use this class to unpack values during deserialization for values that were packed.
/// <seealso cref="BytePacker"/> to pack unpacked values
/// </summary>
public static class ByteUnpacker
{
#if UNITY_NETCODE_DEBUG_NO_PACKING
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void ReadValuePacked<T>(FastBufferReader reader, out T value) where T: unmanaged => reader.ReadValueSafe(out value);
#else
/// <summary>
/// Read a packed enum value
/// </summary>
/// <param name="reader">The reader to read from</param>
/// <param name="value">The value that's read</param>
/// <typeparam name="TEnum">Type of enum to read</typeparam>
/// <exception cref="InvalidOperationException">Throws InvalidOperationException if an enum somehow ends up not being the size of a byte, short, int, or long (which should be impossible)</exception>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static unsafe void ReadValuePacked<TEnum>(FastBufferReader reader, out TEnum value) where TEnum : unmanaged, Enum
{
@@ -302,7 +314,7 @@ namespace Unity.Netcode
#endif
#if UNITY_NETCODE_DEBUG_NO_PACKING
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void ReadValueBitPacked<T>(FastBufferReader reader, T value) where T: unmanaged => reader.ReadValueSafe(out value);
#else

View File

@@ -6,6 +6,12 @@ using UnityEngine;
namespace Unity.Netcode
{
/// <summary>
/// Optimized class used for reading values from a byte stream
/// <seealso cref="FastBufferWriter"/>
/// <seealso cref="BytePacker"/>
/// <seealso cref="ByteUnpacker"/>
/// </summary>
public struct FastBufferReader : IDisposable
{
internal struct ReaderHandle
@@ -87,15 +93,15 @@ namespace Unity.Netcode
/// <summary>
/// Create a FastBufferReader from a NativeArray.
///
/// A new buffer will be created using the given <param name="copyAllocator"> and the value will be copied in.
/// A new buffer will be created using the given <param name="copyAllocator"></param> and the value will be copied in.
/// FastBufferReader will then own the data.
///
/// The exception to this is when the <param name="copyAllocator"> passed in is Allocator.None. In this scenario,
/// The exception to this is when the <param name="copyAllocator"></param> 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). This is true, unless the <param name="internalAllocator"> param is explicitly set
/// stored anywhere in heap memory). This is true, unless the <param name="internalAllocator"></param> 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>
@@ -162,15 +168,15 @@ namespace Unity.Netcode
/// <summary>
/// Create a FastBufferReader from an existing byte buffer.
///
/// A new buffer will be created using the given <param name="copyAllocator"> and the value will be copied in.
/// A new buffer will be created using the given <param name="copyAllocator"></param> and the value will be copied in.
/// FastBufferReader will then own the data.
///
/// The exception to this is when the <param name="copyAllocator"> passed in is Allocator.None. In this scenario,
/// The exception to this is when the <param name="copyAllocator"></param> 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). This is true, unless the <param name="internalAllocator"> param is explicitly set
/// stored anywhere in heap memory). This is true, unless the <param name="internalAllocator"></param> 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>
@@ -187,15 +193,15 @@ namespace Unity.Netcode
/// <summary>
/// Create a FastBufferReader from a FastBufferWriter.
///
/// A new buffer will be created using the given <param name="copyAllocator"> and the value will be copied in.
/// A new buffer will be created using the given <param name="copyAllocator"></param> and the value will be copied in.
/// FastBufferReader will then own the data.
///
/// The exception to this is when the <param name="copyAllocator"> passed in is Allocator.None. In this scenario,
/// The exception to this is when the <param name="copyAllocator"></param> 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). This is true, unless the <param name="internalAllocator"> param is explicitly set
/// stored anywhere in heap memory). This is true, unless the <param name="internalAllocator"></param> 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>
@@ -214,10 +220,10 @@ namespace Unity.Netcode
/// 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 <param name="copyAllocator"> and the value will be copied in.
/// A new buffer will be created using the given <param name="copyAllocator"></param> and the value will be copied in.
/// FastBufferReader will then own the data.
///
/// The exception to this is when the <param name="copyAllocator"> passed in is Allocator.None. In this scenario,
/// The exception to this is when the <param name="copyAllocator"></param> 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
@@ -235,7 +241,7 @@ namespace Unity.Netcode
}
/// <summary>
/// Frees the allocated buffer
/// <see cref="IDisposable"/> implementation that frees the allocated buffer
/// </summary>
public unsafe void Dispose()
{
@@ -335,6 +341,7 @@ namespace Unity.Netcode
/// for performance reasons, since the point of using TryBeginRead is to avoid bounds checking in the following
/// operations in release builds.
/// </summary>
/// <typeparam name="T">the type `T` of the value you are trying to read</typeparam>
/// <param name="value">The value you want to read</param>
/// <returns>True if the read is allowed, false otherwise</returns>
/// <exception cref="InvalidOperationException">If called while in a bitwise context</exception>
@@ -364,7 +371,7 @@ namespace Unity.Netcode
/// Differs from TryBeginRead only in that it won't ever move the AllowedReadMark backward.
/// </summary>
/// <param name="bytes"></param>
/// <returns></returns>
/// <returns>true upon success</returns>
/// <exception cref="InvalidOperationException"></exception>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
internal unsafe bool TryBeginReadInternal(int bytes)
@@ -393,7 +400,7 @@ namespace Unity.Netcode
/// Returns an array representation of the underlying byte buffer.
/// !!Allocates a new array!!
/// </summary>
/// <returns></returns>
/// <returns>byte array</returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public unsafe byte[] ToArray()
{
@@ -408,7 +415,7 @@ namespace Unity.Netcode
/// <summary>
/// Gets a direct pointer to the underlying buffer
/// </summary>
/// <returns></returns>
/// <returns><see cref="byte"/> pointer</returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public unsafe byte* GetUnsafePtr()
{
@@ -418,7 +425,7 @@ namespace Unity.Netcode
/// <summary>
/// Gets a direct pointer to the underlying buffer at the current read position
/// </summary>
/// <returns></returns>
/// <returns><see cref="byte"/> pointer</returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public unsafe byte* GetUnsafePtrAtCurrentPosition()
{
@@ -428,8 +435,8 @@ namespace Unity.Netcode
/// <summary>
/// Read an INetworkSerializable
/// </summary>
/// <param name="value">INetworkSerializable instance</param>
/// <typeparam name="T"></typeparam>
/// <param name="value">INetworkSerializable instance</param>
/// <exception cref="NotImplementedException"></exception>
public void ReadNetworkSerializable<T>(out T value) where T : INetworkSerializable, new()
{
@@ -442,7 +449,7 @@ namespace Unity.Netcode
/// Read an array of INetworkSerializables
/// </summary>
/// <param name="value">INetworkSerializable instance</param>
/// <typeparam name="T"></typeparam>
/// <typeparam name="T">the array to read the values of type `T` into</typeparam>
/// <exception cref="NotImplementedException"></exception>
public void ReadNetworkSerializable<T>(out T[] value) where T : INetworkSerializable, new()
{
@@ -537,7 +544,7 @@ namespace Unity.Netcode
/// <param name="value">Value to read</param>
/// <param name="bytesToRead">Number of bytes</param>
/// <param name="offsetBytes">Offset into the value to write the bytes</param>
/// <typeparam name="T"></typeparam>
/// <typeparam name="T">the type value to read the value into</typeparam>
/// <exception cref="InvalidOperationException"></exception>
/// <exception cref="OverflowException"></exception>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
@@ -738,127 +745,522 @@ namespace Unity.Netcode
}
}
/// <summary>
/// Read a NetworkSerializable value
/// </summary>
/// <typeparam name="T">The type being serialized</typeparam>
/// <param name="value">The value to read</param>
/// <param name="unused">An unused parameter used for enabling overload resolution based on generic constraints</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void ReadValue<T>(out T value, FastBufferWriter.ForNetworkSerializable unused = default) where T : INetworkSerializable, new() => ReadNetworkSerializable(out value);
/// <summary>
/// Read a NetworkSerializable array
/// </summary>
/// <typeparam name="T">The type being serialized</typeparam>
/// <param name="value">The values to read</param>
/// <param name="unused">An unused parameter used for enabling overload resolution based on generic constraints</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void ReadValue<T>(out T[] value, FastBufferWriter.ForNetworkSerializable unused = default) where T : INetworkSerializable, new() => ReadNetworkSerializable(out value);
/// <summary>
/// Read a NetworkSerializable value
///
/// "Safe" version - automatically performs bounds checking. Less efficient than bounds checking
/// for multiple reads at once by calling TryBeginRead.
/// </summary>
/// <typeparam name="T">The type being serialized</typeparam>
/// <param name="value">The value to read</param>
/// <param name="unused">An unused parameter used for enabling overload resolution based on generic constraints</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void ReadValueSafe<T>(out T value, FastBufferWriter.ForNetworkSerializable unused = default) where T : INetworkSerializable, new() => ReadNetworkSerializable(out value);
/// <summary>
/// Read a NetworkSerializable array
///
/// "Safe" version - automatically performs bounds checking. Less efficient than bounds checking
/// for multiple reads at once by calling TryBeginRead.
