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com.unity.netcode.gameobjects/Runtime/Serialization/BufferSerializer.cs
Unity Technologies 22d877d1b2 com.unity.netcode.gameobjects@1.0.0-pre.2
# Changelog

All notable changes to this project will be documented in this file.

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).

## [1.0.0-pre.2] - 2020-12-20

### Added

- Associated Known Issues for the 1.0.0-pre.1 release in the changelog

### Changed

- Updated label for `1.0.0-pre.1` changelog section

## [1.0.0-pre.1] - 2020-12-20

### Added

- Added `ClientNetworkTransform` sample to the SDK package (#1168)
- Added `Bootstrap` sample to the SDK package (#1140)
- Enhanced `NetworkSceneManager` implementation with additive scene loading capabilities (#1080, #955, #913)
  - `NetworkSceneManager.OnSceneEvent` provides improved scene event notificaitons
- Enhanced `NetworkTransform` implementation with per axis/component based and threshold based state replication (#1042, #1055, #1061, #1084, #1101)
- Added a jitter-resistent `BufferedLinearInterpolator<T>` for `NetworkTransform` (#1060)
- Implemented `NetworkPrefabHandler` that provides support for object pooling and `NetworkPrefab` overrides (#1073, #1004, #977, #905,#749, #727)
- Implemented auto `NetworkObject` transform parent synchronization at runtime over the network (#855)
- Adopted Unity C# Coding Standards in the codebase with `.editorconfig` ruleset (#666, #670)
- When a client tries to spawn a `NetworkObject` an exception is thrown to indicate unsupported behavior. (#981)
- Added a `NetworkTime` and `NetworkTickSystem` which allows for improved control over time and ticks. (#845)
- Added a `OnNetworkDespawn` function to `NetworkObject` which gets called when a `NetworkObject` gets despawned and can be overriden. (#865)
- Added `SnapshotSystem` that would allow variables and spawn/despawn messages to be sent in blocks (#805, #852, #862, #963, #1012, #1013, #1021, #1040, #1062, #1064, #1083, #1091, #1111, #1129, #1166, #1192)
  - Disabled by default for now, except spawn/despawn messages
  - Will leverage unreliable messages with eventual consistency
- `NetworkBehaviour` and `NetworkObject`'s `NetworkManager` instances can now be overriden (#762)
- Added metrics reporting for the new network profiler if the Multiplayer Tools package is present (#1104, #1089, #1096, #1086, #1072, #1058, #960, #897, #891, #878)
- `NetworkBehaviour.IsSpawned` a quick (and stable) way to determine if the associated NetworkObject is spawned (#1190)
- Added `NetworkRigidbody` and `NetworkRigidbody2D` components to support networking `Rigidbody` and `Rigidbody2D` components (#1202, #1175)
- Added `NetworkObjectReference` and `NetworkBehaviourReference` structs which allow to sending `NetworkObject/Behaviours` over RPCs/`NetworkVariable`s (#1173)
- Added `NetworkAnimator` component to support networking `Animator` component (#1281, #872)

