using System; using Unity.Collections; using UnityEngine; namespace Unity.Netcode { /// /// Two-way serializer wrapping FastBufferReader or FastBufferWriter. /// /// Implemented as a ref struct for two reasons: /// 1. The BufferSerializer cannot outlive the FBR/FBW it wraps or using it will cause a crash /// 2. The BufferSerializer must always be passed by reference and can't be copied /// /// Ref structs help enforce both of those rules: they can't ref live the stack context in which they were /// created, and they're always passed by reference no matter what. /// /// BufferSerializer doesn't wrapp FastBufferReader or FastBufferWriter directly because it can't. /// ref structs can't implement interfaces, and in order to be able to have two different implementations with /// the same interface (which allows us to avoid an "if(IsReader)" on every call), the thing directly wrapping /// the struct has to implement an interface. So IReaderWriter exists as the interface, /// which is implemented by a normal struct, while the ref struct wraps the normal one to enforce the two above /// requirements. (Allowing direct access to the IReaderWriter struct would allow dangerous /// things to happen because the struct's lifetime could outlive the Reader/Writer's.) /// /// The implementation struct public ref struct BufferSerializer where TReaderWriter : IReaderWriter { private TReaderWriter m_Implementation; /// /// Check if the contained implementation is a reader /// public bool IsReader => m_Implementation.IsReader; /// /// Check if the contained implementation is a writer /// public bool IsWriter => m_Implementation.IsWriter; internal BufferSerializer(TReaderWriter implementation) { m_Implementation = implementation; } /// /// Retrieves the FastBufferReader instance. Only valid if IsReader = true, throws /// InvalidOperationException otherwise. /// /// Reader instance public FastBufferReader GetFastBufferReader() { return m_Implementation.GetFastBufferReader(); } /// /// Retrieves the FastBufferWriter instance. Only valid if IsWriter = true, throws /// InvalidOperationException otherwise. /// /// Writer instance public FastBufferWriter GetFastBufferWriter() { return m_Implementation.GetFastBufferWriter(); } public void SerializeValue(ref string s, bool oneByteChars = false) => m_Implementation.SerializeValue(ref s, oneByteChars); public void SerializeValue(ref byte value) => m_Implementation.SerializeValue(ref value); public void SerializeValue(ref T value, FastBufferWriter.ForPrimitives unused = default) where T : unmanaged, IComparable, IConvertible, IComparable, IEquatable => m_Implementation.SerializeValue(ref value); public void SerializeValue(ref T[] value, FastBufferWriter.ForPrimitives unused = default) where T : unmanaged, IComparable, IConvertible, IComparable, IEquatable => m_Implementation.SerializeValue(ref value); public void SerializeValue(ref T value, FastBufferWriter.ForEnums unused = default) where T : unmanaged, Enum => m_Implementation.SerializeValue(ref value); public void SerializeValue(ref T[] value, FastBufferWriter.ForEnums unused = default) where T : unmanaged, Enum => m_Implementation.SerializeValue(ref value); public void SerializeValue(ref T value, FastBufferWriter.ForStructs unused = default) where T : unmanaged, INetworkSerializeByMemcpy => m_Implementation.SerializeValue(ref value); public void SerializeValue(ref T[] value, FastBufferWriter.ForStructs unused = default) where T : unmanaged, INetworkSerializeByMemcpy => m_Implementation.SerializeValue(ref value); public void SerializeValue(ref T value, FastBufferWriter.ForNetworkSerializable unused = default) where T : INetworkSerializable, new() => m_Implementation.SerializeValue(ref value); public void SerializeValue(ref T[] value, FastBufferWriter.ForNetworkSerializable unused = default) where T : INetworkSerializable, new() => m_Implementation.SerializeValue(ref value); public void SerializeValue(ref Vector2 value) => m_Implementation.SerializeValue(ref value); public void SerializeValue(ref Vector2[] value) => m_Implementation.SerializeValue(ref value); public void SerializeValue(ref Vector3 value) => m_Implementation.SerializeValue(ref value); public void SerializeValue(ref Vector3[] value) => m_Implementation.SerializeValue(ref value); public void SerializeValue(ref Vector2Int value) => m_Implementation.SerializeValue(ref value); public void SerializeValue(ref Vector2Int[] value) => m_Implementation.SerializeValue(ref value); public void SerializeValue(ref Vector3Int value) => m_Implementation.SerializeValue(ref value); public void SerializeValue(ref Vector3Int[] value) => m_Implementation.SerializeValue(ref value); public void SerializeValue(ref Vector4 value) => m_Implementation.SerializeValue(ref value); public void SerializeValue(ref Vector4[] value) => m_Implementation.SerializeValue(ref value); public void SerializeValue(ref Quaternion value) => m_Implementation.SerializeValue(ref value); public void SerializeValue(ref Quaternion[] value) => m_Implementation.SerializeValue(ref value); public void SerializeValue(ref Color value) => m_Implementation.SerializeValue(ref value); public void SerializeValue(ref Color[] value) => m_Implementation.SerializeValue(ref value); public void SerializeValue(ref Color32 value) => m_Implementation.SerializeValue(ref value); public void SerializeValue(ref Color32[] value) => m_Implementation.SerializeValue(ref