/// </summary>
/// <typeparam name="T">The type being serialized</typeparam>
/// <param name="value">The values to read</param>
/// <param name="unused">An unused parameter used for enabling overload resolution based on generic constraints</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void ReadValueSafe<T>(out T[] value, FastBufferWriter.ForNetworkSerializable unused = default) where T : INetworkSerializable, new() => ReadNetworkSerializable(out value);
/// <summary>
/// Read a struct
/// </summary>
/// <typeparam name="T">The type being serialized</typeparam>
/// <param name="value">The value to read</param>
/// <param name="unused">An unused parameter used for enabling overload resolution based on generic constraints</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void ReadValue<T>(out T value, FastBufferWriter.ForStructs unused = default) where T : unmanaged, INetworkSerializeByMemcpy => ReadUnmanaged(out value);
/// <summary>
/// Read a struct array
/// </summary>
/// <typeparam name="T">The type being serialized</typeparam>
/// <param name="value">The values to read</param>
/// <param name="unused">An unused parameter used for enabling overload resolution based on generic constraints</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void ReadValue<T>(out T[] value, FastBufferWriter.ForStructs unused = default) where T : unmanaged, INetworkSerializeByMemcpy => ReadUnmanaged(out value);
/// <summary>
/// Read a struct
///
/// "Safe" version - automatically performs bounds checking. Less efficient than bounds checking
/// for multiple reads at once by calling TryBeginRead.
/// </summary>
/// <typeparam name="T">The type being serialized</typeparam>
/// <param name="value">The value to read</param>
/// <param name="unused">An unused parameter used for enabling overload resolution based on generic constraints</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void ReadValueSafe<T>(out T value, FastBufferWriter.ForStructs unused = default) where T : unmanaged, INetworkSerializeByMemcpy => ReadUnmanagedSafe(out value);
/// <summary>
/// Read a struct array
///
/// "Safe" version - automatically performs bounds checking. Less efficient than bounds checking
/// for multiple reads at once by calling TryBeginRead.
/// </summary>
/// <typeparam name="T">The type being serialized</typeparam>
/// <param name="value">The values to read</param>
/// <param name="unused">An unused parameter used for enabling overload resolution based on generic constraints</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void ReadValueSafe<T>(out T[] value, FastBufferWriter.ForStructs unused = default) where T : unmanaged, INetworkSerializeByMemcpy => ReadUnmanagedSafe(out value);
/// <summary>
/// Read a primitive value (int, bool, etc)
/// Accepts any value that implements the given interfaces, but is not guaranteed to work correctly
/// on values that are not primitives.
/// </summary>
/// <typeparam name="T">The type being serialized</typeparam>
/// <param name="value">The value to read</param>
/// <param name="unused">An unused parameter used for enabling overload resolution based on generic constraints</param>
[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);
/// <summary>
/// Read a primitive value array (int, bool, etc)
/// Accepts any value that implements the given interfaces, but is not guaranteed to work correctly
/// on values that are not primitives.
/// </summary>
/// <typeparam name="T">The type being serialized</typeparam>
/// <param name="value">The values to read</param>
/// <param name="unused">An unused parameter used for enabling overload resolution based on generic constraints</param>
[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);
/// <summary>
/// Read a primitive value (int, bool, etc)
/// Accepts any value that implements the given interfaces, but is not guaranteed to work correctly
/// on values that are not primitives.
///
/// "Safe" version - automatically performs bounds checking. Less efficient than bounds checking
/// for multiple reads at once by calling TryBeginRead.
/// </summary>
/// <typeparam name="T">The type being serialized</typeparam>
/// <param name="value">The value to read</param>
/// <param name="unused">An unused parameter used for enabling overload resolution based on generic constraints</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void ReadValueSafe<T>(out T value, FastBufferWriter.ForPrimitives unused = default) where T : unmanaged, IComparable, IConvertible, IComparable<T>, IEquatable<T> => ReadUnmanagedSafe(out value);
/// <summary>
/// Read a primitive value (int, bool, etc)
/// Accepts any value that implements the given interfaces, but is not guaranteed to work correctly
/// on values that are not primitives.
///
/// "Safe" version - automatically performs bounds checking. Less efficient than bounds checking
/// for multiple reads at once by calling TryBeginRead.
/// </summary>
/// <typeparam name="T">The type being serialized</typeparam>
/// <param name="value">The value to read</param>
/// <param name="unused">An unused parameter used for enabling overload resolution based on generic constraints</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void ReadValueSafe<T>(out T[] value, FastBufferWriter.ForPrimitives unused = default) where T : unmanaged, IComparable, IConvertible, IComparable<T>, IEquatable<T> => ReadUnmanagedSafe(out value);
/// <summary>
/// Read an enum value
/// </summary>
/// <typeparam name="T">The type being serialized</typeparam>
/// <param name="value">The value to read</param>
/// <param name="unused">An unused parameter used for enabling overload resolution based on generic constraints</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void ReadValue<T>(out T value, FastBufferWriter.ForEnums unused = default) where T : unmanaged, Enum => ReadUnmanaged(out value);
/// <summary>
/// Read an enum array
/// </summary>
/// <param name="value">The values to read</param>
/// <param name="unused">An unused parameter used for enabling overload resolution based on generic constraints</param>
/// <typeparam name="T">The type being serialized</typeparam>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void ReadValue<T>(out T[] value, FastBufferWriter.ForEnums unused = default) where T : unmanaged, Enum => ReadUnmanaged(out value);
[MethodImpl(MethodImplOptions.AggressiveInlining)]
/// <summary>
/// Read an enum value
///
/// "Safe" version - automatically performs bounds checking. Less efficient than bounds checking
/// for multiple reads at once by calling TryBeginRead.
/// </summary>
/// <typeparam name="T">The type being serialized</typeparam>
/// <param name="value">The value to read</param>
/// <param name="unused">An unused parameter used for enabling overload resolution based on generic constraints</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void ReadValueSafe<T>(out T value, FastBufferWriter.ForEnums unused = default) where T : unmanaged, Enum => ReadUnmanagedSafe(out value);
[MethodImpl(MethodImplOptions.AggressiveInlining)]
/// <summary>
/// Read an enum array
///
/// "Safe" version - automatically performs bounds checking. Less efficient than bounds checking
/// for multiple reads at once by calling TryBeginRead.
/// </summary>
/// <typeparam name="T">The type being serialized</typeparam>
/// <param name="value">The values to read</param>
/// <param name="unused">An unused parameter used for enabling overload resolution based on generic constraints</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void ReadValueSafe<T>(out T[] value, FastBufferWriter.ForEnums unused = default) where T : unmanaged, Enum => ReadUnmanagedSafe(out value);
/// <summary>
/// Read a Vector2
/// </summary>
/// <param name="value">the value to read</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void ReadValue(out Vector2 value) => ReadUnmanaged(out value);
/// <summary>
/// Read a Vector2 array
/// </summary>
/// <param name="value">the values to read</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void ReadValue(out Vector2[] value) => ReadUnmanaged(out value);
/// <summary>
/// Read a Vector3
/// </summary>
/// <param name="value">the value to read</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void ReadValue(out Vector3 value) => ReadUnmanaged(out value);
/// <summary>
/// Read a Vector3 array
/// </summary>
/// <param name="value">the values to read</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void ReadValue(out Vector3[] value) => ReadUnmanaged(out value);
/// <summary>
/// Read a Vector2Int
/// </summary>
/// <param name="value">the value to read</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void ReadValue(out Vector2Int value) => ReadUnmanaged(out value);
/// <summary>
/// Read a Vector2Int array
/// </summary>
/// <param name="value">the values to read</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void ReadValue(out Vector2Int[] value) => ReadUnmanaged(out value);
/// <summary>
/// Read a Vector3Int
/// </summary>
/// <param name="value">the value to read</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void ReadValue(out Vector3Int value) => ReadUnmanaged(out value);
/// <summary>
/// Read a Vector3Int array
/// </summary>
/// <param name="value">the value to read</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void ReadValue(out Vector3Int[] value) => ReadUnmanaged(out value);
/// <summary>
/// Read a Vector4
/// </summary>
/// <param name="value">the value to read</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void ReadValue(out Vector4 value) => ReadUnmanaged(out value);
/// <summary>
/// Read a Vector4
/// </summary>
/// <param name="value">the values to read</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void ReadValue(out Vector4[] value) => ReadUnmanaged(out value);
/// <summary>
/// Read a Quaternion
/// </summary>
/// <param name="value">the value to read</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void ReadValue(out Quaternion value) => ReadUnmanaged(out value);
/// <summary>
/// Read a Quaternion array
/// </summary>
/// <param name="value">the values to read</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void ReadValue(out Quaternion[] value) => ReadUnmanaged(out value);
/// <summary>
/// Read a Color
/// </summary>
/// <param name="value">the value to read</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void ReadValue(out Color value) => ReadUnmanaged(out value);
/// <summary>
/// Read a Color array
/// </summary>
/// <param name="value">the values to read</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void ReadValue(out Color[] value) => ReadUnmanaged(out value);
/// <summary>
/// Read a Color32
/// </summary>
/// <param name="value">the value to read</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void ReadValue(out Color32 value) => ReadUnmanaged(out value);
/// <summary>
/// Read a Color32 array
/// </summary>
/// <param name="value">the values to read</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void ReadValue(out Color32[] value) => ReadUnmanaged(out value);
/// <summary>
/// Read a Ray
/// </summary>
/// <param name="value">the value to read</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void ReadValue(out Ray value) => ReadUnmanaged(out value);
/// <summary>
/// Read a Ray array
/// </summary>
/// <param name="value">the values to read</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void ReadValue(out Ray[] value) => ReadUnmanaged(out value);
/// <summary>
/// Read a Ray2D
/// </summary>
/// <param name="value">the value to read</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void ReadValue(out Ray2D value) => ReadUnmanaged(out value);
/// <summary>
/// Read a Ray2D array
/// </summary>
/// <param name="value">the values to read</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void ReadValue(out Ray2D[] value) => ReadUnmanaged(out value);
/// <summary>
/// Read a Vector2
///
/// "Safe" version - automatically performs bounds checking. Less efficient than bounds checking
/// for multiple reads at once by calling TryBeginRead.
