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)
650 lines
39 KiB
C#
650 lines
39 KiB
C#
using System;
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using Unity.Collections;
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using UnityEngine;
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namespace Unity.Netcode
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{
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/// <summary>
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/// Two-way serializer wrapping FastBufferReader or FastBufferWriter.
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///
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/// Implemented as a ref struct to help enforce the requirement that
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/// the BufferSerializer cannot outlive the FBR/FBW it wraps or using it will cause a crash
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///
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/// BufferSerializer doesn't wrap FastBufferReader or FastBufferWriter directly because it can't.
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/// ref structs can't implement interfaces, and in order to be able to have two different implementations with
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/// the same interface (which allows us to avoid an "if(IsReader)" on every call), the thing directly wrapping
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/// the struct has to implement an interface. So IReaderWriter exists as the interface,
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/// which is implemented by a normal struct, while the ref struct wraps the normal one to enforce the two above
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/// requirements. (Allowing direct access to the IReaderWriter struct would allow dangerous
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/// things to happen because the struct's lifetime could outlive the Reader/Writer's.)
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/// </summary>
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/// <typeparam name="TReaderWriter">The implementation struct</typeparam>
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public ref struct BufferSerializer<TReaderWriter> where TReaderWriter : IReaderWriter
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{
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private TReaderWriter m_Implementation;
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/// <summary>
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/// Check if the contained implementation is a reader
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/// </summary>
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public bool IsReader => m_Implementation.IsReader;
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/// <summary>
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/// Check if the contained implementation is a writer
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/// </summary>
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public bool IsWriter => m_Implementation.IsWriter;
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internal BufferSerializer(TReaderWriter implementation)
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{
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m_Implementation = implementation;
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}
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/// <summary>
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/// Retrieves the FastBufferReader instance. Only valid if IsReader = true, throws
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/// InvalidOperationException otherwise.
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/// </summary>
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/// <returns>Reader instance</returns>
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public FastBufferReader GetFastBufferReader()
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{
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return m_Implementation.GetFastBufferReader();
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}
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/// <summary>
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/// Retrieves the FastBufferWriter instance. Only valid if IsWriter = true, throws
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/// InvalidOperationException otherwise.
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/// </summary>
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/// <returns>Writer instance</returns>
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public FastBufferWriter GetFastBufferWriter()
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{
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return m_Implementation.GetFastBufferWriter();
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}
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/// <summary>
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/// Read or write a string
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/// </summary>
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/// <param name="s">The value to read/write</param>
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/// <param name="oneByteChars">If true, characters will be limited to one-byte ASCII characters</param>
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public void SerializeValue(ref string s, bool oneByteChars = false) => m_Implementation.SerializeValue(ref s, oneByteChars);
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/// <summary>
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/// Read or write a single byte
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/// </summary>
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/// <param name="value">The value to read/write</param>
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public void SerializeValue(ref byte value) => m_Implementation.SerializeValue(ref value);
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/// <summary>
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/// Read or write 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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/// on values that are not primitives.
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/// </summary>
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/// <param name="value">The value to read/write</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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/// <typeparam name="T">The type being serialized</typeparam>
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public void SerializeValue<T>(ref T value, FastBufferWriter.ForPrimitives unused = default) where T : unmanaged, IComparable, IConvertible, IComparable<T>, IEquatable<T> => m_Implementation.SerializeValue(ref value);
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/// <summary>
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/// Read or write an array of primitive values (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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/// on values that are not primitives.