### Changed

- Bumped minimum Unity version, renamed package as "Unity Netcode for GameObjects", replaced `MLAPI` namespace and its variants with `Unity.Netcode` namespace and per asm-def variants (#1007, #1009, #1015, #1017, #1019, #1025, #1026, #1065)
  - Minimum Unity version:
    - 2019.4 → 2020.3+
  - Package rename:
    - Display name: `MLAPI Networking Library` → `Netcode for GameObjects`
    - Name: `com.unity.multiplayer.mlapi` → `com.unity.netcode.gameobjects`
    - Updated package description
  - All `MLAPI.x` namespaces are replaced with `Unity.Netcode`
    - `MLAPI.Messaging` → `Unity.Netcode`
    - `MLAPI.Connection` → `Unity.Netcode`
    - `MLAPI.Logging` → `Unity.Netcode`
    - `MLAPI.SceneManagement` → `Unity.Netcode`
    - and other `MLAPI.x` variants to `Unity.Netcode`
  - All assembly definitions are renamed with `Unity.Netcode.x` variants
    - `Unity.Multiplayer.MLAPI.Runtime` → `Unity.Netcode.Runtime`
    - `Unity.Multiplayer.MLAPI.Editor` → `Unity.Netcode.Editor`
    - and other `Unity.Multiplayer.MLAPI.x` variants to `Unity.Netcode.x` variants
- Renamed `Prototyping` namespace and assembly definition to `Components` (#1145)
- Changed `NetworkObject.Despawn(bool destroy)` API to default to `destroy = true` for better usability (#1217)
- Scene registration in `NetworkManager` is now replaced by Build Setttings → Scenes in Build List (#1080)
- `NetworkSceneManager.SwitchScene` has been replaced by `NetworkSceneManager.LoadScene` (#955)
- `NetworkManager, NetworkConfig, and NetworkSceneManager` scene registration replaced with scenes in build list (#1080)
- `GlobalObjectIdHash` replaced `PrefabHash` and `PrefabHashGenerator` for stability and consistency (#698)
- `NetworkStart` has been renamed to `OnNetworkSpawn`. (#865)
- Network variable cleanup - eliminated shared mode, variables are server-authoritative (#1059, #1074)
- `NetworkManager` and other systems are no longer singletons/statics (#696, #705, #706, #737, #738, #739, #746, #747, #763, #765, #766, #783, #784, #785, #786, #787, #788)
- Changed `INetworkSerializable.NetworkSerialize` method signature to use `BufferSerializer<T>` instead of `NetworkSerializer` (#1187)
- Changed `CustomMessagingManager`'s methods to use `FastBufferWriter` and `FastBufferReader` instead of `Stream` (#1187)
- Reduced internal runtime allocations by removing LINQ calls and replacing managed lists/arrays with native collections (#1196)

### Removed

- Removed `NetworkNavMeshAgent` (#1150)
- Removed `NetworkDictionary`, `NetworkSet` (#1149)
- Removed `NetworkVariableSettings` (#1097)
- Removed predefined `NetworkVariable<T>` types (#1093)
    - Removed `NetworkVariableBool`, `NetworkVariableByte`, `NetworkVariableSByte`, `NetworkVariableUShort`, `NetworkVariableShort`, `NetworkVariableUInt`, `NetworkVariableInt`, `NetworkVariableULong`, `NetworkVariableLong`, `NetworkVariableFloat`, `NetworkVariableDouble`, `NetworkVariableVector2`, `NetworkVariableVector3`, `NetworkVariableVector4`, `NetworkVariableColor`, `NetworkVariableColor32`, `NetworkVariableRay`, `NetworkVariableQuaternion`
- Removed `NetworkChannel` and `MultiplexTransportAdapter` (#1133)
- Removed ILPP backend for 2019.4, minimum required version is 2020.3+ (#895)
- `NetworkManager.NetworkConfig` had the following properties removed: (#1080)
  - Scene Registrations no longer exists
  - Allow Runtime Scene Changes was no longer needed and was removed
- Removed the NetworkObject.Spawn payload parameter (#1005)
- Removed `ProfilerCounter`, the original MLAPI network profiler, and the built-in network profiler module (2020.3). A replacement can now be found in the Multiplayer Tools package. (#1048)
- Removed UNet RelayTransport and related relay functionality in UNetTransport (#1081)
- Removed `UpdateStage` parameter from `ServerRpcSendParams` and `ClientRpcSendParams` (#1187)
- Removed `NetworkBuffer`, `NetworkWriter`, `NetworkReader`, `NetworkSerializer`, `PooledNetworkBuffer`, `PooledNetworkWriter`, and `PooledNetworkReader` (#1187)
- Removed `EnableNetworkVariable` in `NetworkConfig`, it is always enabled now (#1179)
- Removed `NetworkTransform`'s FixedSendsPerSecond, AssumeSyncedSends, InterpolateServer, ExtrapolatePosition, MaxSendsToExtrapolate, Channel, EnableNonProvokedResendChecks, DistanceSendrate (#1060) (#826) (#1042, #1055, #1061, #1084, #1101)
- Removed `NetworkManager`'s `StopServer()`, `StopClient()` and `StopHost()` methods and replaced with single `NetworkManager.Shutdown()` method for all (#1108)