/// </summary>
/// <param name="value">the value to read</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void ReadValueSafe(out Vector2 value) => ReadUnmanagedSafe(out value);
/// <summary>
/// Read a Vector2 array
///
/// "Safe" version - automatically performs bounds checking. Less efficient than bounds checking
/// for multiple reads at once by calling TryBeginRead.
/// </summary>
/// <param name="value">the values to read</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void ReadValueSafe(out Vector2[] value) => ReadUnmanagedSafe(out value);
/// <summary>
/// Read a Vector3
///
/// "Safe" version - automatically performs bounds checking. Less efficient than bounds checking
/// for multiple reads at once by calling TryBeginRead.
/// </summary>
/// <param name="value">the value to read</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void ReadValueSafe(out Vector3 value) => ReadUnmanagedSafe(out value);
/// <summary>
/// Read a Vector3 array
///
/// "Safe" version - automatically performs bounds checking. Less efficient than bounds checking
/// for multiple reads at once by calling TryBeginRead.
/// </summary>
/// <param name="value">the values to read</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void ReadValueSafe(out Vector3[] value) => ReadUnmanagedSafe(out value);
/// <summary>
/// Read a Vector2Int
///
/// "Safe" version - automatically performs bounds checking. Less efficient than bounds checking
/// for multiple reads at once by calling TryBeginRead.
/// </summary>
/// <param name="value">the value to read</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void ReadValueSafe(out Vector2Int value) => ReadUnmanagedSafe(out value);
/// <summary>
/// Read a Vector2Int array
///
/// "Safe" version - automatically performs bounds checking. Less efficient than bounds checking
/// for multiple reads at once by calling TryBeginRead.
/// </summary>
/// <param name="value">the values to read</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void ReadValueSafe(out Vector2Int[] value) => ReadUnmanagedSafe(out value);
/// <summary>
/// Read a Vector3Int
///
/// "Safe" version - automatically performs bounds checking. Less efficient than bounds checking
/// for multiple reads at once by calling TryBeginRead.
/// </summary>
/// <param name="value">the value to read</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void ReadValueSafe(out Vector3Int value) => ReadUnmanagedSafe(out value);
/// <summary>
/// Read a Vector3Int array
///
/// "Safe" version - automatically performs bounds checking. Less efficient than bounds checking
/// for multiple reads at once by calling TryBeginRead.
/// </summary>
/// <param name="value">the values to read</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void ReadValueSafe(out Vector3Int[] value) => ReadUnmanagedSafe(out value);
/// <summary>
/// Read a Vector4
///
/// "Safe" version - automatically performs bounds checking. Less efficient than bounds checking
/// for multiple reads at once by calling TryBeginRead.
/// </summary>
/// <param name="value">the value to read</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void ReadValueSafe(out Vector4 value) => ReadUnmanagedSafe(out value);
/// <summary>
/// Read a Vector4 array
///
/// "Safe" version - automatically performs bounds checking. Less efficient than bounds checking
/// for multiple reads at once by calling TryBeginRead.
/// </summary>
/// <param name="value">the values to read</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void ReadValueSafe(out Vector4[] value) => ReadUnmanagedSafe(out value);
/// <summary>
/// Read a Quaternion
///
/// "Safe" version - automatically performs bounds checking. Less efficient than bounds checking
/// for multiple reads at once by calling TryBeginRead.
/// </summary>
/// <param name="value">the value to read</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void ReadValueSafe(out Quaternion value) => ReadUnmanagedSafe(out value);
/// <summary>
/// Read a Quaternion array
///
/// "Safe" version - automatically performs bounds checking. Less efficient than bounds checking
/// for multiple reads at once by calling TryBeginRead.
/// </summary>
/// <param name="value">the values to read</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void ReadValueSafe(out Quaternion[] value) => ReadUnmanagedSafe(out value);
/// <summary>
/// Read a Color
///
/// "Safe" version - automatically performs bounds checking. Less efficient than bounds checking
/// for multiple reads at once by calling TryBeginRead.
/// </summary>
/// <param name="value">the value to read</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void ReadValueSafe(out Color value) => ReadUnmanagedSafe(out value);
/// <summary>
/// Read a Collor array
///
/// "Safe" version - automatically performs bounds checking. Less efficient than bounds checking
/// for multiple reads at once by calling TryBeginRead.
/// </summary>
/// <param name="value">the values to read</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void ReadValueSafe(out Color[] value) => ReadUnmanagedSafe(out value);
/// <summary>
/// Read a Color32
///
/// "Safe" version - automatically performs bounds checking. Less efficient than bounds checking
/// for multiple reads at once by calling TryBeginRead.
/// </summary>
/// <param name="value">the value to read</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void ReadValueSafe(out Color32 value) => ReadUnmanagedSafe(out value);
/// <summary>
/// Read a Color32 array
///
/// "Safe" version - automatically performs bounds checking. Less efficient than bounds checking
/// for multiple reads at once by calling TryBeginRead.
/// </summary>
/// <param name="value">the values to read</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void ReadValueSafe(out Color32[] value) => ReadUnmanagedSafe(out value);
/// <summary>
/// Read a Ray
///
/// "Safe" version - automatically performs bounds checking. Less efficient than bounds checking
/// for multiple reads at once by calling TryBeginRead.
/// </summary>
/// <param name="value">the value to read</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void ReadValueSafe(out Ray value) => ReadUnmanagedSafe(out value);
/// <summary>
/// Read a Ray array
///
/// "Safe" version - automatically performs bounds checking. Less efficient than bounds checking
/// for multiple reads at once by calling TryBeginRead.
/// </summary>
/// <param name="value">the values to read</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void ReadValueSafe(out Ray[] value) => ReadUnmanagedSafe(out value);
/// <summary>
/// Read a Ray2D
///
/// "Safe" version - automatically performs bounds checking. Less efficient than bounds checking
/// for multiple reads at once by calling TryBeginRead.
/// </summary>
/// <param name="value">the value to read</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void ReadValueSafe(out Ray2D value) => ReadUnmanagedSafe(out value);
/// <summary>
/// Read a Ray2D array
///
/// "Safe" version - automatically performs bounds checking. Less efficient than bounds checking
/// for multiple reads at once by calling TryBeginRead.
/// </summary>
/// <param name="value">the values to read</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void ReadValueSafe(out Ray2D[] value) => ReadUnmanagedSafe(out value);
@@ -868,6 +1270,17 @@ namespace Unity.Netcode
// 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.
/// <summary>
/// Read a FixedString value.
/// This method is a little difficult to use, since you have to know the size of the string before
/// reading it, but is useful when the string is a known, fixed size. Note that the size of the
/// string is also encoded, so the size to call TryBeginRead on is actually the fixed size (in bytes)
/// plus sizeof(int)
/// </summary>
/// <param name="value">the value to read</param>
/// <param name="unused">An unused parameter used for enabling overload resolution based on generic constraints</param>
/// <typeparam name="T">The type being serialized</typeparam>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public unsafe void ReadValue<T>(out T value, FastBufferWriter.ForFixedStrings unused = default)
where T : unmanaged, INativeList<byte>, IUTF8Bytes
@@ -878,6 +1291,16 @@ namespace Unity.Netcode
ReadBytes(value.GetUnsafePtr(), length);
}
/// <summary>
/// Read a FixedString value.
///
/// "Safe" version - automatically performs bounds checking. Less efficient than bounds checking
/// for multiple reads at once by calling TryBeginRead.
/// </summary>
/// <param name="value">the value to read</param>
/// <param name="unused">An unused parameter used for enabling overload resolution based on generic constraints</param>
/// <typeparam name="T">The type being serialized</typeparam>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public unsafe void ReadValueSafe<T>(out T value, FastBufferWriter.ForFixedStrings unused = default)
where T : unmanaged, INativeList<byte>, IUTF8Bytes

View File

@@ -6,6 +6,12 @@ using UnityEngine;
namespace Unity.Netcode
{
/// <summary>
/// Optimized class used for writing values into a byte stream
/// <seealso cref="FastBufferReader"/>
/// <seealso cref="BytePacker"/>
/// <seealso cref="ByteUnpacker"/>
/// </summary>
public struct FastBufferWriter : IDisposable
{
internal struct WriterHandle
@@ -108,7 +114,7 @@ namespace Unity.Netcode
}
/// <summary>
/// Frees the allocated buffer
/// <see cref="IDisposable"/> implementation that frees the allocated buffer
/// </summary>
public unsafe void Dispose()
{
@@ -267,7 +273,8 @@ namespace Unity.Netcode
/// operations in release builds. Instead, attempting to write past the marked position in release builds
/// will write to random memory and cause undefined behavior, likely including instability and crashes.
