com.unity.netcode.gameobjects@1.5.1
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). ## [1.5.1] - 2023-06-07 ### Added - Added support for serializing `NativeArray<>` and `NativeList<>` in `FastBufferReader`/`FastBufferWriter`, `BufferSerializer`, `NetworkVariable`, and RPCs. (To use `NativeList<>`, add `UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT` to your Scripting Define Symbols in `Project Settings > Player`) (#2375) - The location of the automatically-created default network prefab list can now be configured (#2544) - Added: Message size limits (max single message and max fragmented message) can now be set using NetworkManager.MaximumTransmissionUnitSize and NetworkManager.MaximumFragmentedMessageSize for transports that don't work with the default values (#2530) - Added `NetworkObject.SpawnWithObservers` property (default is true) that when set to false will spawn a `NetworkObject` with no observers and will not be spawned on any client until `NetworkObject.NetworkShow` is invoked. (#2568) ### Fixed - Fixed: Fixed a null reference in codegen in some projects (#2581) - Fixed issue where the `OnClientDisconnected` client identifier was incorrect after a pending client connection was denied. (#2569) - Fixed warning "Runtime Network Prefabs was not empty at initialization time." being erroneously logged when no runtime network prefabs had been added (#2565) - Fixed issue where some temporary debug console logging was left in a merged PR. (#2562) - Fixed the "Generate Default Network Prefabs List" setting not loading correctly and always reverting to being checked. (#2545) - Fixed issue where users could not use NetworkSceneManager.VerifySceneBeforeLoading to exclude runtime generated scenes from client synchronization. (#2550) - Fixed missing value on `NetworkListEvent` for `EventType.RemoveAt` events. (#2542,#2543) - Fixed issue where parenting a NetworkTransform under a transform with a scale other than Vector3.one would result in incorrect values on non-authoritative instances. (#2538) - Fixed issue where a server would include scene migrated and then despawned NetworkObjects to a client that was being synchronized. (#2532) - Fixed the inspector throwing exceptions when attempting to render `NetworkVariable`s of enum types. (#2529) - Making a `NetworkVariable` with an `INetworkSerializable` type that doesn't meet the `new()` constraint will now create a compile-time error instead of an editor crash (#2528) - Fixed Multiplayer Tools package installation docs page link on the NetworkManager popup. (#2526) - Fixed an exception and error logging when two different objects are shown and hidden on the same frame (#2524) - Fixed a memory leak in `UnityTransport` that occurred if `StartClient` failed. (#2518) - Fixed issue where a client could throw an exception if abruptly disconnected from a network session with one or more spawned `NetworkObject`(s). (#2510) - Fixed issue where invalid endpoint addresses were not being detected and returning false from NGO UnityTransport. (#2496) - Fixed some errors that could occur if a connection is lost and the loss is detected when attempting to write to the socket. (#2495) ## Changed - Adding network prefabs before NetworkManager initialization is now supported. (#2565) - Connecting clients being synchronized now switch to the server's active scene before spawning and synchronizing NetworkObjects. (#2532) - Updated `UnityTransport` dependency on `com.unity.transport` to 1.3.4. (#2533) - Improved performance of NetworkBehaviour initialization by replacing reflection when initializing NetworkVariables with compile-time code generation, which should help reduce hitching during additive scene loads. (#2522)
This commit is contained in:
@@ -62,7 +62,7 @@ namespace Unity.Netcode
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private static unsafe ReaderHandle* CreateHandle(byte* buffer, int length, int offset, Allocator copyAllocator, Allocator internalAllocator)
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{
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ReaderHandle* readerHandle = null;
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ReaderHandle* readerHandle;
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if (copyAllocator == Allocator.None)
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{
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readerHandle = (ReaderHandle*)UnsafeUtility.Malloc(sizeof(ReaderHandle), UnsafeUtility.AlignOf<byte>(), internalAllocator);
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@@ -461,6 +461,42 @@ namespace Unity.Netcode
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}
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}
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/// <summary>
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/// Read a NativeArray of INetworkSerializables
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/// </summary>
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/// <param name="value">INetworkSerializable instance</param>
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/// <param name="allocator">The allocator to use to construct the resulting NativeArray</param>
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/// <typeparam name="T">the array to read the values of type `T` into</typeparam>
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/// <exception cref="NotImplementedException"></exception>
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public void ReadNetworkSerializable<T>(out NativeArray<T> value, Allocator allocator) where T : unmanaged, INetworkSerializable
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{
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ReadValueSafe(out int size);
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value = new NativeArray<T>(size, allocator);
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for (var i = 0; i < size; ++i)
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{
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ReadNetworkSerializable(out T item);
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value[i] = item;
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}
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}
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#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
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/// <summary>
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/// Read a NativeList of INetworkSerializables
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/// </summary>
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/// <param name="value">INetworkSerializable instance</param>
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/// <typeparam name="T">the array to read the values of type `T` into</typeparam>
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/// <exception cref="NotImplementedException"></exception>
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public void ReadNetworkSerializableInPlace<T>(ref NativeList<T> value) where T : unmanaged, INetworkSerializable
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{
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ReadValueSafe(out int size);
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value.Resize(size, NativeArrayOptions.UninitializedMemory);
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for (var i = 0; i < size; ++i)
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{