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/// </summary>
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/// <param name="value">The values to read/write</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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/// <typeparam name="T">The type being serialized</typeparam>
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public void SerializeValue<T>(ref T[] value, FastBufferWriter.ForPrimitives unused = default) where T : unmanaged, IComparable, IConvertible, IComparable<T>, IEquatable<T> => m_Implementation.SerializeValue(ref value);
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/// <summary>
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/// Read or write an enum value
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/// </summary>
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/// <param name="value">The value to read/write</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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/// <typeparam name="T">The type being serialized</typeparam>
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public void SerializeValue<T>(ref T value, FastBufferWriter.ForEnums unused = default) where T : unmanaged, Enum => m_Implementation.SerializeValue(ref value);
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/// <summary>
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/// Read or write an array of enum values
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/// </summary>
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/// <param name="value">The value to read/write</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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/// <typeparam name="T">The type being serialized</typeparam>
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public void SerializeValue<T>(ref T[] value, FastBufferWriter.ForEnums unused = default) where T : unmanaged, Enum => m_Implementation.SerializeValue(ref value);
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/// <summary>
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/// Read or write a struct value implementing ISerializeByMemcpy
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/// </summary>
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/// <param name="value">The value to read/write</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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/// <typeparam name="T">The type being serialized</typeparam>
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public void SerializeValue<T>(ref T value, FastBufferWriter.ForStructs unused = default) where T : unmanaged, INetworkSerializeByMemcpy => m_Implementation.SerializeValue(ref value);
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/// <summary>
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/// Read or write an array of struct values implementing ISerializeByMemcpy
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/// </summary>
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/// <param name="value">The values to read/write</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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/// <typeparam name="T">The type being serialized</typeparam>
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public void SerializeValue<T>(ref T[] value, FastBufferWriter.ForStructs unused = default) where T : unmanaged, INetworkSerializeByMemcpy => m_Implementation.SerializeValue(ref value);
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/// <summary>
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/// Read or write a NativeArray of struct values implementing ISerializeByMemcpy
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/// </summary>
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/// <param name="value">The values to read/write</param>
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/// <param name="allocator">The allocator to use to construct the resulting NativeArray when reading</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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/// <typeparam name="T">The type being serialized</typeparam>
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public void SerializeValue<T>(ref NativeArray<T> value, Allocator allocator, FastBufferWriter.ForGeneric unused = default) where T : unmanaged => m_Implementation.SerializeValue(ref value, allocator);
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#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
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/// <summary>
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/// Read or write a NativeList of struct values implementing ISerializeByMemcpy
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/// </summary>
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/// <param name="value">The values to read/write</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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/// <typeparam name="T">The type being serialized</typeparam>
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public void SerializeValue<T>(ref NativeList<T> value, FastBufferWriter.ForGeneric unused = default) where T : unmanaged => m_Implementation.SerializeValue(ref value);
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#endif
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/// <summary>
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/// Read or write a struct or class value implementing INetworkSerializable
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/// </summary>
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/// <param name="value">The value to read/write</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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/// <typeparam name="T">The type being serialized</typeparam>
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public void SerializeValue<T>(ref T value, FastBufferWriter.ForNetworkSerializable unused = default) where T : INetworkSerializable, new() => m_Implementation.SerializeValue(ref value);
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/// <summary>
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/// Read or write an array of struct or class values implementing INetworkSerializable
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/// </summary>
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/// <param name="value">The values to read/write</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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/// <typeparam name="T">The type being serialized</typeparam>
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public void SerializeValue<T>(ref T[] value, FastBufferWriter.ForNetworkSerializable unused = default) where T : INetworkSerializable, new() => m_Implementation.SerializeValue(ref value);
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/// <summary>
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/// Read or write a Vector2 value
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/// </summary>
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/// <param name="value">The value to read/write</param>
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public void SerializeValue(ref Vector2 value) => m_Implementation.SerializeValue(ref value);
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/// <summary>
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/// Read or write an array of Vector2 values
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/// </summary>
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/// <param name="value">The values to read/write</param>
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public void SerializeValue(ref Vector2[] value) => m_Implementation.SerializeValue(ref value);
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/// <summary>
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/// Read or write a Vector3 value
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/// </summary>
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/// <param name="value">The value to read/write</param>
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public void SerializeValue(ref Vector3 value) => m_Implementation.SerializeValue(ref value);
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/// <summary>
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/// Read or write an array of Vector3 values
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/// </summary>