### Fixed

- Fixed ServerRpc ownership check to `Debug.LogError` instead of `Debug.LogWarning` (#1126)
- Fixed `NetworkObject.OwnerClientId` property changing before `NetworkBehaviour.OnGainedOwnership()` callback (#1092)
- Fixed `NetworkBehaviourILPP` to iterate over all types in an assembly (#803)
- Fixed cross-asmdef RPC ILPP by importing types into external assemblies (#678)
- Fixed `NetworkManager` shutdown when quitting the application or switching scenes (#1011)
  - Now `NetworkManager` shutdowns correctly and despawns existing `NetworkObject`s
- Fixed Only one `PlayerPrefab` can be selected on `NetworkManager` inspector UI in the editor (#676)
- Fixed connection approval not being triggered for host (#675)
- Fixed various situations where messages could be processed in an invalid order, resulting in errors (#948, #1187, #1218)
- Fixed `NetworkVariable`s being default-initialized on the client instead of being initialized with the desired value (#1266)
- Improved runtime performance and reduced GC pressure (#1187)
- Fixed #915 - clients are receiving data from objects not visible to them (#1099)
- Fixed `NetworkTransform`'s "late join" issues, `NetworkTransform` now uses `NetworkVariable`s instead of RPCs (#826)
- Throw an exception for silent failure when a client tries to get another player's `PlayerObject`, it is now only allowed on the server-side (#844)

### Known Issues

- `NetworkVariable` does not serialize `INetworkSerializable` types through their `NetworkSerialize` implementation
- `NetworkObjects` marked as `DontDestroyOnLoad` are disabled during some network scene transitions
- `NetworkTransform` interpolates from the origin when switching Local Space synchronization
- Exceptions thrown in `OnNetworkSpawn` user code for an object will prevent the callback in other objects
- Cannot send an array of `INetworkSerializable` in RPCs
- ILPP generation fails with special characters in project path

## [0.2.0] - 2021-06-03

WIP version increment to pass package validation checks. Changelog & final version number TBD.

## [0.1.1] - 2021-06-01

This is hotfix v0.1.1 for the initial experimental Unity MLAPI Package.

### Changed

- Fixed issue with the Unity Registry package version missing some fixes from the v0.1.0 release.

## [0.1.0] - 2021-03-23

This is the initial experimental Unity MLAPI Package, v0.1.0.

### Added

- Refactored a new standard for Remote Procedure Call (RPC) in MLAPI which provides increased performance, significantly reduced boilerplate code, and extensibility for future-proofed code. MLAPI RPC includes `ServerRpc` and `ClientRpc` to execute logic on the server and client-side. This provides a single performant unified RPC solution, replacing MLAPI Convenience and Performance RPC (see [here](#removed-features)).
- Added standarized serialization types, including built-in and custom serialization flows. See [RFC #2](https://github.com/Unity-Technologies/com.unity.multiplayer.rfcs/blob/master/text/0002-serializable-types.md) for details.
- `INetworkSerializable` interface replaces `IBitWritable`.
- Added `NetworkSerializer`..., which is the main aggregator that implements serialization code for built-in supported types and holds `NetworkReader` and `NetworkWriter` instances internally.
- Added a Network Update Loop infrastructure that aids Netcode systems to update (such as RPC queue and transport) outside of the standard `MonoBehaviour` event cycle. See [RFC #8](https://github.com/Unity-Technologies/com.unity.multiplayer.rfcs/blob/master/text/0008-network-update-loop.md) and the following details:
  - It uses Unity's [low-level Player Loop API](https://docs.unity3d.com/ScriptReference/LowLevel.PlayerLoop.html) and allows for registering `INetworkUpdateSystem`s with `NetworkUpdate` methods to be executed at specific `NetworkUpdateStage`s, which may also be before or after `MonoBehaviour`-driven game logic execution.
  - You will typically interact with `NetworkUpdateLoop` for registration and `INetworkUpdateSystem` for implementation.
  - `NetworkVariable`s are now tick-based using the `NetworkTickSystem`, tracking time through network interactions and syncs.
- Added message batching to handle consecutive RPC requests sent to the same client. `RpcBatcher` sends batches based on requests from the `RpcQueueProcessing`, by batch size threshold or immediately.
- [GitHub 494](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/494): Added a constraint to allow one `NetworkObject` per `GameObject`, set through the `DisallowMultipleComponent` attribute.
- Integrated MLAPI with the Unity Profiler for versions 2020.2 and later:
  - Added new profiler modules for MLAPI that report important network data.
  - Attached the profiler to a remote player to view network data over the wire.
- A test project is available for building and experimenting with MLAPI features. This project is available in the MLAPI GitHub [testproject folder](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/tree/release/0.1.0/testproject).
- Added a [MLAPI Community Contributions](https://github.com/Unity-Technologies/mlapi-community-contributions/tree/master/com.mlapi.contrib.extensions) new GitHub repository to accept extensions from the MLAPI community. Current extensions include moved MLAPI features for lag compensation (useful for Server Authoritative actions) and `TrackedObject`.

