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com.unity.netcode.gameobjects/Runtime/Serialization/BufferSerializerReader.cs
Unity Technologies 4d70c198bd 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)
2023-06-07 00:00:00 +00:00

143 lines
9.4 KiB
C#

using System;
using Unity.Collections;
using UnityEngine;
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 byte value) => m_Reader.ReadByteSafe(out value);
public void SerializeValue<T>(ref T value, FastBufferWriter.ForPrimitives unused = default) where T : unmanaged, IComparable, IConvertible, IComparable<T>, IEquatable<T> => m_Reader.ReadValueSafe(out value);
public void SerializeValue<T>(ref T[] value, FastBufferWriter.ForPrimitives unused = default) where T : unmanaged, IComparable, IConvertible, IComparable<T>, IEquatable<T> => m_Reader.ReadValueSafe(out value);
public void SerializeValue<T>(ref T value, FastBufferWriter.ForEnums unused = default) where T : unmanaged, Enum => m_Reader.ReadValueSafe(out value);
public void SerializeValue<T>(ref T[] value, FastBufferWriter.ForEnums unused = default) where T : unmanaged, Enum => m_Reader.ReadValueSafe(out value);
public void SerializeValue<T>(ref T value, FastBufferWriter.ForStructs unused = default) where T : unmanaged, INetworkSerializeByMemcpy => m_Reader.ReadValueSafe(out value);
public void SerializeValue<T>(ref T[] value, FastBufferWriter.ForStructs unused = default) where T : unmanaged, INetworkSerializeByMemcpy => m_Reader.ReadValueSafe(out value);
public void SerializeValue<T>(ref NativeArray<T> value, Allocator allocator, FastBufferWriter.ForGeneric unused = default) where T : unmanaged => m_Reader.ReadValueSafe(out value, allocator);
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
public void SerializeValue<T>(ref NativeList<T> value, FastBufferWriter.ForGeneric unused = default) where T : unmanaged => m_Reader.ReadValueSafeInPlace(ref value);
#endif
public void SerializeValue<T>(ref T value, FastBufferWriter.ForNetworkSerializable unused = default) where T : INetworkSerializable, new() => m_Reader.ReadNetworkSerializableInPlace(ref value);
public void SerializeValue<T>(ref T[] value, FastBufferWriter.ForNetworkSerializable unused = default) where T : INetworkSerializable, new() => m_Reader.ReadValue(out value);
public void SerializeValue<T>(ref T value, FastBufferWriter.ForFixedStrings unused = default)
where T : unmanaged, INativeList<byte>, IUTF8Bytes => m_Reader.ReadValueSafe(out value);
public void SerializeValue<T>(ref NativeArray<T> value, Allocator allocator) where T : unmanaged, INativeList<byte>, IUTF8Bytes => m_Reader.ReadValueSafe(out value, allocator);
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
public void SerializeValue<T>(ref NativeList<T> value) where T : unmanaged, INativeList<byte>, IUTF8Bytes => m_Reader.ReadValueSafeInPlace(ref value);
#endif
public void SerializeValue(ref Vector2 value) => m_Reader.ReadValueSafe(out value);
public void SerializeValue(ref Vector2[] value) => m_Reader.ReadValueSafe(out value);
public void SerializeValue(ref Vector3 value) => m_Reader.ReadValueSafe(out value);
public void SerializeValue(ref Vector3[] value) => m_Reader.ReadValueSafe(out value);
public void SerializeValue(ref Vector2Int value) => m_Reader.ReadValueSafe(out value);
public void SerializeValue(ref Vector2Int[] value) => m_Reader.ReadValueSafe(out value);
public void SerializeValue(ref Vector3Int value) => m_Reader.ReadValueSafe(out value);
public void SerializeValue(ref Vector3Int[] value) => m_Reader.ReadValueSafe(out value);
public void SerializeValue(ref Vector4 value) => m_Reader.ReadValueSafe(out value);
public void SerializeValue(ref Vector4[] value) => m_Reader.ReadValueSafe(out value);
public void SerializeValue(ref Quaternion value) => m_Reader.ReadValueSafe(out value);
public void SerializeValue(ref Quaternion[] value) => m_Reader.ReadValueSafe(out value);
public void SerializeValue(ref Color value) => m_Reader.ReadValueSafe(out value);
public void SerializeValue(ref Color[] value) => m_Reader.ReadValueSafe(out value);
public void SerializeValue(ref Color32 value) => m_Reader.ReadValueSafe(out value);