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/// <param name="value">The values to read/write</param>
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public void SerializeValue(ref Vector3[] value) => m_Implementation.SerializeValue(ref value);
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/// <summary>
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/// Read or write a Vector2Int value
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/// </summary>
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/// <param name="value">The value to read/write</param>
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public void SerializeValue(ref Vector2Int value) => m_Implementation.SerializeValue(ref value);
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/// <summary>
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/// Read or write an array of Vector2Int values
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/// </summary>
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/// <param name="value">The values to read/write</param>
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public void SerializeValue(ref Vector2Int[] value) => m_Implementation.SerializeValue(ref value);
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/// <summary>
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/// Read or write a Vector3Int value
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/// </summary>
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/// <param name="value">The value to read/write</param>
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public void SerializeValue(ref Vector3Int value) => m_Implementation.SerializeValue(ref value);
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/// <summary>
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/// Read or write an array of Vector3Int values
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/// </summary>
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/// <param name="value">The values to read/write</param>
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public void SerializeValue(ref Vector3Int[] value) => m_Implementation.SerializeValue(ref value);
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/// <summary>
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/// Read or write a Vector4 value
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/// </summary>
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/// <param name="value">The value to read/write</param>
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public void SerializeValue(ref Vector4 value) => m_Implementation.SerializeValue(ref value);
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/// <summary>
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/// Read or write an array of Vector4 values
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/// </summary>
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/// <param name="value">The values to read/write</param>
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public void SerializeValue(ref Vector4[] value) => m_Implementation.SerializeValue(ref value);
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/// <summary>
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/// Read or write a Quaternion value
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/// </summary>
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/// <param name="value">The value to read/write</param>
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public void SerializeValue(ref Quaternion value) => m_Implementation.SerializeValue(ref value);
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/// <summary>
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/// Read or write an array of Quaternion values
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/// </summary>
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/// <param name="value">The values to read/write</param>
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public void SerializeValue(ref Quaternion[] value) => m_Implementation.SerializeValue(ref value);
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/// <summary>
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/// Read or write a Color value
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/// </summary>
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/// <param name="value">The value to read/write</param>
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public void SerializeValue(ref Color value) => m_Implementation.SerializeValue(ref value);
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/// <summary>
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/// Read or write an array of Color values
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/// </summary>
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/// <param name="value">The values to read/write</param>
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public void SerializeValue(ref Color[] value) => m_Implementation.SerializeValue(ref value);
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/// <summary>
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/// Read or write a Color32 value
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/// </summary>
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/// <param name="value">The value to read/write</param>
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public void SerializeValue(ref Color32 value) => m_Implementation.SerializeValue(ref value);
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/// <summary>
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/// Read or write an array of Color32 values
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/// </summary>
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/// <param name="value">The values to read/write</param>
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public void SerializeValue(ref Color32[] value) => m_Implementation.SerializeValue(ref value);
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/// <summary>
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/// Read or write a Ray value
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/// </summary>
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/// <param name="value">The value to read/write</param>
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public void SerializeValue(ref Ray value) => m_Implementation.SerializeValue(ref value);
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/// <summary>
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/// Read or write an array of Ray values
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/// </summary>
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/// <param name="value">The values to read/write</param>
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public void SerializeValue(ref Ray[] value) => m_Implementation.SerializeValue(ref value);
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/// <summary>
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/// Read or write a Ray2D value
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/// </summary>
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/// <param name="value">The value to read/write</param>
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public void SerializeValue(ref Ray2D value) => m_Implementation.SerializeValue(ref value);
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/// <summary>
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/// Read or write an array of Ray2D values
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/// </summary>
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/// <param name="value">The values to read/write</param>
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public void SerializeValue(ref Ray2D[] value) => m_Implementation.SerializeValue(ref value);
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// There are many FixedString types, but all of them share the interfaces INativeList<bool> and IUTF8Bytes.
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// INativeList<bool> provides the Length property
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// IUTF8Bytes provides GetUnsafePtr()
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// Those two are necessary to serialize FixedStrings efficiently
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// - otherwise we'd just be memcpy'ing the whole thing even if
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// most of it isn't used.