### Changed

- [GitHub 520](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/520): MLAPI now uses the Unity Package Manager for installation management.
- Added functionality and usability to `NetworkVariable`, previously called `NetworkVar`. Updates enhance options and fully replace the need for `SyncedVar`s.
- [GitHub 507](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/507): Reimplemented `NetworkAnimator`, which synchronizes animation states for networked objects.
- GitHub [444](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/444) and [455](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/455): Channels are now represented as bytes instead of strings.

For users of previous versions of MLAPI, this release renames APIs due to refactoring. All obsolete marked APIs have been removed as per [GitHub 513](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/513) and [GitHub 514](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/514).

| Previous MLAPI Versions | V 0.1.0 Name |
| -- | -- |
| `NetworkingManager` | `NetworkManager` |
| `NetworkedObject` | `NetworkObject` |
| `NetworkedBehaviour` | `NetworkBehaviour` |
| `NetworkedClient` | `NetworkClient` |
| `NetworkedPrefab` | `NetworkPrefab` |
| `NetworkedVar` | `NetworkVariable` |
| `NetworkedTransform` | `NetworkTransform` |
| `NetworkedAnimator` | `NetworkAnimator` |
| `NetworkedAnimatorEditor` | `NetworkAnimatorEditor` |
| `NetworkedNavMeshAgent` | `NetworkNavMeshAgent` |
| `SpawnManager` | `NetworkSpawnManager` |
| `BitStream` | `NetworkBuffer` |
| `BitReader` | `NetworkReader` |
| `BitWriter` | `NetworkWriter` |
| `NetEventType` | `NetworkEventType` |
| `ChannelType` | `NetworkDelivery` |
| `Channel` | `NetworkChannel` |
| `Transport` | `NetworkTransport` |
| `NetworkedDictionary` | `NetworkDictionary` |
| `NetworkedList` | `NetworkList` |
| `NetworkedSet` | `NetworkSet` |
| `MLAPIConstants` | `NetworkConstants` |
| `UnetTransport` | `UNetTransport` |

### Fixed

- [GitHub 460](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/460): Fixed an issue for RPC where the host-server was not receiving RPCs from the host-client and vice versa without the loopback flag set in `NetworkingManager`.
- Fixed an issue where data in the Profiler was incorrectly aggregated and drawn, which caused the profiler data to increment indefinitely instead of resetting each frame.
- Fixed an issue the client soft-synced causing PlayMode client-only scene transition issues, caused when running the client in the editor and the host as a release build. Users may have encountered a soft sync of `NetworkedInstanceId` issues in the `SpawnManager.ClientCollectSoftSyncSceneObjectSweep` method.
- [GitHub 458](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/458): Fixed serialization issues in `NetworkList` and `NetworkDictionary` when running in Server mode.
- [GitHub 498](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/498): Fixed numerical precision issues to prevent not a number (NaN) quaternions.
- [GitHub 438](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/438): Fixed booleans by reaching or writing bytes instead of bits.
- [GitHub 519](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/519): Fixed an issue where calling `Shutdown()` before making `NetworkManager.Singleton = null` is null on `NetworkManager.OnDestroy()`.