/// </summary>
/// <param name="value">The value you want to write</param>
/// <typeparam name="T">The value type to write</typeparam>
/// <param name="value">The value of the type `T` you want to write</param>
/// <returns>True if the write is allowed, false otherwise</returns>
/// <exception cref="InvalidOperationException">If called while in a bitwise context</exception>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
@@ -792,151 +799,590 @@ namespace Unity.Netcode
}
}
// These structs enable overloading of WriteValue with different generic constraints.
// The compiler's actually able to distinguish between overloads based on generic constraints.
// But at the bytecode level, the constraints aren't included in the method signature.
// By adding a second parameter with a defaulted value, the signatures of each generic are different,
// thus allowing overloads of methods based on the first parameter meeting constraints.
/// <summary>
/// This empty struct exists to allow overloading WriteValue based on generic constraints.
/// At the bytecode level, constraints aren't included in the method signature, so if multiple
/// methods exist with the same signature, it causes a compile error because they would end up
/// being emitted as the same method, even if the constraints are different.
/// Adding an empty struct with a default value gives them different signatures in the bytecode,
/// which then allows the compiler to do overload resolution based on the generic constraints
/// without the user having to pass the struct in themselves.
/// </summary>
public struct ForPrimitives
{
}
/// <summary>
/// This empty struct exists to allow overloading WriteValue based on generic constraints.
/// At the bytecode level, constraints aren't included in the method signature, so if multiple
/// methods exist with the same signature, it causes a compile error because they would end up
/// being emitted as the same method, even if the constraints are different.
/// Adding an empty struct with a default value gives them different signatures in the bytecode,
/// which then allows the compiler to do overload resolution based on the generic constraints
/// without the user having to pass the struct in themselves.
/// </summary>
public struct ForEnums
{
}
/// <summary>
/// This empty struct exists to allow overloading WriteValue based on generic constraints.
/// At the bytecode level, constraints aren't included in the method signature, so if multiple
/// methods exist with the same signature, it causes a compile error because they would end up
/// being emitted as the same method, even if the constraints are different.
/// Adding an empty struct with a default value gives them different signatures in the bytecode,
/// which then allows the compiler to do overload resolution based on the generic constraints
/// without the user having to pass the struct in themselves.
/// </summary>
public struct ForStructs
{
}
/// <summary>
/// This empty struct exists to allow overloading WriteValue based on generic constraints.
/// At the bytecode level, constraints aren't included in the method signature, so if multiple
/// methods exist with the same signature, it causes a compile error because they would end up
/// being emitted as the same method, even if the constraints are different.
/// Adding an empty struct with a default value gives them different signatures in the bytecode,
/// which then allows the compiler to do overload resolution based on the generic constraints
/// without the user having to pass the struct in themselves.
/// </summary>
public struct ForNetworkSerializable
{
}
/// <summary>
/// This empty struct exists to allow overloading WriteValue based on generic constraints.
/// At the bytecode level, constraints aren't included in the method signature, so if multiple
/// methods exist with the same signature, it causes a compile error because they would end up
/// being emitted as the same method, even if the constraints are different.
/// Adding an empty struct with a default value gives them different signatures in the bytecode,
/// which then allows the compiler to do overload resolution based on the generic constraints
/// without the user having to pass the struct in themselves.
/// </summary>
public struct ForFixedStrings
{
}
/// <summary>
/// Write a NetworkSerializable value
/// </summary>
/// <param name="value">The value to write</param>
/// <param name="unused">An unused parameter used for enabling overload resolution based on generic constraints</param>
/// <typeparam name="T">The type being serialized</typeparam>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void WriteValue<T>(in T value, ForNetworkSerializable unused = default) where T : INetworkSerializable => WriteNetworkSerializable(value);
/// <summary>
/// Write a NetworkSerializable array
/// </summary>
/// <param name="value">The values to write</param>
/// <param name="unused">An unused parameter used for enabling overload resolution based on generic constraints</param>
/// <typeparam name="T">The type being serialized</typeparam>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void WriteValue<T>(T[] value, ForNetworkSerializable unused = default) where T : INetworkSerializable => WriteNetworkSerializable(value);
/// <summary>
/// Write a NetworkSerializable value
///
/// "Safe" version - automatically performs bounds checking. Less efficient than bounds checking
/// for multiple writes at once by calling TryBeginWrite.
/// </summary>
/// <param name="value">The value to write</param>
/// <param name="unused">An unused parameter used for enabling overload resolution based on generic constraints</param>
/// <typeparam name="T">The type being serialized</typeparam>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void WriteValueSafe<T>(in T value, ForNetworkSerializable unused = default) where T : INetworkSerializable => WriteNetworkSerializable(value);
/// <summary>
/// Write a NetworkSerializable array
///
/// "Safe" version - automatically performs bounds checking. Less efficient than bounds checking
/// for multiple writes at once by calling TryBeginWrite.
/// </summary>
/// <param name="value">The values to write</param>
/// <param name="unused">An unused parameter used for enabling overload resolution based on generic constraints</param>
/// <typeparam name="T">The type being serialized</typeparam>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void WriteValueSafe<T>(T[] value, ForNetworkSerializable unused = default) where T : INetworkSerializable => WriteNetworkSerializable(value);
/// <summary>
/// Write a struct
/// </summary>
/// <param name="value">The value to write</param>
/// <param name="unused">An unused parameter used for enabling overload resolution based on generic constraints</param>
/// <typeparam name="T">The type being serialized</typeparam>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void WriteValue<T>(in T value, ForStructs unused = default) where T : unmanaged, INetworkSerializeByMemcpy => WriteUnmanaged(value);
/// <summary>
/// Write a struct array
/// </summary>
/// <param name="value">The values to write</param>
/// <param name="unused">An unused parameter used for enabling overload resolution based on generic constraints</param>
/// <typeparam name="T">The type being serialized</typeparam>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void WriteValue<T>(T[] value, ForStructs unused = default) where T : unmanaged, INetworkSerializeByMemcpy => WriteUnmanaged(value);
/// <summary>
/// Write a struct
///
/// "Safe" version - automatically performs bounds checking. Less efficient than bounds checking
/// for multiple writes at once by calling TryBeginWrite.
/// </summary>
/// <param name="value">The value to write</param>
/// <param name="unused">An unused parameter used for enabling overload resolution based on generic constraints</param>
/// <typeparam name="T">The type being serialized</typeparam>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void WriteValueSafe<T>(in T value, ForStructs unused = default) where T : unmanaged, INetworkSerializeByMemcpy => WriteUnmanagedSafe(value);
/// <summary>
/// Write a struct array
///
/// "Safe" version - automatically performs bounds checking. Less efficient than bounds checking
/// for multiple writes at once by calling TryBeginWrite.
/// </summary>
/// <param name="value">The values to write</param>
/// <param name="unused">An unused parameter used for enabling overload resolution based on generic constraints</param>
/// <typeparam name="T">The type being serialized</typeparam>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void WriteValueSafe<T>(T[] value, ForStructs unused = default) where T : unmanaged, INetworkSerializeByMemcpy => WriteUnmanagedSafe(value);
/// <summary>
/// Write a primitive value (int, bool, etc)
/// Accepts any value that implements the given interfaces, but is not guaranteed to work correctly
/// on values that are not primitives.
/// </summary>
/// <param name="value">The value to write</param>
/// <param name="unused">An unused parameter used for enabling overload resolution based on generic constraints</param>
/// <typeparam name="T">The type being serialized</typeparam>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void WriteValue<T>(in T value, ForPrimitives unused = default) where T : unmanaged, IComparable, IConvertible, IComparable<T>, IEquatable<T> => WriteUnmanaged(value);
/// <summary>
/// Write a primitive value array (int, bool, etc)
/// Accepts any value that implements the given interfaces, but is not guaranteed to work correctly
/// on values that are not primitives.
/// </summary>
/// <param name="value">The values to write</param>
/// <param name="unused">An unused parameter used for enabling overload resolution based on generic constraints</param>
/// <typeparam name="T">The type being serialized</typeparam>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void WriteValue<T>(T[] value, ForPrimitives unused = default) where T : unmanaged, IComparable, IConvertible, IComparable<T>, IEquatable<T> => WriteUnmanaged(value);
/// <summary>
/// Write a primitive value (int, bool, etc)
/// Accepts any value that implements the given interfaces, but is not guaranteed to work correctly
/// on values that are not primitives.
///
/// "Safe" version - automatically performs bounds checking. Less efficient than bounds checking
/// for multiple writes at once by calling TryBeginWrite.
/// </summary>
/// <param name="value">The value to write</param>
/// <param name="unused">An unused parameter used for enabling overload resolution based on generic constraints</param>
/// <typeparam name="T">The type being serialized</typeparam>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void WriteValueSafe<T>(in T value, ForPrimitives unused = default) where T : unmanaged, IComparable, IConvertible, IComparable<T>, IEquatable<T> => WriteUnmanagedSafe(value);
/// <summary>
/// Write a primitive value (int, bool, etc)
/// Accepts any value that implements the given interfaces, but is not guaranteed to work correctly
/// on values that are not primitives.
