com.unity.netcode.gameobjects@1.0.0-pre.2

# Changelog

All notable changes to this project will be documented in this file.

The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).

Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com).

## [1.0.0-pre.2] - 2020-12-20

### Added

- Associated Known Issues for the 1.0.0-pre.1 release in the changelog

### Changed

- Updated label for `1.0.0-pre.1` changelog section

## [1.0.0-pre.1] - 2020-12-20

### Added

- Added `ClientNetworkTransform` sample to the SDK package (#1168)
- Added `Bootstrap` sample to the SDK package (#1140)
- Enhanced `NetworkSceneManager` implementation with additive scene loading capabilities (#1080, #955, #913)
  - `NetworkSceneManager.OnSceneEvent` provides improved scene event notificaitons
- Enhanced `NetworkTransform` implementation with per axis/component based and threshold based state replication (#1042, #1055, #1061, #1084, #1101)
- Added a jitter-resistent `BufferedLinearInterpolator<T>` for `NetworkTransform` (#1060)
- Implemented `NetworkPrefabHandler` that provides support for object pooling and `NetworkPrefab` overrides (#1073, #1004, #977, #905,#749, #727)
- Implemented auto `NetworkObject` transform parent synchronization at runtime over the network (#855)
- Adopted Unity C# Coding Standards in the codebase with `.editorconfig` ruleset (#666, #670)
- When a client tries to spawn a `NetworkObject` an exception is thrown to indicate unsupported behavior. (#981)
- Added a `NetworkTime` and `NetworkTickSystem` which allows for improved control over time and ticks. (#845)
- Added a `OnNetworkDespawn` function to `NetworkObject` which gets called when a `NetworkObject` gets despawned and can be overriden. (#865)
- Added `SnapshotSystem` that would allow variables and spawn/despawn messages to be sent in blocks (#805, #852, #862, #963, #1012, #1013, #1021, #1040, #1062, #1064, #1083, #1091, #1111, #1129, #1166, #1192)
  - Disabled by default for now, except spawn/despawn messages
  - Will leverage unreliable messages with eventual consistency
- `NetworkBehaviour` and `NetworkObject`'s `NetworkManager` instances can now be overriden (#762)
- Added metrics reporting for the new network profiler if the Multiplayer Tools package is present (#1104, #1089, #1096, #1086, #1072, #1058, #960, #897, #891, #878)
- `NetworkBehaviour.IsSpawned` a quick (and stable) way to determine if the associated NetworkObject is spawned (#1190)
- Added `NetworkRigidbody` and `NetworkRigidbody2D` components to support networking `Rigidbody` and `Rigidbody2D` components (#1202, #1175)
- Added `NetworkObjectReference` and `NetworkBehaviourReference` structs which allow to sending `NetworkObject/Behaviours` over RPCs/`NetworkVariable`s (#1173)
- Added `NetworkAnimator` component to support networking `Animator` component (#1281, #872)

### Changed

- Bumped minimum Unity version, renamed package as "Unity Netcode for GameObjects", replaced `MLAPI` namespace and its variants with `Unity.Netcode` namespace and per asm-def variants (#1007, #1009, #1015, #1017, #1019, #1025, #1026, #1065)
  - Minimum Unity version:
    - 2019.4 → 2020.3+
  - Package rename:
    - Display name: `MLAPI Networking Library` → `Netcode for GameObjects`
    - Name: `com.unity.multiplayer.mlapi` → `com.unity.netcode.gameobjects`
    - Updated package description
  - All `MLAPI.x` namespaces are replaced with `Unity.Netcode`
    - `MLAPI.Messaging` → `Unity.Netcode`
    - `MLAPI.Connection` → `Unity.Netcode`
    - `MLAPI.Logging` → `Unity.Netcode`
    - `MLAPI.SceneManagement` → `Unity.Netcode`
    - and other `MLAPI.x` variants to `Unity.Netcode`
  - All assembly definitions are renamed with `Unity.Netcode.x` variants
    - `Unity.Multiplayer.MLAPI.Runtime` → `Unity.Netcode.Runtime`
    - `Unity.Multiplayer.MLAPI.Editor` → `Unity.Netcode.Editor`
    - and other `Unity.Multiplayer.MLAPI.x` variants to `Unity.Netcode.x` variants
- Renamed `Prototyping` namespace and assembly definition to `Components` (#1145)
- Changed `NetworkObject.Despawn(bool destroy)` API to default to `destroy = true` for better usability (#1217)
- Scene registration in `NetworkManager` is now replaced by Build Setttings → Scenes in Build List (#1080)
- `NetworkSceneManager.SwitchScene` has been replaced by `NetworkSceneManager.LoadScene` (#955)
- `NetworkManager, NetworkConfig, and NetworkSceneManager` scene registration replaced with scenes in build list (#1080)
- `GlobalObjectIdHash` replaced `PrefabHash` and `PrefabHashGenerator` for stability and consistency (#698)
- `NetworkStart` has been renamed to `OnNetworkSpawn`. (#865)
- Network variable cleanup - eliminated shared mode, variables are server-authoritative (#1059, #1074)
- `NetworkManager` and other systems are no longer singletons/statics (#696, #705, #706, #737, #738, #739, #746, #747, #763, #765, #766, #783, #784, #785, #786, #787, #788)
- Changed `INetworkSerializable.NetworkSerialize` method signature to use `BufferSerializer<T>` instead of `NetworkSerializer` (#1187)
- Changed `CustomMessagingManager`'s methods to use `FastBufferWriter` and `FastBufferReader` instead of `Stream` (#1187)
- Reduced internal runtime allocations by removing LINQ calls and replacing managed lists/arrays with native collections (#1196)