### Removed

With a new release of MLAPI in Unity, some features have been removed:

- SyncVars have been removed from MLAPI. Use `NetworkVariable`s in place of this functionality. <!-- MTT54 -->
- [GitHub 527](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/527): Lag compensation systems and `TrackedObject` have moved to the new [MLAPI Community Contributions](https://github.com/Unity-Technologies/mlapi-community-contributions/tree/master/com.mlapi.contrib.extensions) repo.
- [GitHub 509](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/509): Encryption has been removed from MLAPI. The `Encryption` option in `NetworkConfig` on the `NetworkingManager` is not available in this release. This change will not block game creation or running. A current replacement for this functionality is not available, and may be developed in future releases. See the following changes:
    - Removed `SecuritySendFlags` from all APIs.
    - Removed encryption, cryptography, and certificate configurations from APIs including `NetworkManager` and `NetworkConfig`.
    - Removed "hail handshake", including `NetworkManager` implementation and `NetworkConstants` entries.
    - Modified `RpcQueue` and `RpcBatcher` internals to remove encryption and authentication from reading and writing.
- Removed the previous MLAPI Profiler editor window from Unity versions 2020.2 and later.
- Removed previous MLAPI Convenience and Performance RPC APIs with the new standard RPC API. See [RFC #1](https://github.com/Unity-Technologies/com.unity.multiplayer.rfcs/blob/master/text/0001-std-rpc-api.md) for details.
- [GitHub 520](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/520): Removed the MLAPI Installer.

### Known Issues

- `NetworkNavMeshAgent` does not synchronize mesh data, Agent Size, Steering, Obstacle Avoidance, or Path Finding settings. It only synchronizes the destination and velocity, not the path to the destination.
- For `RPC`, methods with a `ClientRpc` or `ServerRpc` suffix which are not marked with [ServerRpc] or [ClientRpc] will cause a compiler error.
- For `NetworkAnimator`, Animator Overrides are not supported. Triggers do not work.
- For `NetworkVariable`, the `NetworkDictionary` `List` and `Set` must use the `reliableSequenced` channel.
- `NetworkObjects`s are supported but when spawning a prefab with nested child network objects you have to manually call spawn on them
- `NetworkTransform` have the following issues:
  - Replicated objects may have jitter.
  - The owner is always authoritative about the object's position.
  - Scale is not synchronized.
- Connection Approval is not called on the host client.
- For `NamedMessages`, always use `NetworkBuffer` as the underlying stream for sending named and unnamed messages.
- For `NetworkManager`, connection management is limited. Use `IsServer`, `IsClient`, `IsConnectedClient`, or other code to check if MLAPI connected correctly.

## [0.0.1-preview.1] - 2020-12-20

This was an internally-only-used version of the Unity MLAPI Package
2020-12-20 00:00:00 +00:00