value); public void SerializeValue(ref Ray value) => m_Implementation.SerializeValue(ref value); public void SerializeValue(ref Ray[] value) => m_Implementation.SerializeValue(ref value); public void SerializeValue(ref Ray2D value) => m_Implementation.SerializeValue(ref value); public void SerializeValue(ref Ray2D[] value) => m_Implementation.SerializeValue(ref value); // There are many FixedString types, but all of them share the interfaces INativeList and IUTF8Bytes. // INativeList provides the Length property // IUTF8Bytes provides GetUnsafePtr() // Those two are necessary to serialize FixedStrings efficiently // - otherwise we'd just be memcpying the whole thing even if // most of it isn't used. public void SerializeValue(ref T value, FastBufferWriter.ForFixedStrings unused = default) where T : unmanaged, INativeList, IUTF8Bytes => m_Implementation.SerializeValue(ref value); public void SerializeNetworkSerializable(ref T value) where T : INetworkSerializable, new() => m_Implementation.SerializeNetworkSerializable(ref value); public bool PreCheck(int amount) { return m_Implementation.PreCheck(amount); } public void SerializeValuePreChecked(ref string s, bool oneByteChars = false) => m_Implementation.SerializeValuePreChecked(ref s, oneByteChars); public void SerializeValuePreChecked(ref byte value) => m_Implementation.SerializeValuePreChecked(ref value); public void SerializeValuePreChecked(ref T value, FastBufferWriter.ForPrimitives unused = default) where T : unmanaged, IComparable, IConvertible, IComparable, IEquatable => m_Implementation.SerializeValuePreChecked(ref value); public void SerializeValuePreChecked(ref T[] value, FastBufferWriter.ForPrimitives unused = default) where T : unmanaged, IComparable, IConvertible, IComparable, IEquatable => m_Implementation.SerializeValuePreChecked(ref value); public void SerializeValuePreChecked(ref T value, FastBufferWriter.ForEnums unused = default) where T : unmanaged, Enum => m_Implementation.SerializeValuePreChecked(ref value); public void SerializeValuePreChecked(ref T[] value, FastBufferWriter.ForEnums unused = default) where T : unmanaged, Enum => m_Implementation.SerializeValuePreChecked(ref value); public void SerializeValuePreChecked(ref T value, FastBufferWriter.ForStructs unused = default) where T : unmanaged, INetworkSerializeByMemcpy => m_Implementation.SerializeValuePreChecked(ref value); public void SerializeValuePreChecked(ref T[] value, FastBufferWriter.ForStructs unused = default) where T : unmanaged, INetworkSerializeByMemcpy => m_Implementation.SerializeValuePreChecked(ref value); public void SerializeValuePreChecked(ref Vector2 value) => m_Implementation.SerializeValuePreChecked(ref value); public void SerializeValuePreChecked(ref Vector2[] value) => m_Implementation.SerializeValuePreChecked(ref value); public void SerializeValuePreChecked(ref Vector3 value) => m_Implementation.SerializeValuePreChecked(ref value); public void SerializeValuePreChecked(ref Vector3[] value) => m_Implementation.SerializeValuePreChecked(ref value); public void SerializeValuePreChecked(ref Vector2Int value) => m_Implementation.SerializeValuePreChecked(ref value); public void SerializeValuePreChecked(ref Vector2Int[] value) => m_Implementation.SerializeValuePreChecked(ref value); public void SerializeValuePreChecked(ref Vector3Int value) => m_Implementation.SerializeValuePreChecked(ref value); public void SerializeValuePreChecked(ref Vector3Int[] value) => m_Implementation.SerializeValuePreChecked(ref value); public void SerializeValuePreChecked(ref Vector4 value) => m_Implementation.SerializeValuePreChecked(ref value); public void SerializeValuePreChecked(ref Vector4[] value) => m_Implementation.SerializeValuePreChecked(ref value); public void SerializeValuePreChecked(ref Quaternion value) => m_Implementation.SerializeValuePreChecked(ref value); public void SerializeValuePreChecked(ref Quaternion[] value) => m_Implementation.SerializeValuePreChecked(ref value); public void SerializeValuePreChecked(ref Color value) => m_Implementation.SerializeValuePreChecked(ref value); public void SerializeValuePreChecked(ref Color[] value) => m_Implementation.SerializeValuePreChecked(ref value); public void SerializeValuePreChecked(ref Color32 value) => m_Implementation.SerializeValuePreChecked(ref value); public void SerializeValuePreChecked(ref Color32[] value) => m_Implementation.SerializeValuePreChecked(ref value); public void SerializeValuePreChecked(ref Ray value) => m_Implementation.SerializeValuePreChecked(ref value); public void SerializeValuePreChecked(ref Ray[] value) => m_Implementation.SerializeValuePreChecked(ref value); public void SerializeValuePreChecked(ref Ray2D value) => m_Implementation.SerializeValuePreChecked(ref value); public void SerializeValuePreChecked(ref Ray2D[] value) => m_Implementation.SerializeValuePreChecked(ref value); // There are many FixedString types, but all of them share the interfaces INativeList and IUTF8Bytes. // INativeList provides the Length property // IUTF8Bytes provides GetUnsafePtr() // Those two are necessary to serialize FixedStrings efficiently // - otherwise we'd just be memcpying the whole thing even if // most of it isn't used. public void SerializeValuePreChecked(ref T value, FastBufferWriter.ForFixedStrings unused = default) where T : unmanaged, INativeList, IUTF8Bytes => m_Implementation.SerializeValuePreChecked(ref value); } }