///
/// "Safe" version - automatically performs bounds checking. Less efficient than bounds checking
/// for multiple writes at once by calling TryBeginWrite.
/// </summary>
/// <param name="value">The value to write</param>
/// <param name="unused">An unused parameter used for enabling overload resolution based on generic constraints</param>
/// <typeparam name="T">The type being serialized</typeparam>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void WriteValueSafe<T>(T[] value, ForPrimitives unused = default) where T : unmanaged, IComparable, IConvertible, IComparable<T>, IEquatable<T> => WriteUnmanagedSafe(value);
/// <summary>
/// Write an enum value
/// </summary>
/// <param name="value">The value to write</param>
/// <param name="unused">An unused parameter used for enabling overload resolution based on generic constraints</param>
/// <typeparam name="T">The type being serialized</typeparam>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void WriteValue<T>(in T value, ForEnums unused = default) where T : unmanaged, Enum => WriteUnmanaged(value);
/// <summary>
/// Write an enum array
/// </summary>
/// <param name="value">The values to write</param>
/// <param name="unused">An unused parameter used for enabling overload resolution based on generic constraints</param>
/// <typeparam name="T">The type being serialized</typeparam>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void WriteValue<T>(T[] value, ForEnums unused = default) where T : unmanaged, Enum => WriteUnmanaged(value);
/// <summary>
/// Write an enum value
///
/// "Safe" version - automatically performs bounds checking. Less efficient than bounds checking
/// for multiple writes at once by calling TryBeginWrite.
/// </summary>
/// <param name="value">The value to write</param>
/// <param name="unused">An unused parameter used for enabling overload resolution based on generic constraints</param>
/// <typeparam name="T">The type being serialized</typeparam>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void WriteValueSafe<T>(in T value, ForEnums unused = default) where T : unmanaged, Enum => WriteUnmanagedSafe(value);
/// <summary>
/// Write an enum array
///
/// "Safe" version - automatically performs bounds checking. Less efficient than bounds checking
/// for multiple writes at once by calling TryBeginWrite.
/// </summary>
/// <param name="value">The values to write</param>
/// <param name="unused">An unused parameter used for enabling overload resolution based on generic constraints</param>
/// <typeparam name="T">The type being serialized</typeparam>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void WriteValueSafe<T>(T[] value, ForEnums unused = default) where T : unmanaged, Enum => WriteUnmanagedSafe(value);
/// <summary>
/// Write a Vector2
/// </summary>
/// <param name="value">the value to write</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void WriteValue(in Vector2 value) => WriteUnmanaged(value);
/// <summary>
/// Write a Vector2 array
/// </summary>
/// <param name="value">the values to write</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void WriteValue(Vector2[] value) => WriteUnmanaged(value);
/// <summary>
/// Write a Vector3
/// </summary>
/// <param name="value">the value to write</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void WriteValue(in Vector3 value) => WriteUnmanaged(value);
/// <summary>
/// Write a Vector3 array
/// </summary>
/// <param name="value">the values to write</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void WriteValue(Vector3[] value) => WriteUnmanaged(value);
/// <summary>
/// Write a Vector2Int
/// </summary>
/// <param name="value">the value to write</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void WriteValue(in Vector2Int value) => WriteUnmanaged(value);
/// <summary>
/// Write a Vector2Int array
/// </summary>
/// <param name="value">the values to write</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void WriteValue(Vector2Int[] value) => WriteUnmanaged(value);
/// <summary>
/// Write a Vector3Int
/// </summary>
/// <param name="value">the value to write</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void WriteValue(in Vector3Int value) => WriteUnmanaged(value);
/// <summary>
/// Write a Vector3Int array
/// </summary>
/// <param name="value">the value to write</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void WriteValue(Vector3Int[] value) => WriteUnmanaged(value);
/// <summary>
/// Write a Vector4
/// </summary>
/// <param name="value">the value to write</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void WriteValue(in Vector4 value) => WriteUnmanaged(value);
/// <summary>
/// Write a Vector4
/// </summary>
/// <param name="value">the values to write</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void WriteValue(Vector4[] value) => WriteUnmanaged(value);
/// <summary>
/// Write a Quaternion
/// </summary>
/// <param name="value">the value to write</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void WriteValue(in Quaternion value) => WriteUnmanaged(value);
/// <summary>
/// Write a Quaternion array
/// </summary>
/// <param name="value">the values to write</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void WriteValue(Quaternion[] value) => WriteUnmanaged(value);
/// <summary>
/// Write a Color
/// </summary>
/// <param name="value">the value to write</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void WriteValue(in Color value) => WriteUnmanaged(value);
/// <summary>
/// Write a Color array
/// </summary>
/// <param name="value">the values to write</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void WriteValue(Color[] value) => WriteUnmanaged(value);
/// <summary>
/// Write a Color32
/// </summary>
/// <param name="value">the value to write</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void WriteValue(in Color32 value) => WriteUnmanaged(value);
/// <summary>
/// Write a Color32 array
/// </summary>
/// <param name="value">the values to write</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void WriteValue(Color32[] value) => WriteUnmanaged(value);
/// <summary>
/// Write a Ray
/// </summary>
/// <param name="value">the value to write</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void WriteValue(in Ray value) => WriteUnmanaged(value);
/// <summary>
/// Write a Ray array
/// </summary>
/// <param name="value">the values to write</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void WriteValue(Ray[] value) => WriteUnmanaged(value);
/// <summary>
/// Write a Ray2D
/// </summary>
/// <param name="value">the value to write</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void WriteValue(in Ray2D value) => WriteUnmanaged(value);
/// <summary>
/// Write a Ray2D array
/// </summary>
/// <param name="value">the values to write</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void WriteValue(Ray2D[] value) => WriteUnmanaged(value);
/// <summary>
/// Write a Vector2
///
/// "Safe" version - automatically performs bounds checking. Less efficient than bounds checking
/// for multiple writes at once by calling TryBeginWrite.
/// </summary>
/// <param name="value">the value to write</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void WriteValueSafe(in Vector2 value) => WriteUnmanagedSafe(value);
/// <summary>
/// Write a Vector2 array
///
/// "Safe" version - automatically performs bounds checking. Less efficient than bounds checking
/// for multiple writes at once by calling TryBeginWrite.
/// </summary>
/// <param name="value">the values to write</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void WriteValueSafe(Vector2[] value) => WriteUnmanagedSafe(value);
/// <summary>
/// Write a Vector3
///
/// "Safe" version - automatically performs bounds checking. Less efficient than bounds checking
/// for multiple writes at once by calling TryBeginWrite.
/// </summary>
/// <param name="value">the value to write</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void WriteValueSafe(in Vector3 value) => WriteUnmanagedSafe(value);
/// <summary>
/// Write a Vector3 array
///
/// "Safe" version - automatically performs bounds checking. Less efficient than bounds checking
/// for multiple writes at once by calling TryBeginWrite.
/// </summary>
/// <param name="value">the values to write</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void WriteValueSafe(Vector3[] value) => WriteUnmanagedSafe(value);
/// <summary>
/// Write a Vector2Int
///
/// "Safe" version - automatically performs bounds checking. Less efficient than bounds checking
/// for multiple writes at once by calling TryBeginWrite.
/// </summary>
/// <param name="value">the value to write</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void WriteValueSafe(in Vector2Int value) => WriteUnmanagedSafe(value);
/// <summary>
/// Write a Vector2Int array
///
/// "Safe" version - automatically performs bounds checking. Less efficient than bounds checking
/// for multiple writes at once by calling TryBeginWrite.
/// </summary>
/// <param name="value">the values to write</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void WriteValueSafe(Vector2Int[] value) => WriteUnmanagedSafe(value);
/// <summary>
/// Write a Vector3Int
///
/// "Safe" version - automatically performs bounds checking. Less efficient than bounds checking
/// for multiple writes at once by calling TryBeginWrite.
/// </summary>
/// <param name="value">the value to write</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void WriteValueSafe(in Vector3Int value) => WriteUnmanagedSafe(value);
/// <summary>
/// Write a Vector3Int array
///
/// "Safe" version - automatically performs bounds checking. Less efficient than bounds checking
/// for multiple writes at once by calling TryBeginWrite.
/// </summary>
/// <param name="value">the values to write</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void WriteValueSafe(Vector3Int[] value) => WriteUnmanagedSafe(value);
/// <summary>
/// Write a Vector4
///
/// "Safe" version - automatically performs bounds checking. Less efficient than bounds checking
/// for multiple writes at once by calling TryBeginWrite.
/// </summary>
/// <param name="value">the value to write</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void WriteValueSafe(in Vector4 value) => WriteUnmanagedSafe(value);
/// <summary>
/// Write a Vector4 array
///
/// "Safe" version - automatically performs bounds checking. Less efficient than bounds checking
/// for multiple writes at once by calling TryBeginWrite.
/// </summary>
/// <param name="value">the values to write</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void WriteValueSafe(Vector4[] value) => WriteUnmanagedSafe(value);
/// <summary>
/// Write a Quaternion
///
/// "Safe" version - automatically performs bounds checking. Less efficient than bounds checking
/// for multiple writes at once by calling TryBeginWrite.
/// </summary>
/// <param name="value">the value to write</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void WriteValueSafe(in Quaternion value) => WriteUnmanagedSafe(value);
/// <summary>
/// Write a Quaternion array
///
/// "Safe" version - automatically performs bounds checking. Less efficient than bounds checking
/// for multiple writes at once by calling TryBeginWrite.