### Removed

- Removed `NetworkNavMeshAgent` (#1150)
- Removed `NetworkDictionary`, `NetworkSet` (#1149)
- Removed `NetworkVariableSettings` (#1097)
- Removed predefined `NetworkVariable<T>` types (#1093)
    - Removed `NetworkVariableBool`, `NetworkVariableByte`, `NetworkVariableSByte`, `NetworkVariableUShort`, `NetworkVariableShort`, `NetworkVariableUInt`, `NetworkVariableInt`, `NetworkVariableULong`, `NetworkVariableLong`, `NetworkVariableFloat`, `NetworkVariableDouble`, `NetworkVariableVector2`, `NetworkVariableVector3`, `NetworkVariableVector4`, `NetworkVariableColor`, `NetworkVariableColor32`, `NetworkVariableRay`, `NetworkVariableQuaternion`
- Removed `NetworkChannel` and `MultiplexTransportAdapter` (#1133)
- Removed ILPP backend for 2019.4, minimum required version is 2020.3+ (#895)
- `NetworkManager.NetworkConfig` had the following properties removed: (#1080)
  - Scene Registrations no longer exists
  - Allow Runtime Scene Changes was no longer needed and was removed
- Removed the NetworkObject.Spawn payload parameter (#1005)
- Removed `ProfilerCounter`, the original MLAPI network profiler, and the built-in network profiler module (2020.3). A replacement can now be found in the Multiplayer Tools package. (#1048)
- Removed UNet RelayTransport and related relay functionality in UNetTransport (#1081)
- Removed `UpdateStage` parameter from `ServerRpcSendParams` and `ClientRpcSendParams` (#1187)
- Removed `NetworkBuffer`, `NetworkWriter`, `NetworkReader`, `NetworkSerializer`, `PooledNetworkBuffer`, `PooledNetworkWriter`, and `PooledNetworkReader` (#1187)
- Removed `EnableNetworkVariable` in `NetworkConfig`, it is always enabled now (#1179)
- Removed `NetworkTransform`'s FixedSendsPerSecond, AssumeSyncedSends, InterpolateServer, ExtrapolatePosition, MaxSendsToExtrapolate, Channel, EnableNonProvokedResendChecks, DistanceSendrate (#1060) (#826) (#1042, #1055, #1061, #1084, #1101)
- Removed `NetworkManager`'s `StopServer()`, `StopClient()` and `StopHost()` methods and replaced with single `NetworkManager.Shutdown()` method for all (#1108)

### Fixed

- Fixed ServerRpc ownership check to `Debug.LogError` instead of `Debug.LogWarning` (#1126)
- Fixed `NetworkObject.OwnerClientId` property changing before `NetworkBehaviour.OnGainedOwnership()` callback (#1092)
- Fixed `NetworkBehaviourILPP` to iterate over all types in an assembly (#803)
- Fixed cross-asmdef RPC ILPP by importing types into external assemblies (#678)
- Fixed `NetworkManager` shutdown when quitting the application or switching scenes (#1011)
  - Now `NetworkManager` shutdowns correctly and despawns existing `NetworkObject`s
- Fixed Only one `PlayerPrefab` can be selected on `NetworkManager` inspector UI in the editor (#676)
- Fixed connection approval not being triggered for host (#675)
- Fixed various situations where messages could be processed in an invalid order, resulting in errors (#948, #1187, #1218)
- Fixed `NetworkVariable`s being default-initialized on the client instead of being initialized with the desired value (#1266)
- Improved runtime performance and reduced GC pressure (#1187)
- Fixed #915 - clients are receiving data from objects not visible to them (#1099)
- Fixed `NetworkTransform`'s "late join" issues, `NetworkTransform` now uses `NetworkVariable`s instead of RPCs (#826)
- Throw an exception for silent failure when a client tries to get another player's `PlayerObject`, it is now only allowed on the server-side (#844)

### Known Issues

- `NetworkVariable` does not serialize `INetworkSerializable` types through their `NetworkSerialize` implementation
- `NetworkObjects` marked as `DontDestroyOnLoad` are disabled during some network scene transitions
- `NetworkTransform` interpolates from the origin when switching Local Space synchronization
- Exceptions thrown in `OnNetworkSpawn` user code for an object will prevent the callback in other objects
- Cannot send an array of `INetworkSerializable` in RPCs
- ILPP generation fails with special characters in project path

## [0.2.0] - 2021-06-03

WIP version increment to pass package validation checks. Changelog & final version number TBD.

## [0.1.1] - 2021-06-01

This is hotfix v0.1.1 for the initial experimental Unity MLAPI Package.

### Changed

- Fixed issue with the Unity Registry package version missing some fixes from the v0.1.0 release.

## [0.1.0] - 2021-03-23

This is the initial experimental Unity MLAPI Package, v0.1.0.

