using System;
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 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);
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 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);
}
}