/// </summary>
/// <param name="value">the values to write</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void WriteValueSafe(Quaternion[] value) => WriteUnmanagedSafe(value);
/// <summary>
/// Write a Color
///
/// "Safe" version - automatically performs bounds checking. Less efficient than bounds checking
/// for multiple writes at once by calling TryBeginWrite.
/// </summary>
/// <param name="value">the value to write</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void WriteValueSafe(in Color value) => WriteUnmanagedSafe(value);
/// <summary>
/// Write a Collor array
///
/// "Safe" version - automatically performs bounds checking. Less efficient than bounds checking
/// for multiple writes at once by calling TryBeginWrite.
/// </summary>
/// <param name="value">the values to write</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void WriteValueSafe(Color[] value) => WriteUnmanagedSafe(value);
/// <summary>
/// Write a Color32
///
/// "Safe" version - automatically performs bounds checking. Less efficient than bounds checking
/// for multiple writes at once by calling TryBeginWrite.
/// </summary>
/// <param name="value">the value to write</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void WriteValueSafe(in Color32 value) => WriteUnmanagedSafe(value);
/// <summary>
/// Write a Color32 array
///
/// "Safe" version - automatically performs bounds checking. Less efficient than bounds checking
/// for multiple writes at once by calling TryBeginWrite.
/// </summary>
/// <param name="value">the values to write</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void WriteValueSafe(Color32[] value) => WriteUnmanagedSafe(value);
/// <summary>
/// Write a Ray
///
/// "Safe" version - automatically performs bounds checking. Less efficient than bounds checking
/// for multiple writes at once by calling TryBeginWrite.
/// </summary>
/// <param name="value">the value to write</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void WriteValueSafe(in Ray value) => WriteUnmanagedSafe(value);
/// <summary>
/// Write a Ray array
///
/// "Safe" version - automatically performs bounds checking. Less efficient than bounds checking
/// for multiple writes at once by calling TryBeginWrite.
/// </summary>
/// <param name="value">the values to write</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void WriteValueSafe(Ray[] value) => WriteUnmanagedSafe(value);
/// <summary>
/// Write a Ray2D
///
/// "Safe" version - automatically performs bounds checking. Less efficient than bounds checking
/// for multiple writes at once by calling TryBeginWrite.
/// </summary>
/// <param name="value">the value to write</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void WriteValueSafe(in Ray2D value) => WriteUnmanagedSafe(value);
/// <summary>
/// Write a Ray2D array
///
/// "Safe" version - automatically performs bounds checking. Less efficient than bounds checking
/// for multiple writes at once by calling TryBeginWrite.
/// </summary>
/// <param name="value">the values to write</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void WriteValueSafe(Ray2D[] value) => WriteUnmanagedSafe(value);
@@ -946,6 +1392,15 @@ namespace Unity.Netcode
// 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.
/// <summary>
/// Write a FixedString value. Writes only the part of the string that's actually used.
/// When calling TryBeginWrite, ensure you calculate the write size correctly (preferably by calling
/// FastBufferWriter.GetWriteSize())
/// </summary>
/// <param name="value">the value to write</param>
/// <param name="unused">An unused parameter used for enabling overload resolution based on generic constraints</param>
/// <typeparam name="T">The type being serialized</typeparam>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public unsafe void WriteValue<T>(in T value, ForFixedStrings unused = default)
where T : unmanaged, INativeList<byte>, IUTF8Bytes
@@ -960,6 +1415,16 @@ namespace Unity.Netcode
}
}
/// <summary>
/// Write a FixedString value. Writes only the part of the string that's actually used.
///
/// "Safe" version - automatically performs bounds checking. Less efficient than bounds checking
/// for multiple writes at once by calling TryBeginWrite.
/// </summary>
/// <param name="value">the value to write</param>
/// <param name="unused">An unused parameter used for enabling overload resolution based on generic constraints</param>
/// <typeparam name="T">The type being serialized</typeparam>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void WriteValueSafe<T>(in T value, ForFixedStrings unused = default)
where T : unmanaged, INativeList<byte>, IUTF8Bytes

View File

@@ -9,26 +9,58 @@ namespace Unity.Netcode
/// <typeparam name="T"></typeparam>
public struct ForceNetworkSerializeByMemcpy<T> : INetworkSerializeByMemcpy, IEquatable<ForceNetworkSerializeByMemcpy<T>> where T : unmanaged, IEquatable<T>
{
/// <summary>
/// The wrapped value
/// </summary>
public T Value;
/// <summary>
/// The default constructor for <see cref="ForceNetworkSerializeByMemcpy{T}"/>
/// </summary>
/// <param name="value">sets the initial value of type `T`</param>
public ForceNetworkSerializeByMemcpy(T value)
{
Value = value;
}
/// <summary>
/// Convert implicitly from the ForceNetworkSerializeByMemcpy wrapper to the underlying value
/// </summary>
/// <param name="container">The wrapper</param>
/// <returns>The underlying value</returns>
public static implicit operator T(ForceNetworkSerializeByMemcpy<T> container) => container.Value;
/// <summary>
/// Convert implicitly from a T value to a ForceNetworkSerializeByMemcpy wrapper
/// </summary>
/// <param name="underlyingValue">the value</param>
/// <returns>a new wrapper</returns>
public static implicit operator ForceNetworkSerializeByMemcpy<T>(T underlyingValue) => new ForceNetworkSerializeByMemcpy<T> { Value = underlyingValue };
/// <summary>
/// Check if wrapped values are equal
/// </summary>
/// <param name="other">Other wrapper</param>
/// <returns>true if equal</returns>
public bool Equals(ForceNetworkSerializeByMemcpy<T> other)
{
return Value.Equals(other.Value);
}
/// <summary>
/// Check if this value is equal to a boxed object value
/// </summary>
/// <param name="obj">The boxed value to check against</param>
/// <returns>true if equal</returns>
public override bool Equals(object obj)
{
return obj is ForceNetworkSerializeByMemcpy<T> other && Equals(other);
}
/// <summary>
/// Obtains the wrapped value's hash code
/// </summary>
/// <returns>Wrapped value's hash code</returns>
public override int GetHashCode()
{
return Value.GetHashCode();

View File

@@ -6,7 +6,7 @@ namespace Unity.Netcode
/// by memcpy. It's up to the developer of the struct to analyze the struct's contents and ensure it
/// is actually serializable by memcpy. This requires all of the members of the struct to be
/// `unmanaged` Plain-Old-Data values - if your struct contains a pointer (or a type that contains a pointer,
/// like `NativeList<T>`), it should be serialized via `INetworkSerializable` or via
/// like `NativeList&lt;T&gt;`), it should be serialized via `INetworkSerializable` or via
/// `FastBufferReader`/`FastBufferWriter` extension methods.
/// </summary>
public interface INetworkSerializeByMemcpy

View File

@@ -4,81 +4,536 @@ using UnityEngine;
namespace Unity.Netcode
{
/// <summary>
/// Interface for an implementation of one side of a two-way serializer
/// </summary>
public interface IReaderWriter
{
/// <summary>
/// Check whether this implementation is a "reader" - if it's been constructed to deserialize data
/// </summary>
bool IsReader { get; }
/// <summary>
/// Check whether this implementation is a "writer" - if it's been constructed to serialize data
/// </summary>
bool IsWriter { get; }
/// <summary>
/// Get the underlying FastBufferReader struct.
/// Only valid when IsReader == true
/// </summary>
/// <returns>underlying FastBufferReader</returns>
FastBufferReader GetFastBufferReader();
/// <summary>
/// Get the underlying FastBufferWriter struct.
/// Only valid when IsWriter == true
/// </summary>
/// <returns>underlying FastBufferWriter</returns>
FastBufferWriter GetFastBufferWriter();
/// <summary>
/// Read or write a string
/// </summary>
/// <param name="s">The value to read/write</param>
/// <param name="oneByteChars">If true, characters will be limited to one-byte ASCII characters</param>
void SerializeValue(ref string s, bool oneByteChars = false);
/// <summary>
/// Read or write a single byte
/// </summary>
/// <param name="value">The value to read/write</param>
void SerializeValue(ref byte value);
/// <summary>
/// Read or write a primitive value (int, bool, etc)
/// Accepts any value that implements the given interfaces, but is not guaranteed to work correctly
/// on values that are not primitives.
/// </summary>
/// <param name="value">The value to read/write</param>
/// <param name="unused">An unused parameter used for enabling overload resolution based on generic constraints</param>
/// <typeparam name="T">The type being serialized</typeparam>
void SerializeValue<T>(ref T value, FastBufferWriter.ForPrimitives unused = default) where T : unmanaged, IComparable, IConvertible, IComparable<T>, IEquatable<T>;
/// <summary>
/// Read or write an array of primitive values (int, bool, etc)
/// Accepts any value that implements the given interfaces, but is not guaranteed to work correctly
/// on values that are not primitives.