### Added

- Refactored a new standard for Remote Procedure Call (RPC) in MLAPI which provides increased performance, significantly reduced boilerplate code, and extensibility for future-proofed code. MLAPI RPC includes `ServerRpc` and `ClientRpc` to execute logic on the server and client-side. This provides a single performant unified RPC solution, replacing MLAPI Convenience and Performance RPC (see [here](#removed-features)).
- Added standarized serialization types, including built-in and custom serialization flows. See [RFC #2](https://github.com/Unity-Technologies/com.unity.multiplayer.rfcs/blob/master/text/0002-serializable-types.md) for details.
- `INetworkSerializable` interface replaces `IBitWritable`.
- Added `NetworkSerializer`..., which is the main aggregator that implements serialization code for built-in supported types and holds `NetworkReader` and `NetworkWriter` instances internally.
- Added a Network Update Loop infrastructure that aids Netcode systems to update (such as RPC queue and transport) outside of the standard `MonoBehaviour` event cycle. See [RFC #8](https://github.com/Unity-Technologies/com.unity.multiplayer.rfcs/blob/master/text/0008-network-update-loop.md) and the following details:
  - It uses Unity's [low-level Player Loop API](https://docs.unity3d.com/ScriptReference/LowLevel.PlayerLoop.html) and allows for registering `INetworkUpdateSystem`s with `NetworkUpdate` methods to be executed at specific `NetworkUpdateStage`s, which may also be before or after `MonoBehaviour`-driven game logic execution.
  - You will typically interact with `NetworkUpdateLoop` for registration and `INetworkUpdateSystem` for implementation.
  - `NetworkVariable`s are now tick-based using the `NetworkTickSystem`, tracking time through network interactions and syncs.
- Added message batching to handle consecutive RPC requests sent to the same client. `RpcBatcher` sends batches based on requests from the `RpcQueueProcessing`, by batch size threshold or immediately.
- [GitHub 494](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/494): Added a constraint to allow one `NetworkObject` per `GameObject`, set through the `DisallowMultipleComponent` attribute.
- Integrated MLAPI with the Unity Profiler for versions 2020.2 and later:
  - Added new profiler modules for MLAPI that report important network data.
  - Attached the profiler to a remote player to view network data over the wire.
- A test project is available for building and experimenting with MLAPI features. This project is available in the MLAPI GitHub [testproject folder](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/tree/release/0.1.0/testproject).
- Added a [MLAPI Community Contributions](https://github.com/Unity-Technologies/mlapi-community-contributions/tree/master/com.mlapi.contrib.extensions) new GitHub repository to accept extensions from the MLAPI community. Current extensions include moved MLAPI features for lag compensation (useful for Server Authoritative actions) and `TrackedObject`.

### Changed

- [GitHub 520](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/520): MLAPI now uses the Unity Package Manager for installation management.
- Added functionality and usability to `NetworkVariable`, previously called `NetworkVar`. Updates enhance options and fully replace the need for `SyncedVar`s.
- [GitHub 507](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/507): Reimplemented `NetworkAnimator`, which synchronizes animation states for networked objects.
- GitHub [444](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/444) and [455](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/455): Channels are now represented as bytes instead of strings.

For users of previous versions of MLAPI, this release renames APIs due to refactoring. All obsolete marked APIs have been removed as per [GitHub 513](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/513) and [GitHub 514](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/514).

| Previous MLAPI Versions | V 0.1.0 Name |
| -- | -- |
| `NetworkingManager` | `NetworkManager` |
| `NetworkedObject` | `NetworkObject` |
| `NetworkedBehaviour` | `NetworkBehaviour` |
| `NetworkedClient` | `NetworkClient` |
| `NetworkedPrefab` | `NetworkPrefab` |
| `NetworkedVar` | `NetworkVariable` |
| `NetworkedTransform` | `NetworkTransform` |
| `NetworkedAnimator` | `NetworkAnimator` |
| `NetworkedAnimatorEditor` | `NetworkAnimatorEditor` |
| `NetworkedNavMeshAgent` | `NetworkNavMeshAgent` |
| `SpawnManager` | `NetworkSpawnManager` |
| `BitStream` | `NetworkBuffer` |
| `BitReader` | `NetworkReader` |
| `BitWriter` | `NetworkWriter` |
| `NetEventType` | `NetworkEventType` |
| `ChannelType` | `NetworkDelivery` |
| `Channel` | `NetworkChannel` |
| `Transport` | `NetworkTransport` |
| `NetworkedDictionary` | `NetworkDictionary` |
| `NetworkedList` | `NetworkList` |
| `NetworkedSet` | `NetworkSet` |
| `MLAPIConstants` | `NetworkConstants` |
| `UnetTransport` | `UNetTransport` |

### Fixed

- [GitHub 460](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/460): Fixed an issue for RPC where the host-server was not receiving RPCs from the host-client and vice versa without the loopback flag set in `NetworkingManager`.
- Fixed an issue where data in the Profiler was incorrectly aggregated and drawn, which caused the profiler data to increment indefinitely instead of resetting each frame.
- Fixed an issue the client soft-synced causing PlayMode client-only scene transition issues, caused when running the client in the editor and the host as a release build. Users may have encountered a soft sync of `NetworkedInstanceId` issues in the `SpawnManager.ClientCollectSoftSyncSceneObjectSweep` method.
- [GitHub 458](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/458): Fixed serialization issues in `NetworkList` and `NetworkDictionary` when running in Server mode.
- [GitHub 498](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/498): Fixed numerical precision issues to prevent not a number (NaN) quaternions.
- [GitHub 438](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/438): Fixed booleans by reaching or writing bytes instead of bits.
- [GitHub 519](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/519): Fixed an issue where calling `Shutdown()` before making `NetworkManager.Singleton = null` is null on `NetworkManager.OnDestroy()`.