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ReadNetworkSerializable(out value.ElementAt(i));
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}
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}
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#endif
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/// <summary>
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/// Read an INetworkSerializable in-place, without constructing a new one
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/// Note that this will NOT check for null before calling NetworkSerialize
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@@ -757,6 +793,44 @@ namespace Unity.Netcode
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ReadBytesSafe(bytes, sizeInBytes);
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}
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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internal unsafe void ReadUnmanaged<T>(out NativeArray<T> value, Allocator allocator) where T : unmanaged
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{
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ReadUnmanaged(out int sizeInTs);
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int sizeInBytes = sizeInTs * sizeof(T);
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value = new NativeArray<T>(sizeInTs, allocator);
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byte* bytes = (byte*)value.GetUnsafePtr();
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ReadBytes(bytes, sizeInBytes);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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internal unsafe void ReadUnmanagedSafe<T>(out NativeArray<T> value, Allocator allocator) where T : unmanaged
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{
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ReadUnmanagedSafe(out int sizeInTs);
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int sizeInBytes = sizeInTs * sizeof(T);
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value = new NativeArray<T>(sizeInTs, allocator);
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byte* bytes = (byte*)value.GetUnsafePtr();
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ReadBytesSafe(bytes, sizeInBytes);
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}
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#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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internal unsafe void ReadUnmanagedInPlace<T>(ref NativeList<T> value) where T : unmanaged
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{
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ReadUnmanaged(out int sizeInTs);
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int sizeInBytes = sizeInTs * sizeof(T);
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value.Resize(sizeInTs, NativeArrayOptions.UninitializedMemory);
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byte* bytes = (byte*)value.GetUnsafePtr();
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ReadBytes(bytes, sizeInBytes);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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internal unsafe void ReadUnmanagedSafeInPlace<T>(ref NativeList<T> value) where T : unmanaged
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{
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ReadUnmanagedSafe(out int sizeInTs);
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int sizeInBytes = sizeInTs * sizeof(T);
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value.Resize(sizeInTs, NativeArrayOptions.UninitializedMemory);
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byte* bytes = (byte*)value.GetUnsafePtr();
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ReadBytesSafe(bytes, sizeInBytes);
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}
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#endif
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/// <summary>
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/// Read a NetworkSerializable value
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@@ -800,6 +874,19 @@ namespace Unity.Netcode
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void ReadValueSafe<T>(out T[] value, FastBufferWriter.ForNetworkSerializable unused = default) where T : INetworkSerializable, new() => ReadNetworkSerializable(out value);
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/// <summary>
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/// Read a NetworkSerializable NativeArray
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///
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/// "Safe" version - automatically performs bounds checking. Less efficient than bounds checking
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/// for multiple reads at once by calling TryBeginRead.
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/// </summary>
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/// <typeparam name="T">The type being serialized</typeparam>
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/// <param name="value">The values to read</param>
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/// <param name="allocator">The allocator to use to construct the resulting NativeArray</param>
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/// <param name="unused">An unused parameter used for enabling overload resolution based on generic constraints</param>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void ReadValueSafe<T>(out NativeArray<T> value, Allocator allocator, FastBufferWriter.ForNetworkSerializable unused = default) where T : unmanaged, INetworkSerializable => ReadNetworkSerializable(out value, allocator);
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/// <summary>
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/// Read a struct
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@@ -819,6 +906,72 @@ namespace Unity.Netcode
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void ReadValue<T>(out T[] value, FastBufferWriter.ForStructs unused = default) where T : unmanaged, INetworkSerializeByMemcpy => ReadUnmanaged(out value);
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/// <summary>
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/// Read a struct NativeArray
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/// </summary>
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/// <typeparam name="T">The type being serialized</typeparam>
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/// <param name="value">The values to read</param>
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/// <param name="allocator">The allocator to use to construct the resulting NativeArray</param>
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/// <param name="unused">An unused parameter used for enabling overload resolution based on generic constraints</param>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void ReadValue<T>(out NativeArray<T> value, Allocator allocator, FastBufferWriter.ForGeneric unused = default) where T : unmanaged
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{
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if (typeof(INetworkSerializable).IsAssignableFrom(typeof(T)))
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{
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// This calls WriteNetworkSerializable in a way that doesn't require
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// any boxing.