/// </summary>
/// <param name="value">The values to read/write</param>
/// <param name="unused">An unused parameter used for enabling overload resolution based on generic constraints</param>
/// <typeparam name="T">The type being serialized</typeparam>
void SerializeValue<T>(ref T[] value, FastBufferWriter.ForPrimitives unused = default) where T : unmanaged, IComparable, IConvertible, IComparable<T>, IEquatable<T>;
/// <summary>
/// Read or write an enum value
/// </summary>
/// <param name="value">The value to read/write</param>
/// <param name="unused">An unused parameter used for enabling overload resolution based on generic constraints</param>
/// <typeparam name="T">The type being serialized</typeparam>
void SerializeValue<T>(ref T value, FastBufferWriter.ForEnums unused = default) where T : unmanaged, Enum;
/// <summary>
/// Read or write an array of enum values
/// </summary>
/// <param name="value">The value to read/write</param>
/// <param name="unused">An unused parameter used for enabling overload resolution based on generic constraints</param>
/// <typeparam name="T">The type being serialized</typeparam>
void SerializeValue<T>(ref T[] value, FastBufferWriter.ForEnums unused = default) where T : unmanaged, Enum;
/// <summary>
/// Read or write a struct value implementing ISerializeByMemcpy
/// </summary>
/// <param name="value">The value to read/write</param>
/// <param name="unused">An unused parameter used for enabling overload resolution based on generic constraints</param>
/// <typeparam name="T">The type being serialized</typeparam>
void SerializeValue<T>(ref T value, FastBufferWriter.ForStructs unused = default) where T : unmanaged, INetworkSerializeByMemcpy;
/// <summary>
/// Read or write an array of struct values implementing ISerializeByMemcpy
/// </summary>
/// <param name="value">The values to read/write</param>
/// <param name="unused">An unused parameter used for enabling overload resolution based on generic constraints</param>
/// <typeparam name="T">The type being serialized</typeparam>
void SerializeValue<T>(ref T[] value, FastBufferWriter.ForStructs unused = default) where T : unmanaged, INetworkSerializeByMemcpy;
/// <summary>
/// Read or write a struct or class value implementing INetworkSerializable
/// </summary>
/// <param name="value">The value to read/write</param>
/// <param name="unused">An unused parameter used for enabling overload resolution based on generic constraints</param>
/// <typeparam name="T">The type being serialized</typeparam>
void SerializeValue<T>(ref T value, FastBufferWriter.ForNetworkSerializable unused = default) where T : INetworkSerializable, new();
/// <summary>
/// Read or write an array of struct or class values implementing INetworkSerializable
/// </summary>
/// <param name="value">The values to read/write</param>
/// <param name="unused">An unused parameter used for enabling overload resolution based on generic constraints</param>
/// <typeparam name="T">The type being serialized</typeparam>
void SerializeValue<T>(ref T[] value, FastBufferWriter.ForNetworkSerializable unused = default) where T : INetworkSerializable, new();
/// <summary>
/// Read or write a FixedString value
/// </summary>
/// <param name="value">The value to read/write</param>
/// <param name="unused">An unused parameter used for enabling overload resolution based on generic constraints</param>
/// <typeparam name="T">The type being serialized</typeparam>
void SerializeValue<T>(ref T value, FastBufferWriter.ForFixedStrings unused = default)
where T : unmanaged, INativeList<byte>, IUTF8Bytes;
/// <summary>
/// Read or write a Vector2 value
/// </summary>
/// <param name="value">The value to read/write</param>
void SerializeValue(ref Vector2 value);
/// <summary>
/// Read or write an array of Vector2 values
/// </summary>
/// <param name="value">The values to read/write</param>
void SerializeValue(ref Vector2[] value);
/// <summary>
/// Read or write a Vector3 value
/// </summary>
/// <param name="value">The value to read/write</param>
void SerializeValue(ref Vector3 value);
/// <summary>
/// Read or write an array of Vector3 values
/// </summary>
/// <param name="value">The values to read/write</param>
void SerializeValue(ref Vector3[] value);
/// <summary>
/// Read or write a Vector2Int value
/// </summary>
/// <param name="value">The value to read/write</param>
void SerializeValue(ref Vector2Int value);
/// <summary>
/// Read or write an array of Vector2Int values
/// </summary>
/// <param name="value">The values to read/write</param>
void SerializeValue(ref Vector2Int[] value);
/// <summary>
/// Read or write a Vector3Int value
/// </summary>
/// <param name="value">The value to read/write</param>
void SerializeValue(ref Vector3Int value);
/// <summary>
/// Read or write an array of Vector3Int values
/// </summary>
/// <param name="value">The values to read/write</param>
void SerializeValue(ref Vector3Int[] value);
/// <summary>
/// Read or write a Vector4 value
/// </summary>
/// <param name="value">The value to read/write</param>
void SerializeValue(ref Vector4 value);
/// <summary>
/// Read or write an array of Vector4 values
/// </summary>
/// <param name="value">The values to read/write</param>
void SerializeValue(ref Vector4[] value);
/// <summary>
/// Read or write a Quaternion value
/// </summary>
/// <param name="value">The value to read/write</param>
void SerializeValue(ref Quaternion value);
/// <summary>
/// Read or write an array of Quaternion values
/// </summary>
/// <param name="value">The values to read/write</param>
void SerializeValue(ref Quaternion[] value);
/// <summary>
/// Read or write a Color value
/// </summary>
/// <param name="value">The value to read/write</param>
void SerializeValue(ref Color value);
/// <summary>
/// Read or write an array of Color values
/// </summary>
/// <param name="value">The values to read/write</param>
void SerializeValue(ref Color[] value);
/// <summary>
/// Read or write a Color32 value
/// </summary>
/// <param name="value">The value to read/write</param>
void SerializeValue(ref Color32 value);
/// <summary>
/// Read or write an array of Color32 values
/// </summary>
/// <param name="value">The values to read/write</param>
void SerializeValue(ref Color32[] value);
/// <summary>
/// Read or write a Ray value
/// </summary>
/// <param name="value">The value to read/write</param>
void SerializeValue(ref Ray value);
/// <summary>
/// Read or write an array of Ray values
/// </summary>
/// <param name="value">The values to read/write</param>
void SerializeValue(ref Ray[] value);
/// <summary>
/// Read or write a Ray2D value
/// </summary>
/// <param name="value">The value to read/write</param>
void SerializeValue(ref Ray2D value);
/// <summary>
/// Read or write an array of Ray2D values
/// </summary>
/// <param name="value">The values to read/write</param>
void SerializeValue(ref Ray2D[] value);
// Has to have a different name to avoid conflicting with "where T: unmananged"
/// <summary>
/// Read or write a NetworkSerializable value.
/// SerializeValue() is the preferred method to do this - this is provided for backward compatibility only.
/// </summary>
/// <param name="value">The value to read/write</param>
/// <typeparam name="T">The network serializable type</typeparam>
void SerializeNetworkSerializable<T>(ref T value) where T : INetworkSerializable, new();
/// <summary>
/// Performs an advance check to ensure space is available to read/write one or more values.
/// This provides a performance benefit for serializing multiple values using the
/// SerializeValuePreChecked methods. But note that the benefit is small and only likely to be
/// noticeable if serializing a very large number of items.
/// </summary>
/// <param name="amount"></param>
/// <returns></returns>
bool PreCheck(int amount);
/// <summary>
/// Serialize a string, "pre-checked", which skips buffer checks.
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
/// </summary>
/// <param name="s">The value to read/write</param>
/// <param name="oneByteChars">If true, characters will be limited to one-byte ASCII characters</param>
void SerializeValuePreChecked(ref string s, bool oneByteChars = false);
/// <summary>
/// Serialize a byte, "pre-checked", which skips buffer checks.
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
/// </summary>
/// <param name="value">The value to read/write</param>
void SerializeValuePreChecked(ref byte value);
/// <summary>
/// Serialize a primitive, "pre-checked", which skips buffer checks.
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
/// </summary>
/// <typeparam name="T">The type being serialized</typeparam>
/// <param name="value">The value to read/write</param>
/// <param name="unused">An unused parameter that can be used for enabling overload resolution based on generic constraints</param>
void SerializeValuePreChecked<T>(ref T value, FastBufferWriter.ForPrimitives unused = default) where T : unmanaged, IComparable, IConvertible, IComparable<T>, IEquatable<T>;
/// <summary>
/// Serialize an array of primitives, "pre-checked", which skips buffer checks.
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
/// </summary>
/// <typeparam name="T">The type being serialized</typeparam>
/// <param name="value">The values to read/write</param>
/// <param name="unused">An unused parameter that can be used for enabling overload resolution based on generic constraints</param>
void SerializeValuePreChecked<T>(ref T[] value, FastBufferWriter.ForPrimitives unused = default) where T : unmanaged, IComparable, IConvertible, IComparable<T>, IEquatable<T>;
/// <summary>
/// Serialize an enum, "pre-checked", which skips buffer checks.
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
/// </summary>
/// <typeparam name="T">The type being serialized</typeparam>
/// <param name="value">The value to read/write</param>
/// <param name="unused">An unused parameter that can be used for enabling overload resolution based on generic constraints</param>
void SerializeValuePreChecked<T>(ref T value, FastBufferWriter.ForEnums unused = default) where T : unmanaged, Enum;
/// <summary>
/// Serialize an array of enums, "pre-checked", which skips buffer checks.