### Removed

With a new release of MLAPI in Unity, some features have been removed:

- SyncVars have been removed from MLAPI. Use `NetworkVariable`s in place of this functionality. <!-- MTT54 -->
- [GitHub 527](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/527): Lag compensation systems and `TrackedObject` have moved to the new [MLAPI Community Contributions](https://github.com/Unity-Technologies/mlapi-community-contributions/tree/master/com.mlapi.contrib.extensions) repo.
- [GitHub 509](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/509): Encryption has been removed from MLAPI. The `Encryption` option in `NetworkConfig` on the `NetworkingManager` is not available in this release. This change will not block game creation or running. A current replacement for this functionality is not available, and may be developed in future releases. See the following changes:
    - Removed `SecuritySendFlags` from all APIs.
    - Removed encryption, cryptography, and certificate configurations from APIs including `NetworkManager` and `NetworkConfig`.
    - Removed "hail handshake", including `NetworkManager` implementation and `NetworkConstants` entries.
    - Modified `RpcQueue` and `RpcBatcher` internals to remove encryption and authentication from reading and writing.
- Removed the previous MLAPI Profiler editor window from Unity versions 2020.2 and later.
- Removed previous MLAPI Convenience and Performance RPC APIs with the new standard RPC API. See [RFC #1](https://github.com/Unity-Technologies/com.unity.multiplayer.rfcs/blob/master/text/0001-std-rpc-api.md) for details.
- [GitHub 520](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/520): Removed the MLAPI Installer.

### Known Issues

- `NetworkNavMeshAgent` does not synchronize mesh data, Agent Size, Steering, Obstacle Avoidance, or Path Finding settings. It only synchronizes the destination and velocity, not the path to the destination.
- For `RPC`, methods with a `ClientRpc` or `ServerRpc` suffix which are not marked with [ServerRpc] or [ClientRpc] will cause a compiler error.
- For `NetworkAnimator`, Animator Overrides are not supported. Triggers do not work.
- For `NetworkVariable`, the `NetworkDictionary` `List` and `Set` must use the `reliableSequenced` channel.
- `NetworkObjects`s are supported but when spawning a prefab with nested child network objects you have to manually call spawn on them
- `NetworkTransform` have the following issues:
  - Replicated objects may have jitter.
  - The owner is always authoritative about the object's position.
  - Scale is not synchronized.
- Connection Approval is not called on the host client.
- For `NamedMessages`, always use `NetworkBuffer` as the underlying stream for sending named and unnamed messages.
- For `NetworkManager`, connection management is limited. Use `IsServer`, `IsClient`, `IsConnectedClient`, or other code to check if MLAPI connected correctly.