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NetworkVariableSerialization<NativeArray<T>>.Serializer.ReadWithAllocator(this, out value, allocator);
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}
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else
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{
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ReadUnmanaged(out value, allocator);
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}
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}
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/// <summary>
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/// Read a struct NativeArray using a Temp allocator. Equivalent to ReadValue(out value, Allocator.Temp)
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/// </summary>
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/// <typeparam name="T">The type being serialized</typeparam>
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/// <param name="value">The values to read</param>
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/// <param name="unused">An unused parameter used for enabling overload resolution based on generic constraints</param>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void ReadValueTemp<T>(out NativeArray<T> value, FastBufferWriter.ForGeneric unused = default) where T : unmanaged
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{
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if (typeof(INetworkSerializable).IsAssignableFrom(typeof(T)))
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{
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// This calls WriteNetworkSerializable in a way that doesn't require
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// any boxing.
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NetworkVariableSerialization<NativeArray<T>>.Serializer.ReadWithAllocator(this, out value, Allocator.Temp);
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}
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else
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{
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ReadUnmanaged(out value, Allocator.Temp);
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}
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}
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#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
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/// <summary>
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/// Read a struct NativeList
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/// </summary>
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/// <typeparam name="T">The type being serialized</typeparam>
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/// <param name="value">The values to read</param>
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/// <param name="unused">An unused parameter used for enabling overload resolution based on generic constraints</param>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void ReadValueInPlace<T>(ref NativeList<T> value, FastBufferWriter.ForGeneric unused = default) where T : unmanaged
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{
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if (typeof(INetworkSerializable).IsAssignableFrom(typeof(T)))
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{
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// This calls WriteNetworkSerializable in a way that doesn't require
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// any boxing.
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NetworkVariableSerialization<NativeList<T>>.Serializer.Read(this, ref value);
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}
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else
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{
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ReadUnmanagedInPlace(ref value);
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}
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}
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#endif
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/// <summary>
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/// Read a struct
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///
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@@ -843,6 +996,81 @@ namespace Unity.Netcode
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void ReadValueSafe<T>(out T[] value, FastBufferWriter.ForStructs unused = default) where T : unmanaged, INetworkSerializeByMemcpy => ReadUnmanagedSafe(out value);
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/// <summary>
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/// Read a struct NativeArray
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///
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/// "Safe" version - automatically performs bounds checking. Less efficient than bounds checking
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/// for multiple reads at once by calling TryBeginRead.
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/// </summary>
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/// <typeparam name="T">The type being serialized</typeparam>
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/// <param name="value">The values to read</param>
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/// <param name="allocator">The allocator to use to construct the resulting NativeArray</param>
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/// <param name="unused">An unused parameter used for enabling overload resolution based on generic constraints</param>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void ReadValueSafe<T>(out NativeArray<T> value, Allocator allocator, FastBufferWriter.ForGeneric unused = default) where T : unmanaged
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{
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if (typeof(INetworkSerializable).IsAssignableFrom(typeof(T)))
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{
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// This calls WriteNetworkSerializable in a way that doesn't require
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// any boxing.
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NetworkVariableSerialization<NativeArray<T>>.Serializer.ReadWithAllocator(this, out value, allocator);
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}
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else
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{
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ReadUnmanagedSafe(out value, allocator);
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}
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}
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/// <summary>
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/// Read a struct NativeArray using a Temp allocator. Equivalent to ReadValueSafe(out value, Allocator.Temp)
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///
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/// "Safe" version - automatically performs bounds checking. Less efficient than bounds checking
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/// for multiple reads at once by calling TryBeginRead.
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/// </summary>
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/// <typeparam name="T">The type being serialized</typeparam>
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/// <param name="value">The values to read</param>
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/// <param name="unused">An unused parameter used for enabling overload resolution based on generic constraints</param>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void ReadValueSafeTemp<T>(out NativeArray<T> value, FastBufferWriter.ForGeneric unused = default) where T : unmanaged
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{
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if (typeof(INetworkSerializable).IsAssignableFrom(typeof(T)))
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{
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// This calls WriteNetworkSerializable in a way that doesn't require
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// any boxing.
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NetworkVariableSerialization<NativeArray<T>>.Serializer.ReadWithAllocator(this, out value, Allocator.Temp);
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}
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else
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{
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ReadUnmanagedSafe(out value, Allocator.Temp);
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}
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}
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#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
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/// <summary>
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/// Read a struct NativeList
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///
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/// "Safe" version - automatically performs bounds checking. Less efficient than bounds checking
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/// for multiple reads at once by calling TryBeginRead.