public void SerializeValue(ref Color32[] value) => m_Reader.ReadValueSafe(out value);
public void SerializeValue(ref Ray value) => m_Reader.ReadValueSafe(out value);
public void SerializeValue(ref Ray[] value) => m_Reader.ReadValueSafe(out value);
public void SerializeValue(ref Ray2D value) => m_Reader.ReadValueSafe(out value);
public void SerializeValue(ref Ray2D[] value) => m_Reader.ReadValueSafe(out value);
public void SerializeNetworkSerializable<T>(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 byte value) => m_Reader.ReadByte(out value);
public void SerializeValuePreChecked<T>(ref T value, FastBufferWriter.ForPrimitives unused = default) where T : unmanaged, IComparable, IConvertible, IComparable<T>, IEquatable<T> => m_Reader.ReadValue(out value);
public void SerializeValuePreChecked<T>(ref T[] value, FastBufferWriter.ForPrimitives unused = default) where T : unmanaged, IComparable, IConvertible, IComparable<T>, IEquatable<T> => m_Reader.ReadValue(out value);
public void SerializeValuePreChecked<T>(ref T value, FastBufferWriter.ForEnums unused = default) where T : unmanaged, Enum => m_Reader.ReadValue(out value);
public void SerializeValuePreChecked<T>(ref T[] value, FastBufferWriter.ForEnums unused = default) where T : unmanaged, Enum => m_Reader.ReadValue(out value);
public void SerializeValuePreChecked<T>(ref T value, FastBufferWriter.ForStructs unused = default) where T : unmanaged, INetworkSerializeByMemcpy => m_Reader.ReadValue(out value);
public void SerializeValuePreChecked<T>(ref T[] value, FastBufferWriter.ForStructs unused = default) where T : unmanaged, INetworkSerializeByMemcpy => m_Reader.ReadValue(out value);
public void SerializeValuePreChecked<T>(ref NativeArray<T> value, Allocator allocator, FastBufferWriter.ForGeneric unused = default) where T : unmanaged => m_Reader.ReadValue(out value, allocator);
#if UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
public void SerializeValuePreChecked<T>(ref NativeList<T> value, FastBufferWriter.ForGeneric unused = default) where T : unmanaged => m_Reader.ReadValueInPlace(ref value);
#endif
public void SerializeValuePreChecked<T>(ref T value, FastBufferWriter.ForFixedStrings unused = default)
where T : unmanaged, INativeList<byte>, IUTF8Bytes => m_Reader.ReadValue(out value);
public void SerializeValuePreChecked(ref Vector2 value) => m_Reader.ReadValue(out value);
public void SerializeValuePreChecked(ref Vector2[] value) => m_Reader.ReadValue(out value);
public void SerializeValuePreChecked(ref Vector3 value) => m_Reader.ReadValue(out value);
public void SerializeValuePreChecked(ref Vector3[] value) => m_Reader.ReadValue(out value);
public void SerializeValuePreChecked(ref Vector2Int value) => m_Reader.ReadValue(out value);
public void SerializeValuePreChecked(ref Vector2Int[] value) => m_Reader.ReadValue(out value);
public void SerializeValuePreChecked(ref Vector3Int value) => m_Reader.ReadValue(out value);
public void SerializeValuePreChecked(ref Vector3Int[] value) => m_Reader.ReadValue(out value);
public void SerializeValuePreChecked(ref Vector4 value) => m_Reader.ReadValue(out value);
public void SerializeValuePreChecked(ref Vector4[] value) => m_Reader.ReadValue(out value);
public void SerializeValuePreChecked(ref Quaternion value) => m_Reader.ReadValue(out value);
public void SerializeValuePreChecked(ref Quaternion[] value) => m_Reader.ReadValue(out value);
public void SerializeValuePreChecked(ref Color value) => m_Reader.ReadValue(out value);
public void SerializeValuePreChecked(ref Color[] value) => m_Reader.ReadValue(out value);
public void SerializeValuePreChecked(ref Color32 value) => m_Reader.ReadValue(out value);
public void SerializeValuePreChecked(ref Color32[] value) => m_Reader.ReadValue(out value);
public void SerializeValuePreChecked(ref Ray value) => m_Reader.ReadValue(out value);
public void SerializeValuePreChecked(ref Ray[] value) => m_Reader.ReadValue(out value);
public void SerializeValuePreChecked(ref Ray2D value) => m_Reader.ReadValue(out value);
public void SerializeValuePreChecked(ref Ray2D[] value) => m_Reader.ReadValue(out value);
}
}