## [0.0.1-preview.1] - 2020-12-20

This was an internally-only-used version of the Unity MLAPI Package
This commit is contained in:
Unity Technologies
2020-12-20 00:00:00 +00:00
commit 22d877d1b2
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using System;
using System.Runtime.CompilerServices;
using Unity.Collections;
using Unity.Collections.LowLevel.Unsafe;
namespace Unity.Netcode
{
public struct FastBufferReader : IDisposable
{
internal struct ReaderHandle
{
internal unsafe byte* BufferPointer;
internal int Position;
internal int Length;
internal Allocator Allocator;
#if DEVELOPMENT_BUILD || UNITY_EDITOR
internal int AllowedReadMark;
internal bool InBitwiseContext;
#endif
}
internal readonly unsafe ReaderHandle* Handle;
/// <summary>
/// Get the current read position
/// </summary>
public unsafe int Position
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
get => Handle->Position;
}
/// <summary>
/// Get the total length of the buffer
/// </summary>
public unsafe int Length
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
get => Handle->Length;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
internal unsafe void CommitBitwiseReads(int amount)
{
Handle->Position += amount;
#if DEVELOPMENT_BUILD || UNITY_EDITOR
Handle->InBitwiseContext = false;
#endif
}
private static unsafe ReaderHandle* CreateHandle(byte* buffer, int length, int offset, Allocator allocator)
{
ReaderHandle* readerHandle = null;
if (allocator == Allocator.None)
{
readerHandle = (ReaderHandle*)UnsafeUtility.Malloc(sizeof(ReaderHandle) + length, UnsafeUtility.AlignOf<byte>(), Allocator.Temp);
readerHandle->BufferPointer = buffer;
readerHandle->Position = offset;
}
else
{
readerHandle = (ReaderHandle*)UnsafeUtility.Malloc(sizeof(ReaderHandle) + length, UnsafeUtility.AlignOf<byte>(), allocator);
UnsafeUtility.MemCpy(readerHandle + 1, buffer + offset, length);
readerHandle->BufferPointer = (byte*)(readerHandle + 1);
readerHandle->Position = 0;
}
readerHandle->Length = length;
readerHandle->Allocator = allocator;
#if DEVELOPMENT_BUILD || UNITY_EDITOR
readerHandle->AllowedReadMark = 0;
readerHandle->InBitwiseContext = false;
#endif
return readerHandle;
}
/// <summary>
/// Create a FastBufferReader from a NativeArray.
///
/// A new buffer will be created using the given allocator and the value will be copied in.
/// FastBufferReader will then own the data.
///
/// The exception to this is when the allocator passed in is Allocator.None. In this scenario,
/// 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).
/// </summary>
/// <param name="buffer"></param>
/// <param name="allocator"></param>
/// <param name="length"></param>
/// <param name="offset"></param>
public unsafe FastBufferReader(NativeArray<byte> buffer, Allocator allocator, int length = -1, int offset = 0)
{
Handle = CreateHandle((byte*)buffer.GetUnsafePtr(), Math.Max(1, length == -1 ? buffer.Length : length), offset, allocator);
}
/// <summary>
/// Create a FastBufferReader from an ArraySegment.
///
/// A new buffer will be created using the given allocator and the value will be copied in.
/// FastBufferReader will then own the data.
///
/// Allocator.None is not supported for byte[]. If you need this functionality, use a fixed() block
/// and ensure the FastBufferReader isn't used outside that block.
/// </summary>
/// <param name="buffer">The buffer to copy from</param>
/// <param name="allocator">The allocator to use</param>
/// <param name="length">The number of bytes to copy (all if this is -1)</param>
/// <param name="offset">The offset of the buffer to start copying from</param>
public unsafe FastBufferReader(ArraySegment<byte> buffer, Allocator allocator, int length = -1, int offset = 0)
{
if (allocator == Allocator.None)
{
throw new NotSupportedException("Allocator.None cannot be used with managed source buffers.");
}
fixed (byte* data = buffer.Array)
{
Handle = CreateHandle(data, Math.Max(1, length == -1 ? buffer.Count : length), offset, allocator);
}
}
/// <summary>
/// Create a FastBufferReader from an existing byte array.
///
/// A new buffer will be created using the given allocator and the value will be copied in.
/// FastBufferReader will then own the data.
///
/// Allocator.None is not supported for byte[]. If you need this functionality, use a fixed() block
/// and ensure the FastBufferReader isn't used outside that block.
/// </summary>
/// <param name="buffer">The buffer to copy from</param>
/// <param name="allocator">The allocator to use</param>
/// <param name="length">The number of bytes to copy (all if this is -1)</param>
/// <param name="offset">The offset of the buffer to start copying from</param>
public unsafe FastBufferReader(byte[] buffer, Allocator allocator, int length = -1, int offset = 0)
{
if (allocator == Allocator.None)
{
throw new NotSupportedException("Allocator.None cannot be used with managed source buffers.");
}
fixed (byte* data = buffer)
{
Handle = CreateHandle(data, Math.Max(1, length == -1 ? buffer.Length : length), offset, allocator);
}
}
/// <summary>
/// Create a FastBufferReader from an existing byte buffer.
///
/// A new buffer will be created using the given allocator and the value will be copied in.
/// FastBufferReader will then own the data.
///
/// The exception to this is when the allocator 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).
/// </summary>
/// <param name="buffer">The buffer to copy from</param>
/// <param name="allocator">The allocator to use</param>
/// <param name="length">The number of bytes to copy</param>
/// <param name="offset">The offset of the buffer to start copying from</param>
public unsafe FastBufferReader(byte* buffer, Allocator allocator, int length, int offset = 0)
{
Handle = CreateHandle(buffer, Math.Max(1, length), offset, allocator);
}
/// <summary>
/// Create a FastBufferReader from a FastBufferWriter.
///
/// A new buffer will be created using the given allocator and the value will be copied in.
/// FastBufferReader will then own the data.
///