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/// </summary>
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/// <typeparam name="T">The type being serialized</typeparam>
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/// <param name="value">The values to read</param>
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/// <param name="unused">An unused parameter used for enabling overload resolution based on generic constraints</param>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void ReadValueSafeInPlace<T>(ref NativeList<T> value, FastBufferWriter.ForGeneric unused = default) where T : unmanaged
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{
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if (typeof(INetworkSerializable).IsAssignableFrom(typeof(T)))
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{
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// This calls WriteNetworkSerializable in a way that doesn't require
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// any boxing.
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NetworkVariableSerialization<NativeList<T>>.Serializer.Read(this, ref value);
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}
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else
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{
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ReadUnmanagedSafeInPlace(ref value);
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}
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}
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#endif
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/// <summary>
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/// Read a primitive value (int, bool, etc)
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/// Accepts any value that implements the given interfaces, but is not guaranteed to work correctly
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@@ -880,7 +1108,7 @@ namespace Unity.Netcode
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public void ReadValueSafe<T>(out T value, FastBufferWriter.ForPrimitives unused = default) where T : unmanaged, IComparable, IConvertible, IComparable<T>, IEquatable<T> => ReadUnmanagedSafe(out value);
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|
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/// <summary>
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/// Read a primitive value (int, bool, etc)
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/// Read a primitive value (int, bool, etc) array
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/// Accepts any value that implements the given interfaces, but is not guaranteed to work correctly
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/// on values that are not primitives.
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///
|
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@@ -936,6 +1164,7 @@ namespace Unity.Netcode
|
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void ReadValueSafe<T>(out T[] value, FastBufferWriter.ForEnums unused = default) where T : unmanaged, Enum => ReadUnmanagedSafe(out value);
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|
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|
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/// <summary>
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/// Read a Vector2
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||||
/// </summary>
|
||||
@@ -1346,5 +1575,94 @@ namespace Unity.Netcode
|
||||
value.Length = length;
|
||||
ReadBytesSafe(value.GetUnsafePtr(), length);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Read a FixedString NativeArray.
|
||||
///
|
||||
/// "Safe" version - automatically performs bounds checking. Less efficient than bounds checking
|
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/// for multiple reads at once by calling TryBeginRead.
|
||||
/// </summary>
|
||||
/// <param name="value">the value to read</param>
|
||||
/// <param name="allocator">The allocator to use to construct the resulting NativeArray</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 NativeArray<T> value, Allocator allocator)
|
||||
where T : unmanaged, INativeList<byte>, IUTF8Bytes
|
||||
{
|
||||
ReadUnmanagedSafe(out int length);
|
||||
value = new NativeArray<T>(length, allocator);
|
||||
var ptr = (T*)value.GetUnsafePtr();
|
||||
for (var i = 0; i < length; ++i)
|
||||
{
|
||||
ReadValueSafeInPlace(ref ptr[i]);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Read a FixedString NativeArray using a Temp allocator. Equivalent to ReadValueSafe(out value, Allocator.Temp)
|
||||
///
|
||||
/// "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 ReadValueSafeTemp<T>(out NativeArray<T> value)
|
||||
where T : unmanaged, INativeList<byte>, IUTF8Bytes
|
||||
{
|
||||
ReadUnmanagedSafe(out int length);
|
||||
value = new NativeArray<T>(length, Allocator.Temp);
|
||||
var ptr = (T*)value.GetUnsafePtr();
|
||||
for (var i = 0; i < length; ++i)
|
||||
{
|
||||
ReadValueSafeInPlace(ref ptr[i]);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Read a FixedString NativeArray using a Temp allocator. Equivalent to ReadValueSafe(out value, Allocator.Temp)
|
||||
///
|
||||
/// "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 void ReadValueSafe<T>(out T[] value, FastBufferWriter.ForFixedStrings unused = default)
|
||||
where T : unmanaged, INativeList<byte>, IUTF8Bytes
|
||||
{
|
||||
ReadUnmanagedSafe(out int length);
|
||||
value = new T[length];
|
||||
for (var i = 0; i < length; ++i)
|
||||
{
|
||||
ReadValueSafeInPlace(ref value[i]);
|
||||
}
|
||||
}
|
||||
|
||||
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
|
||||
/// <summary>
|
||||
/// Read a FixedString NativeList.
|
||||
///
|
||||
/// "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 void ReadValueSafeInPlace<T>(ref NativeList<T> value)
|
||||
where T : unmanaged, INativeList<byte>, IUTF8Bytes
|
||||
{
|
||||
ReadUnmanagedSafe(out int length);
|
||||
value.Resize(length, NativeArrayOptions.UninitializedMemory);
|
||||
for (var i = 0; i < length; ++i)
|
||||
{
|
||||
ReadValueSafeInPlace(ref value.ElementAt(i));
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user