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/// <summary>
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/// Read or write a FixedString value
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/// </summary>
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/// <typeparam name="T">The network serializable type</typeparam>
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/// <param name="value">The values to read/write</param>
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/// <param name="unused">An unused parameter used for enabling overload resolution of FixedStrings</param>
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public void SerializeValue<T>(ref T value, FastBufferWriter.ForFixedStrings unused = default)
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where T : unmanaged, INativeList<byte>, IUTF8Bytes => m_Implementation.SerializeValue(ref value);
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/// <summary>
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/// Read or write a NativeArray of FixedString values
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/// </summary>
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/// <typeparam name="T">The network serializable type</typeparam>
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/// <param name="value">The values to read/write</param>
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/// <param name="allocator">The allocator to use to construct the resulting NativeArray when reading</param>
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/// <param name="unused">An unused parameter used for enabling overload resolution of FixedStrings</param>
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public void SerializeValue<T>(ref NativeArray<T> value, Allocator allocator)
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where T : unmanaged, INativeList<byte>, IUTF8Bytes => m_Implementation.SerializeValue(ref value, allocator);
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#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
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/// <summary>
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/// Read or write a NativeList of FixedString values
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/// </summary>
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/// <typeparam name="T">The network serializable type</typeparam>
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/// <param name="value">The values to read/write</param>
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/// <param name="unused">An unused parameter used for enabling overload resolution of FixedStrings</param>
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public void SerializeValue<T>(ref NativeList<T> value)
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where T : unmanaged, INativeList<byte>, IUTF8Bytes => m_Implementation.SerializeValue(ref value);
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#endif
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/// <summary>
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/// Read or write a NetworkSerializable value.
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/// SerializeValue() is the preferred method to do this - this is provided for backward compatibility only.
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/// </summary>
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/// <typeparam name="T">The network serializable type</typeparam>
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/// <param name="value">The values to read/write</param>
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public void SerializeNetworkSerializable<T>(ref T value) where T : INetworkSerializable, new() => m_Implementation.SerializeNetworkSerializable(ref value);
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/// <summary>
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/// Performs an advance check to ensure space is available to read/write one or more values.
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/// This provides a performance benefit for serializing multiple values using the
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/// SerializeValuePreChecked methods. But note that the benefit is small and only likely to be
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/// noticeable if serializing a very large number of items.
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/// </summary>
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/// <param name="amount"></param>
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/// <returns></returns>
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public bool PreCheck(int amount)
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{
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return m_Implementation.PreCheck(amount);
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}
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/// <summary>
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/// Serialize a string, "pre-checked", which skips buffer checks.
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/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
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/// calling this. In release builds, calling this without calling "PreCheck" may read or write
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/// past the end of the buffer, which will cause memory corruption and undefined behavior.
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/// </summary>
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/// <param name="s">The value to read/write</param>
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/// <param name="oneByteChars">If true, characters will be limited to one-byte ASCII characters</param>
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public void SerializeValuePreChecked(ref string s, bool oneByteChars = false) => m_Implementation.SerializeValuePreChecked(ref s, oneByteChars);
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/// <summary>
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/// Serialize a byte, "pre-checked", which skips buffer checks.
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/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
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/// calling this. In release builds, calling this without calling "PreCheck" may read or write
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/// past the end of the buffer, which will cause memory corruption and undefined behavior.
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/// </summary>
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/// <param name="value">The value to read/write</param>
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public void SerializeValuePreChecked(ref byte value) => m_Implementation.SerializeValuePreChecked(ref value);
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/// <summary>
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/// Serialize a primitive, "pre-checked", which skips buffer checks.
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/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
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/// calling this. In release builds, calling this without calling "PreCheck" may read or write
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/// past the end of the buffer, which will cause memory corruption and undefined behavior.
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/// </summary>
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/// <typeparam name="T">The network serializable type</typeparam>
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/// <param name="value">The value to read/write</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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public void SerializeValuePreChecked<T>(ref T value, FastBufferWriter.ForPrimitives unused = default) where T : unmanaged, IComparable, IConvertible, IComparable<T>, IEquatable<T> => m_Implementation.SerializeValuePreChecked(ref value);
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/// <summary>
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/// Serialize an array of primitives, "pre-checked", which skips buffer checks.