/// The exception to this is when the allocator passed in is Allocator.None. In this scenario,
/// 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).
/// </summary>
/// <param name="writer">The writer to copy from</param>
/// <param name="allocator">The allocator to use</param>
/// <param name="length">The number of bytes to copy (all if this is -1)</param>
/// <param name="offset">The offset of the buffer to start copying from</param>
public unsafe FastBufferReader(FastBufferWriter writer, Allocator allocator, int length = -1, int offset = 0)
{
Handle = CreateHandle(writer.GetUnsafePtr(), Math.Max(1, length == -1 ? writer.Length : length), offset, allocator);
}
/// <summary>
/// Frees the allocated buffer
/// </summary>
public unsafe void Dispose()
{
UnsafeUtility.Free(Handle, Handle->Allocator);
}
/// <summary>
/// Move the read position in the stream
/// </summary>
/// <param name="where">Absolute value to move the position to, truncated to Length</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public unsafe void Seek(int where)
{
Handle->Position = Math.Min(Length, where);
}
/// <summary>
/// Mark that some bytes are going to be read via GetUnsafePtr().
/// </summary>
/// <param name="amount">Amount that will be read</param>
/// <exception cref="InvalidOperationException"></exception>
/// <exception cref="OverflowException"></exception>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
internal unsafe void MarkBytesRead(int amount)
{
#if DEVELOPMENT_BUILD || UNITY_EDITOR
if (Handle->InBitwiseContext)
{
throw new InvalidOperationException(
"Cannot use BufferReader in bytewise mode while in a bitwise context.");
}
if (Handle->Position + amount > Handle->AllowedReadMark)
{
throw new OverflowException("Attempted to read without first calling TryBeginRead()");
}
#endif
Handle->Position += amount;
}
/// <summary>
/// Retrieve a BitReader to be able to perform bitwise operations on the buffer.
/// No bytewise operations can be performed on the buffer until bitReader.Dispose() has been called.
/// At the end of the operation, FastBufferReader will remain byte-aligned.
/// </summary>
/// <returns>A BitReader</returns>
public unsafe BitReader EnterBitwiseContext()
{
#if DEVELOPMENT_BUILD || UNITY_EDITOR
Handle->InBitwiseContext = true;
#endif
return new BitReader(this);
}
/// <summary>
/// Allows faster serialization by batching bounds checking.
/// When you know you will be reading multiple fields back-to-back and you know the total size,
/// you can call TryBeginRead() once on the total size, and then follow it with calls to
/// ReadValue() instead of ReadValueSafe() for faster serialization.
///
/// Unsafe read operations will throw OverflowException in editor and development builds if you
/// go past the point you've marked using TryBeginRead(). In release builds, OverflowException will not be thrown
/// for performance reasons, since the point of using TryBeginRead is to avoid bounds checking in the following
/// operations in release builds.
/// </summary>
/// <param name="bytes">Amount of bytes to read</param>
/// <returns>True if the read is allowed, false otherwise</returns>
/// <exception cref="InvalidOperationException">If called while in a bitwise context</exception>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public unsafe bool TryBeginRead(int bytes)
{
#if DEVELOPMENT_BUILD || UNITY_EDITOR
if (Handle->InBitwiseContext)
{
throw new InvalidOperationException(
"Cannot use BufferReader in bytewise mode while in a bitwise context.");
}
#endif
if (Handle->Position + bytes > Handle->Length)
{
return false;
}
#if DEVELOPMENT_BUILD || UNITY_EDITOR
Handle->AllowedReadMark = Handle->Position + bytes;
#endif
return true;
}
/// <summary>
/// Allows faster serialization by batching bounds checking.
/// When you know you will be reading multiple fields back-to-back and you know the total size,
/// you can call TryBeginRead() once on the total size, and then follow it with calls to
/// ReadValue() instead of ReadValueSafe() for faster serialization.
///
/// Unsafe read operations will throw OverflowException in editor and development builds if you
/// go past the point you've marked using TryBeginRead(). In release builds, OverflowException will not be thrown
/// for performance reasons, since the point of using TryBeginRead is to avoid bounds checking in the following
/// operations in release builds.
/// </summary>
/// <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>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public unsafe bool TryBeginReadValue<T>(in T value) where T : unmanaged
{
#if DEVELOPMENT_BUILD || UNITY_EDITOR
if (Handle->InBitwiseContext)
{
throw new InvalidOperationException(
"Cannot use BufferReader in bytewise mode while in a bitwise context.");
}
#endif
int len = sizeof(T);
if (Handle->Position + len > Handle->Length)
{
return false;
}
#if DEVELOPMENT_BUILD || UNITY_EDITOR
Handle->AllowedReadMark = Handle->Position + len;
#endif
return true;
}
/// <summary>
/// Internal version of TryBeginRead.
/// Differs from TryBeginRead only in that it won't ever move the AllowedReadMark backward.
/// </summary>
/// <param name="bytes"></param>
/// <returns></returns>
/// <exception cref="InvalidOperationException"></exception>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
internal unsafe bool TryBeginReadInternal(int bytes)
{
#if DEVELOPMENT_BUILD || UNITY_EDITOR
if (Handle->InBitwiseContext)
{
throw new InvalidOperationException(
"Cannot use BufferReader in bytewise mode while in a bitwise context.");
}
#endif
if (Handle->Position + bytes > Handle->Length)
{
return false;
}
#if DEVELOPMENT_BUILD || UNITY_EDITOR
if (Handle->Position + bytes > Handle->AllowedReadMark)
{
Handle->AllowedReadMark = Handle->Position + bytes;
}
#endif
return true;
}
/// <summary>
/// Returns an array representation of the underlying byte buffer.
/// !!Allocates a new array!!
/// </summary>
/// <returns></returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public unsafe byte[] ToArray()