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
/// </summary>
/// <typeparam name="T">The type being serialized</typeparam>
/// <param name="value">The values to read/write</param>
/// <param name="unused">An unused parameter that can be used for enabling overload resolution based on generic constraints</param>
void SerializeValuePreChecked<T>(ref T[] value, FastBufferWriter.ForEnums unused = default) where T : unmanaged, Enum;
/// <summary>
/// Serialize a struct, "pre-checked", which skips buffer checks.
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
/// </summary>
/// <typeparam name="T">The type being serialized</typeparam>
/// <param name="value">The value to read/write</param>
/// <param name="unused">An unused parameter that can be used for enabling overload resolution based on generic constraints</param>
void SerializeValuePreChecked<T>(ref T value, FastBufferWriter.ForStructs unused = default) where T : unmanaged, INetworkSerializeByMemcpy;
/// <summary>
/// Serialize an array of structs, "pre-checked", which skips buffer checks.
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
/// </summary>
/// <typeparam name="T">The type being serialized</typeparam>
/// <param name="value">The values to read/write</param>
/// <param name="unused">An unused parameter that can be used for enabling overload resolution based on generic constraints</param>
void SerializeValuePreChecked<T>(ref T[] value, FastBufferWriter.ForStructs unused = default) where T : unmanaged, INetworkSerializeByMemcpy;
/// <summary>
/// Serialize a FixedString, "pre-checked", which skips buffer checks.
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
/// </summary>
/// <typeparam name="T">The type being serialized</typeparam>
/// <param name="value">The value to read/write</param>
/// <param name="unused">An unused parameter that can be used for enabling overload resolution based on generic constraints</param>
void SerializeValuePreChecked<T>(ref T value, FastBufferWriter.ForFixedStrings unused = default)
where T : unmanaged, INativeList<byte>, IUTF8Bytes;
/// <summary>
/// Serialize a Vector2, "pre-checked", which skips buffer checks.
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
/// </summary>
/// <param name="value">The value to read/write</param>
void SerializeValuePreChecked(ref Vector2 value);
/// <summary>
/// Serialize a Vector2 array, "pre-checked", which skips buffer checks.
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
/// </summary>
/// <param name="value">The values to read/write</param>
void SerializeValuePreChecked(ref Vector2[] value);
/// <summary>
/// Serialize a Vector3, "pre-checked", which skips buffer checks.
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
/// </summary>
/// <param name="value">The value to read/write</param>
void SerializeValuePreChecked(ref Vector3 value);
/// <summary>
/// Serialize a Vector3 array, "pre-checked", which skips buffer checks.
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
/// </summary>
/// <param name="value">The values to read/write</param>
void SerializeValuePreChecked(ref Vector3[] value);
/// <summary>
/// Serialize a Vector2Int, "pre-checked", which skips buffer checks.
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
/// </summary>
/// <param name="value">The value to read/write</param>
void SerializeValuePreChecked(ref Vector2Int value);
/// <summary>
/// Serialize a Vector2Int array, "pre-checked", which skips buffer checks.
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
/// </summary>
/// <param name="value">The values to read/write</param>
void SerializeValuePreChecked(ref Vector2Int[] value);
/// <summary>
/// Serialize a Vector3Int, "pre-checked", which skips buffer checks.
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
/// </summary>
/// <param name="value">The value to read/write</param>
void SerializeValuePreChecked(ref Vector3Int value);
/// <summary>
/// Serialize a Vector3Int array, "pre-checked", which skips buffer checks.
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
/// </summary>
/// <param name="value">The value to read/write</param>
void SerializeValuePreChecked(ref Vector3Int[] value);
/// <summary>
/// Serialize a Vector4, "pre-checked", which skips buffer checks.
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
/// </summary>
/// <param name="value">The value to read/write</param>
void SerializeValuePreChecked(ref Vector4 value);
/// <summary>
/// Serialize a Vector4Array, "pre-checked", which skips buffer checks.
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
/// </summary>
/// <param name="value">The value to read/write</param>
void SerializeValuePreChecked(ref Vector4[] value);
/// <summary>
/// Serialize a Quaternion, "pre-checked", which skips buffer checks.
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
/// </summary>
/// <param name="value">The value to read/write</param>
void SerializeValuePreChecked(ref Quaternion value);
/// <summary>
/// Serialize a Quaternion array, "pre-checked", which skips buffer checks.
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
/// </summary>
/// <param name="value">The value to read/write</param>
void SerializeValuePreChecked(ref Quaternion[] value);
/// <summary>
/// Serialize a Color, "pre-checked", which skips buffer checks.
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
/// </summary>
/// <param name="value">The value to read/write</param>
void SerializeValuePreChecked(ref Color value);
/// <summary>
/// Serialize a Color array, "pre-checked", which skips buffer checks.
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
/// </summary>
/// <param name="value">The value to read/write</param>
void SerializeValuePreChecked(ref Color[] value);
/// <summary>
/// Serialize a Color32, "pre-checked", which skips buffer checks.
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
/// </summary>
/// <param name="value">The value to read/write</param>
void SerializeValuePreChecked(ref Color32 value);
/// <summary>
/// Serialize a Color32 array, "pre-checked", which skips buffer checks.
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
/// </summary>
/// <param name="value">The value to read/write</param>
void SerializeValuePreChecked(ref Color32[] value);
/// <summary>
/// Serialize a Ray, "pre-checked", which skips buffer checks.
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
/// </summary>
/// <param name="value">The value to read/write</param>
void SerializeValuePreChecked(ref Ray value);
/// <summary>
/// Serialize a Ray array, "pre-checked", which skips buffer checks.
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
/// </summary>
/// <param name="value">The value to read/write</param>
void SerializeValuePreChecked(ref Ray[] value);
/// <summary>
/// Serialize a Ray2D, "pre-checked", which skips buffer checks.
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
/// </summary>
/// <param name="value">The value to read/write</param>
void SerializeValuePreChecked(ref Ray2D value);
/// <summary>
/// Serialize a Ray2D array, "pre-checked", which skips buffer checks.
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
/// </summary>
/// <param name="value">The value to read/write</param>
void SerializeValuePreChecked(ref Ray2D[] value);
}
}

View File

@@ -96,8 +96,18 @@ namespace Unity.Netcode
serializer.SerializeValue(ref m_NetworkBehaviourId);
}
/// <summary>
/// Implicitly convert <see cref="NetworkBehaviourReference"/> to <see cref="NetworkBehaviour"/>.
/// </summary>
/// <param name="networkBehaviourRef">The <see cref="NetworkBehaviourReference"/> to convert from.</param>
/// <returns>The <see cref="NetworkBehaviour"/> this class is holding a reference to</returns>
public static implicit operator NetworkBehaviour(NetworkBehaviourReference networkBehaviourRef) => GetInternal(networkBehaviourRef);
/// <summary>
/// Implicitly convert <see cref="NetworkBehaviour"/> to <see cref="NetworkBehaviourReference"/>.
/// </summary>
/// <param name="networkBehaviour">The <see cref="NetworkBehaviour"/> to convert from.</param>
/// <returns>The <see cref="NetworkBehaviourReference"/> created from the <see cref="NetworkBehaviour"/> passed in as a parameter</returns>
public static implicit operator NetworkBehaviourReference(NetworkBehaviour networkBehaviour) => new NetworkBehaviourReference(networkBehaviour);
}
}

View File

@@ -120,12 +120,32 @@ namespace Unity.Netcode
serializer.SerializeValue(ref m_NetworkObjectId);
}
/// <summary>
/// Implicitly convert <see cref="NetworkObjectReference"/> to <see cref="NetworkObject"/>.
/// </summary>
/// <param name="networkObjectRef">The <see cref="NetworkObjectReference"/> to convert from.</param>
/// <returns>The <see cref="NetworkObject"/> the <see cref="NetworkObjectReference"/> is referencing</returns>
public static implicit operator NetworkObject(NetworkObjectReference networkObjectRef) => Resolve(networkObjectRef);
/// <summary>
/// Implicitly convert <see cref="NetworkObject"/> to <see cref="NetworkObjectReference"/>.
/// </summary>
/// <param name="networkObject">The <see cref="NetworkObject"/> to convert from.</param>
/// <returns>The <see cref="NetworkObjectReference"/> created from the <see cref="NetworkObject"/> parameter</returns>
public static implicit operator NetworkObjectReference(NetworkObject networkObject) => new NetworkObjectReference(networkObject);
/// <summary>
/// Implicitly convert <see cref="NetworkObjectReference"/> to <see cref="GameObject"/>.
/// </summary>
/// <param name="networkObjectRef">The <see cref="NetworkObjectReference"/> to convert from.</param>
/// <returns>This returns the <see cref="GameObject"/> that the <see cref="NetworkObject"/> is attached to and is referenced by the <see cref="NetworkObjectReference"/> passed in as a parameter</returns>
public static implicit operator GameObject(NetworkObjectReference networkObjectRef) => Resolve(networkObjectRef).gameObject;
/// <summary>
/// Implicitly convert <see cref="GameObject"/> to <see cref="NetworkObject"/>.
/// </summary>
/// <param name="gameObject">The <see cref="GameObject"/> to convert from.</param>
/// <returns>The <see cref="NetworkObjectReference"/> created from the <see cref="GameObject"/> parameter that has a <see cref="NetworkObject"/> component attached to it</returns>
public static implicit operator NetworkObjectReference(GameObject gameObject) => new NetworkObjectReference(gameObject);
}
}