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/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
|
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/// calling this. In release builds, calling this without calling "PreCheck" may read or write
|
|
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
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|
/// </summary>
|
|
/// <typeparam name="T">The network serializable types in an array</typeparam>
|
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/// <param name="value">The values to read/write</param>
|
|
/// <param name="unused">An unused parameter used for enabling overload resolution of primitives</param>
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|
public void SerializeValuePreChecked<T>(ref T[] value, FastBufferWriter.ForPrimitives unused = default) where T : unmanaged, IComparable, IConvertible, IComparable<T>, IEquatable<T> => m_Implementation.SerializeValuePreChecked(ref value);
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/// <summary>
|
|
/// Serialize an enum, "pre-checked", which skips buffer checks.
|
|
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
|
|
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
|
|
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
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|
/// </summary>
|
|
/// <typeparam name="T">The network serializable type</typeparam>
|
|
/// <param name="value">The values to read/write</param>
|
|
/// <param name="unused">An unused parameter used for enabling overload resolution of enums</param>
|
|
public void SerializeValuePreChecked<T>(ref T value, FastBufferWriter.ForEnums unused = default) where T : unmanaged, Enum => m_Implementation.SerializeValuePreChecked(ref value);
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|
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/// <summary>
|
|
/// Serialize an array of enums, "pre-checked", which skips buffer checks.
|
|
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
|
|
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
|
|
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
|
|
/// </summary>
|
|
/// <typeparam name="T">The network serializable types in an array</typeparam>
|
|
/// <param name="value">The values to read/write</param>
|
|
/// <param name="unused">An unused parameter used for enabling overload resolution of enums</param>
|
|
public void SerializeValuePreChecked<T>(ref T[] value, FastBufferWriter.ForEnums unused = default) where T : unmanaged, Enum => m_Implementation.SerializeValuePreChecked(ref value);
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|
|
/// <summary>
|
|
/// Serialize a struct, "pre-checked", which skips buffer checks.
|
|
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
|
|
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
|
|
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
|
|
/// </summary>
|
|
/// <typeparam name="T">The network serializable type</typeparam>
|
|
/// <param name="value">The values to read/write</param>
|
|
/// <param name="unused">An unused parameter used for enabling overload resolution of structs</param>
|
|
public void SerializeValuePreChecked<T>(ref T value, FastBufferWriter.ForStructs unused = default) where T : unmanaged, INetworkSerializeByMemcpy => m_Implementation.SerializeValuePreChecked(ref value);
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|
|
|
/// <summary>
|
|
/// Serialize an array of structs, "pre-checked", which skips buffer checks.
|
|
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
|
|
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
|
|
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
|
|
/// </summary>
|
|
/// <typeparam name="T">The network serializable types in an array</typeparam>
|
|
/// <param name="value">The values to read/write</param>
|
|
/// <param name="unused">An unused parameter used for enabling overload resolution of structs</param>
|
|
public void SerializeValuePreChecked<T>(ref T[] value, FastBufferWriter.ForStructs unused = default) where T : unmanaged, INetworkSerializeByMemcpy => m_Implementation.SerializeValuePreChecked(ref value);
|
|
|
|
/// <summary>
|
|
/// Serialize a NativeArray of structs, "pre-checked", which skips buffer checks.
|
|
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
|
|
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
|
|
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
|
|
/// </summary>
|
|
/// <typeparam name="T">The network serializable types in an array</typeparam>
|
|
/// <param name="value">The values to read/write</param>
|
|
/// <param name="allocator">The allocator to use to construct the resulting NativeArray when reading</param>
|
|
/// <param name="unused">An unused parameter used for enabling overload resolution of structs</param>
|
|
public void SerializeValuePreChecked<T>(ref NativeArray<T> value, Allocator allocator, FastBufferWriter.ForGeneric unused = default) where T : unmanaged => m_Implementation.SerializeValuePreChecked(ref value, allocator);
|
|
|
|
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
|
|
/// <summary>
|
|
/// Serialize a NativeList of structs, "pre-checked", which skips buffer checks.
|
|
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
|
|
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
|
|
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
|
|
/// </summary>
|
|
/// <typeparam name="T">The network serializable types in an array</typeparam>
|
|
/// <param name="value">The values to read/write</param>
|
|
/// <param name="unused">An unused parameter used for enabling overload resolution of structs</param>
|
|
public void SerializeValuePreChecked<T>(ref NativeList<T> value, FastBufferWriter.ForGeneric unused = default) where T : unmanaged => m_Implementation.SerializeValuePreChecked(ref value);
|
|
#endif
|
|
|
|
/// <summary>
|
|
/// Serialize a Vector2, "pre-checked", which skips buffer checks.
