using System; namespace Unity.Netcode { internal struct BufferSerializerReader : IReaderWriter { private FastBufferReader m_Reader; public BufferSerializerReader(FastBufferReader reader) { m_Reader = reader; } public bool IsReader => true; public bool IsWriter => false; public FastBufferReader GetFastBufferReader() { return m_Reader; } public FastBufferWriter GetFastBufferWriter() { throw new InvalidOperationException("Cannot retrieve a FastBufferWriter from a serializer where IsWriter = false"); } public void SerializeValue(ref string s, bool oneByteChars = false) { m_Reader.ReadValueSafe(out s, oneByteChars); } public void SerializeValue(ref T[] array) where T : unmanaged { m_Reader.ReadValueSafe(out array); } public void SerializeValue(ref byte value) { m_Reader.ReadByteSafe(out value); } public void SerializeValue(ref T value) where T : unmanaged { m_Reader.ReadValueSafe(out value); } public void SerializeNetworkSerializable(ref T value) where T : INetworkSerializable, new() { m_Reader.ReadNetworkSerializable(out value); } public bool PreCheck(int amount) { return m_Reader.TryBeginRead(amount); } public void SerializeValuePreChecked(ref string s, bool oneByteChars = false) { m_Reader.ReadValue(out s, oneByteChars); } public void SerializeValuePreChecked(ref T[] array) where T : unmanaged { m_Reader.ReadValue(out array); } public void SerializeValuePreChecked(ref byte value) { m_Reader.ReadValue(out value); } public void SerializeValuePreChecked(ref T value) where T : unmanaged { m_Reader.ReadValue(out value); } } }