{
byte[] ret = new byte[Length];
fixed (byte* b = ret)
{
UnsafeUtility.MemCpy(b, Handle->BufferPointer, Length);
}
return ret;
}
/// <summary>
/// Gets a direct pointer to the underlying buffer
/// </summary>
/// <returns></returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public unsafe byte* GetUnsafePtr()
{
return Handle->BufferPointer;
}
/// <summary>
/// Gets a direct pointer to the underlying buffer at the current read position
/// </summary>
/// <returns></returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public unsafe byte* GetUnsafePtrAtCurrentPosition()
{
return Handle->BufferPointer + Handle->Position;
}
/// <summary>
/// Read an INetworkSerializable
/// </summary>
/// <param name="value">INetworkSerializable instance</param>
/// <typeparam name="T"></typeparam>
/// <exception cref="NotImplementedException"></exception>
public void ReadNetworkSerializable<T>(out T value) where T : INetworkSerializable, new()
{
value = new T();
var bufferSerializer = new BufferSerializer<BufferSerializerReader>(new BufferSerializerReader(this));
value.NetworkSerialize(bufferSerializer);
}
/// <summary>
/// Read an array of INetworkSerializables
/// </summary>
/// <param name="value">INetworkSerializable instance</param>
/// <typeparam name="T"></typeparam>
/// <exception cref="NotImplementedException"></exception>
public void ReadNetworkSerializable<T>(out T[] value) where T : INetworkSerializable, new()
{
ReadValueSafe(out int size);
value = new T[size];
for (var i = 0; i < size; ++i)
{
ReadNetworkSerializable(out value[i]);
}
}
/// <summary>
/// Reads a string
/// NOTE: ALLOCATES
/// </summary>
/// <param name="s">Stores the read string</param>
/// <param name="oneByteChars">Whether or not to use one byte per character. This will only allow ASCII</param>
public unsafe void ReadValue(out string s, bool oneByteChars = false)
{
ReadValue(out uint length);
s = "".PadRight((int)length);
int target = s.Length;
fixed (char* native = s)
{
if (oneByteChars)
{
for (int i = 0; i < target; ++i)
{
ReadByte(out byte b);
native[i] = (char)b;
}
}
else
{
ReadBytes((byte*)native, target * sizeof(char));
}
}
}
/// <summary>
/// Reads a string.
/// NOTE: ALLOCATES
///
/// "Safe" version - automatically performs bounds checking. Less efficient than bounds checking
/// for multiple reads at once by calling TryBeginRead.
/// </summary>
/// <param name="s">Stores the read string</param>
/// <param name="oneByteChars">Whether or not to use one byte per character. This will only allow ASCII</param>
public unsafe void ReadValueSafe(out string s, bool oneByteChars = false)
{
#if DEVELOPMENT_BUILD || UNITY_EDITOR
if (Handle->InBitwiseContext)
{
throw new InvalidOperationException(
"Cannot use BufferReader in bytewise mode while in a bitwise context.");
}
#endif
if (!TryBeginReadInternal(sizeof(uint)))
{
throw new OverflowException("Reading past the end of the buffer");
}
ReadValue(out uint length);
if (!TryBeginReadInternal((int)length * (oneByteChars ? 1 : sizeof(char))))
{
throw new OverflowException("Reading past the end of the buffer");
}
s = "".PadRight((int)length);
int target = s.Length;
fixed (char* native = s)
{
if (oneByteChars)
{
for (int i = 0; i < target; ++i)
{
ReadByte(out byte b);
native[i] = (char)b;
}
}
else
{
ReadBytes((byte*)native, target * sizeof(char));
}
}
}
/// <summary>
/// Writes an unmanaged array
/// NOTE: ALLOCATES
/// </summary>
/// <param name="array">Stores the read array</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public unsafe void ReadValue<T>(out T[] array) where T : unmanaged
{
ReadValue(out int sizeInTs);
int sizeInBytes = sizeInTs * sizeof(T);
array = new T[sizeInTs];
fixed (T* native = array)
{
byte* bytes = (byte*)(native);
ReadBytes(bytes, sizeInBytes);
}
}
/// <summary>
/// Reads an unmanaged array
/// NOTE: ALLOCATES
///
/// "Safe" version - automatically performs bounds checking. Less efficient than bounds checking
/// for multiple reads at once by calling TryBeginRead.
/// </summary>
/// <param name="array">Stores the read array</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public unsafe void ReadValueSafe<T>(out T[] array) where T : unmanaged
{
#if DEVELOPMENT_BUILD || UNITY_EDITOR
if (Handle->InBitwiseContext)
{
throw new InvalidOperationException(
"Cannot use BufferReader in bytewise mode while in a bitwise context.");
}
#endif
if (!TryBeginReadInternal(sizeof(int)))
{
throw new OverflowException("Reading past the end of the buffer");
}
ReadValue(out int sizeInTs);
int sizeInBytes = sizeInTs * sizeof(T);
if (!TryBeginReadInternal(sizeInBytes))
{
throw new OverflowException("Reading past the end of the buffer");
}
array = new T[sizeInTs];
fixed (T* native = array)
{
byte* bytes = (byte*)(native);
ReadBytes(bytes, sizeInBytes);
}
}
/// <summary>
/// Read a partial value. The value is zero-initialized and then the specified number of bytes is read into it.
/// </summary>
/// <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>
/// <exception cref="InvalidOperationException"></exception>
/// <exception cref="OverflowException"></exception>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public unsafe void ReadPartialValue<T>(out T value, int bytesToRead, int offsetBytes = 0) where T : unmanaged
{
#if DEVELOPMENT_BUILD || UNITY_EDITOR
if (Handle->InBitwiseContext)
{
throw new InvalidOperationException(
"Cannot use BufferReader in bytewise mode while in a bitwise context.");
}
if (Handle->Position + bytesToRead > Handle->AllowedReadMark)
{
throw new OverflowException($"Attempted to read without first calling {nameof(TryBeginRead)}()");
}
#endif
var val = new T();
byte* ptr = ((byte*)&val) + offsetBytes;
byte* bufferPointer = Handle->BufferPointer + Handle->Position;
UnsafeUtility.MemCpy(ptr, bufferPointer, bytesToRead);
Handle->Position += bytesToRead;
value = val;
}
/// <summary>
/// Read a byte to the stream.
/// </summary>
/// <param name="value">Stores the read value</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public unsafe void ReadByte(out byte value)