|
|
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
|
|
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
|
|
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
|
|
/// </summary>
|
|
/// <param name="value">The value to read/write</param>
|
|
public void SerializeValuePreChecked(ref Vector2 value) => m_Implementation.SerializeValuePreChecked(ref value);
|
|
|
|
/// <summary>
|
|
/// Serialize a Vector2 array, "pre-checked", which skips buffer checks.
|
|
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
|
|
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
|
|
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
|
|
/// </summary>
|
|
/// <param name="value">The values to read/write</param>
|
|
public void SerializeValuePreChecked(ref Vector2[] value) => m_Implementation.SerializeValuePreChecked(ref value);
|
|
|
|
/// <summary>
|
|
/// Serialize a Vector3, "pre-checked", which skips buffer checks.
|
|
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
|
|
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
|
|
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
|
|
/// </summary>
|
|
/// <param name="value">The value to read/write</param>
|
|
public void SerializeValuePreChecked(ref Vector3 value) => m_Implementation.SerializeValuePreChecked(ref value);
|
|
|
|
/// <summary>
|
|
/// Serialize a Vector3 array, "pre-checked", which skips buffer checks.
|
|
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
|
|
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
|
|
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
|
|
/// </summary>
|
|
/// <param name="value">The values to read/write</param>
|
|
public void SerializeValuePreChecked(ref Vector3[] value) => m_Implementation.SerializeValuePreChecked(ref value);
|
|
|
|
/// <summary>
|
|
/// Serialize a Vector2Int, "pre-checked", which skips buffer checks.
|
|
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
|
|
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
|
|
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
|
|
/// </summary>
|
|
/// <param name="value">The value to read/write</param>
|
|
public void SerializeValuePreChecked(ref Vector2Int value) => m_Implementation.SerializeValuePreChecked(ref value);
|
|
|
|
/// <summary>
|
|
/// Serialize a Vector2Int array, "pre-checked", which skips buffer checks.
|
|
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
|
|
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
|
|
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
|
|
/// </summary>
|
|
/// <param name="value">The values to read/write</param>
|
|
public void SerializeValuePreChecked(ref Vector2Int[] value) => m_Implementation.SerializeValuePreChecked(ref value);
|
|
|
|
/// <summary>
|
|
/// Serialize a Vector3Int, "pre-checked", which skips buffer checks.
|
|
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
|
|
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
|
|
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
|
|
/// </summary>
|
|
/// <param name="value">The value to read/write</param>
|
|
public void SerializeValuePreChecked(ref Vector3Int value) => m_Implementation.SerializeValuePreChecked(ref value);
|
|
|
|
/// <summary>
|
|
/// Serialize a Vector3Int array, "pre-checked", which skips buffer checks.
|
|
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
|
|
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
|
|
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
|
|
/// </summary>
|
|
/// <param name="value">The value to read/write</param>
|
|
public void SerializeValuePreChecked(ref Vector3Int[] value) => m_Implementation.SerializeValuePreChecked(ref value);
|
|
|
|
/// <summary>
|
|
/// Serialize a Vector4, "pre-checked", which skips buffer checks.
|
|
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
|
|
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
|
|
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
|
|
/// </summary>
|
|
/// <param name="value">The value to read/write</param>
|
|
public void SerializeValuePreChecked(ref Vector4 value) => m_Implementation.SerializeValuePreChecked(ref value);
|
|
|
|
/// <summary>
|
|
/// Serialize a Vector4 array, "pre-checked", which skips buffer checks.
|
|
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
|
|
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
|
|
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
|
|
/// </summary>
|
|
/// <param name="value">The value to read/write</param>
|
|
public void SerializeValuePreChecked(ref Vector4[] value) => m_Implementation.SerializeValuePreChecked(ref value);
|
|
|
|
/// <summary>
|
|
/// Serialize a Quaternion, "pre-checked", which skips buffer checks.
|
|
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
|
|
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
|
|
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
|
|
/// </summary>
|
|
/// <param name="value">The value to read/write</param>
|
|
public void SerializeValuePreChecked(ref Quaternion value) => m_Implementation.SerializeValuePreChecked(ref value);
|
|
|
|
/// <summary>
|
|
/// Serialize a Quaternion array, "pre-checked", which skips buffer checks.
|
|
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
|
|
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
|
|
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
|
|
/// </summary>
|
|
/// <param name="value">The value to read/write</param>
|
|
public void SerializeValuePreChecked(ref Quaternion[] value) => m_Implementation.SerializeValuePreChecked(ref value);
|
|
|
|
/// <summary>
|
|
/// Serialize a Color, "pre-checked", which skips buffer checks.
|
|
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
|
|
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
|
|
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
|
|
/// </summary>
|
|
/// <param name="value">The value to read/write</param>
|
|
public void SerializeValuePreChecked(ref Color value) => m_Implementation.SerializeValuePreChecked(ref value);
|
|
|
|
/// <summary>
|
|
/// Serialize a Color array, "pre-checked", which skips buffer checks.
|
|
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
|
|
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
|
|
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
|
|
/// </summary>
|
|
/// <param name="value">The value to read/write</param>
|
|
public void SerializeValuePreChecked(ref Color[] value) => m_Implementation.SerializeValuePreChecked(ref value);
|
|
|
|
/// <summary>
|
|
/// Serialize a Color32, "pre-checked", which skips buffer checks.
|
|
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
|
|
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
|
|
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
|
|
/// </summary>
|
|
/// <param name="value">The value to read/write</param>
|
|
public void SerializeValuePreChecked(ref Color32 value) => m_Implementation.SerializeValuePreChecked(ref value);
|
|
|
|
/// <summary>
|
|
/// Serialize a Color32 array, "pre-checked", which skips buffer checks.
|
|
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
|
|
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
|
|
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
|
|
/// </summary>
|
|
/// <param name="value">The value to read/write</param>
|
|
public void SerializeValuePreChecked(ref Color32[] value) => m_Implementation.SerializeValuePreChecked(ref value);
|
|
|
|
/// <summary>
|
|
/// Serialize a Ray, "pre-checked", which skips buffer checks.
|
|
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
|
|
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
|
|
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
|
|
/// </summary>
|
|
/// <param name="value">The value to read/write</param>
|
|
public void SerializeValuePreChecked(ref Ray value) => m_Implementation.SerializeValuePreChecked(ref value);
|
|
|
|
/// <summary>
|
|
/// Serialize a Ray array, "pre-checked", which skips buffer checks.
|
|
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
|
|
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
|
|
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
|
|
/// </summary>
|
|
/// <param name="value">The value to read/write</param>
|
|
public void SerializeValuePreChecked(ref Ray[] value) => m_Implementation.SerializeValuePreChecked(ref value);
|
|
|
|
/// <summary>
|
|
/// Serialize a Ray2D, "pre-checked", which skips buffer checks.
|
|
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
|
|
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
|
|
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
|
|
/// </summary>
|
|
/// <param name="value">The value to read/write</param>
|
|
public void SerializeValuePreChecked(ref Ray2D value) => m_Implementation.SerializeValuePreChecked(ref value);
|
|
|
|
/// <summary>
|
|
/// Serialize a Ray2D array, "pre-checked", which skips buffer checks.
|
|
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
|
|
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
|
|
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
|
|
/// </summary>
|
|
/// <param name="value">The value to read/write</param>
|
|
public void SerializeValuePreChecked(ref Ray2D[] value) => m_Implementation.SerializeValuePreChecked(ref value);
|
|
|
|
// There are many FixedString types, but all of them share the interfaces INativeList<bool> and IUTF8Bytes.
|
|
// INativeList<bool> 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.
|
|
|
|
/// <summary>
|
|
/// Serialize a FixedString, "pre-checked", which skips buffer checks.
|
|
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
|
|
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
|
|
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
|
|
/// </summary>
|
|
/// <typeparam name="T">The network serializable type</typeparam>
|
|
/// <param name="value">The value to read/write</param>
|
|
/// <param name="unused">An unused parameter that can be used for enabling overload resolution for fixed strings</param>
|
|
public void SerializeValuePreChecked<T>(ref T value, FastBufferWriter.ForFixedStrings unused = default)
|
|
where T : unmanaged, INativeList<byte>, IUTF8Bytes => m_Implementation.SerializeValuePreChecked(ref value);
|
|
}
|
|
}
|