{
#if DEVELOPMENT_BUILD || UNITY_EDITOR
if (Handle->InBitwiseContext)
{
throw new InvalidOperationException(
"Cannot use BufferReader in bytewise mode while in a bitwise context.");
}
if (Handle->Position + 1 > Handle->AllowedReadMark)
{
throw new OverflowException($"Attempted to read without first calling {nameof(TryBeginRead)}()");
}
#endif
value = Handle->BufferPointer[Handle->Position++];
}
/// <summary>
/// Read a byte to the stream.
///
/// "Safe" version - automatically performs bounds checking. Less efficient than bounds checking
/// for multiple reads at once by calling TryBeginRead.
/// </summary>
/// <param name="value">Stores the read value</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public unsafe void ReadByteSafe(out byte value)
{
#if DEVELOPMENT_BUILD || UNITY_EDITOR
if (Handle->InBitwiseContext)
{
throw new InvalidOperationException(
"Cannot use BufferReader in bytewise mode while in a bitwise context.");
}
#endif
if (!TryBeginReadInternal(1))
{
throw new OverflowException("Reading past the end of the buffer");
}
value = Handle->BufferPointer[Handle->Position++];
}
/// <summary>
/// Read multiple bytes to the stream
/// </summary>
/// <param name="value">Pointer to the destination buffer</param>
/// <param name="size">Number of bytes to read - MUST BE &lt;= BUFFER SIZE</param>
/// <param name="offset">Offset of the byte buffer to store into</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public unsafe void ReadBytes(byte* value, int size, int offset = 0)
{
#if DEVELOPMENT_BUILD || UNITY_EDITOR
if (Handle->InBitwiseContext)
{
throw new InvalidOperationException(
"Cannot use BufferReader in bytewise mode while in a bitwise context.");
}
if (Handle->Position + size > Handle->AllowedReadMark)
{
throw new OverflowException($"Attempted to read without first calling {nameof(TryBeginRead)}()");
}
#endif
UnsafeUtility.MemCpy(value + offset, (Handle->BufferPointer + Handle->Position), size);
Handle->Position += size;
}
/// <summary>
/// Read multiple bytes to the stream
///
/// "Safe" version - automatically performs bounds checking. Less efficient than bounds checking
/// for multiple reads at once by calling TryBeginRead.
/// </summary>
/// <param name="value">Pointer to the destination buffer</param>
/// <param name="size">Number of bytes to read - MUST BE &lt;= BUFFER SIZE</param>
/// <param name="offset">Offset of the byte buffer to store into</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public unsafe void ReadBytesSafe(byte* value, int size, int offset = 0)
{
#if DEVELOPMENT_BUILD || UNITY_EDITOR
if (Handle->InBitwiseContext)
{
throw new InvalidOperationException(
"Cannot use BufferReader in bytewise mode while in a bitwise context.");
}
#endif
if (!TryBeginReadInternal(size))
{
throw new OverflowException("Reading past the end of the buffer");
}
UnsafeUtility.MemCpy(value + offset, (Handle->BufferPointer + Handle->Position), size);
Handle->Position += size;
}
/// <summary>
/// Read multiple bytes from the stream
/// </summary>
/// <param name="value">Pointer to the destination buffer</param>
/// <param name="size">Number of bytes to read - MUST BE &lt;= BUFFER SIZE</param>
/// <param name="offset">Offset of the byte buffer to store into</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public unsafe void ReadBytes(ref byte[] value, int size, int offset = 0)
{
fixed (byte* ptr = value)
{
ReadBytes(ptr, size, offset);
}
}
/// <summary>
/// Read multiple bytes from the stream
///
/// "Safe" version - automatically performs bounds checking. Less efficient than bounds checking
/// for multiple reads at once by calling TryBeginRead.
/// </summary>
/// <param name="value">Pointer to the destination buffer</param>
/// <param name="size">Number of bytes to read - MUST BE &lt;= BUFFER SIZE</param>
/// <param name="offset">Offset of the byte buffer to store into</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public unsafe void ReadBytesSafe(ref byte[] value, int size, int offset = 0)
{
fixed (byte* ptr = value)
{
ReadBytesSafe(ptr, size, offset);
}
}
/// <summary>
/// Read a value of any unmanaged type to the buffer.
/// It will be copied from the buffer exactly as it existed in memory on the writing end.
/// </summary>
/// <param name="value">The read value</param>
/// <typeparam name="T">Any unmanaged type</typeparam>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public unsafe void ReadValue<T>(out T value) where T : unmanaged
{
int len = sizeof(T);
#if DEVELOPMENT_BUILD || UNITY_EDITOR
if (Handle->InBitwiseContext)
{
throw new InvalidOperationException(
"Cannot use BufferReader in bytewise mode while in a bitwise context.");
}
if (Handle->Position + len > Handle->AllowedReadMark)
{
throw new OverflowException($"Attempted to read without first calling {nameof(TryBeginRead)}()");
}
#endif
fixed (T* ptr = &value)
{
UnsafeUtility.MemCpy((byte*)ptr, Handle->BufferPointer + Handle->Position, len);
}
Handle->Position += len;
}
/// <summary>
/// Read a value of any unmanaged type to the buffer.
/// It will be copied from the buffer exactly as it existed in memory on the writing end.
///
/// "Safe" version - automatically performs bounds checking. Less efficient than bounds checking
/// for multiple reads at once by calling TryBeginRead.
/// </summary>
/// <param name="value">The read value</param>
/// <typeparam name="T">Any unmanaged type</typeparam>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public unsafe void ReadValueSafe<T>(out T value) where T : unmanaged
{
int len = sizeof(T);
#if DEVELOPMENT_BUILD || UNITY_EDITOR
if (Handle->InBitwiseContext)
{
throw new InvalidOperationException(
"Cannot use BufferReader in bytewise mode while in a bitwise context.");
}
#endif
if (!TryBeginReadInternal(len))
{
throw new OverflowException("Reading past the end of the buffer");
}
fixed (T* ptr = &value)
{
UnsafeUtility.MemCpy((byte*)ptr, Handle->BufferPointer + Handle->Position, len);
}
Handle->Position += len;
}
}
}