226 lines
11 KiB
C#

namespace Unity.Netcode
{
/// <summary>
/// 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 out 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.)
/// </summary>
/// <typeparam name="TReaderWriter">The implementation struct</typeparam>
public ref struct BufferSerializer<TReaderWriter> where TReaderWriter : IReaderWriter
{
private TReaderWriter m_Implementation;
/// <summary>
/// Check if the contained implementation is a reader
/// </summary>
public bool IsReader => m_Implementation.IsReader;
/// <summary>
/// Check if the contained implementation is a writer
/// </summary>
public bool IsWriter => m_Implementation.IsWriter;
internal BufferSerializer(TReaderWriter implementation)
{
m_Implementation = implementation;
}
/// <summary>
/// Retrieves the FastBufferReader instance. Only valid if IsReader = true, throws
/// InvalidOperationException otherwise.
/// </summary>
/// <returns>Reader instance</returns>
public FastBufferReader GetFastBufferReader()
{
return m_Implementation.GetFastBufferReader();
}
/// <summary>
/// Retrieves the FastBufferWriter instance. Only valid if IsWriter = true, throws
/// InvalidOperationException otherwise.
/// </summary>
/// <returns>Writer instance</returns>
public FastBufferWriter GetFastBufferWriter()
{
return m_Implementation.GetFastBufferWriter();
}
/// <summary>
/// Serialize an INetworkSerializable
///
/// Throws OverflowException if the end of the buffer has been reached.
/// Write buffers will grow up to the maximum allowable message size before throwing OverflowException.
/// </summary>
/// <param name="value">Value to serialize</param>
public void SerializeNetworkSerializable<T>(ref T value) where T : INetworkSerializable, new()
{
m_Implementation.SerializeNetworkSerializable(ref value);
}
/// <summary>
/// Serialize a string.
///
/// Note: Will ALWAYS allocate a new string when reading.
///
/// Throws OverflowException if the end of the buffer has been reached.
/// Write buffers will grow up to the maximum allowable message size before throwing OverflowException.
/// </summary>
/// <param name="s">Value to serialize</param>
/// <param name="oneByteChars">
/// If true, will truncate each char to one byte.
/// This is slower than two-byte chars, but uses less bandwidth.
/// </param>
public void SerializeValue(ref string s, bool oneByteChars = false)
{
m_Implementation.SerializeValue(ref s, oneByteChars);
}
/// <summary>
/// Serialize an array value.
///
/// Note: Will ALWAYS allocate a new array when reading.
/// If you have a statically-sized array that you know is large enough, it's recommended to
/// serialize the size yourself and iterate serializing array members.
///
/// (This is because C# doesn't allow setting an array's length value, so deserializing
/// into an existing array of larger size would result in an array that doesn't have as many values
/// as its Length indicates it should.)
///
/// Throws OverflowException if the end of the buffer has been reached.
/// Write buffers will grow up to the maximum allowable message size before throwing OverflowException.
/// </summary>
/// <param name="array">Value to serialize</param>
public void SerializeValue<T>(ref T[] array) where T : unmanaged
{
m_Implementation.SerializeValue(ref array);
}
/// <summary>
/// Serialize a single byte
///
/// Throws OverflowException if the end of the buffer has been reached.
/// Write buffers will grow up to the maximum allowable message size before throwing OverflowException.
/// </summary>
/// <param name="value">Value to serialize</param>
public void SerializeValue(ref byte value)
{
m_Implementation.SerializeValue(ref value);
}
/// <summary>
/// Serialize an unmanaged type. Supports basic value types as well as structs.
/// The provided type will be copied to/from the buffer as it exists in memory.
///
/// Throws OverflowException if the end of the buffer has been reached.
/// Write buffers will grow up to the maximum allowable message size before throwing OverflowException.
/// </summary>
/// <param name="value">Value to serialize</param>
public void SerializeValue<T>(ref T value) where T : unmanaged
{
m_Implementation.SerializeValue(ref value);
}
/// <summary>
/// Allows faster serialization by batching bounds checking.
/// When you know you will be writing multiple fields back-to-back and you know the total size,
/// you can call PreCheck() once on the total size, and then follow it with calls to
/// SerializeValuePreChecked() for faster serialization. Write buffers will grow during PreCheck()
/// if needed.
///
/// PreChecked serialization operations will throw OverflowException in editor and development builds if you
/// go past the point you've marked using PreCheck(). In release builds, OverflowException will not be thrown
/// for performance reasons, since the point of using PreCheck is to avoid bounds checking in the following
/// operations in release builds.
///
/// To get the correct size to check for, use FastBufferWriter.GetWriteSize(value) or
/// FastBufferWriter.GetWriteSize&lt;type&gt;()
/// </summary>
/// <param name="amount">Number of bytes you plan to read or write</param>
/// <returns>True if the read/write can proceed, false otherwise.</returns>
public bool PreCheck(int amount)
{
return m_Implementation.PreCheck(amount);
}
/// <summary>
/// Serialize a string.
///
/// Note: Will ALWAYS allocate a new string when reading.
///
/// Using the PreChecked versions of these functions requires calling PreCheck() ahead of time, and they should only
/// be called if PreCheck() returns true. This is an efficiency option, as it allows you to PreCheck() multiple
/// serialization operations in one function call instead of having to do bounds checking on every call.
/// </summary>
/// <param name="s">Value to serialize</param>
/// <param name="oneByteChars">
/// If true, will truncate each char to one byte.
/// This is slower than two-byte chars, but uses less bandwidth.
/// </param>
public void SerializeValuePreChecked(ref string s, bool oneByteChars = false)
{
m_Implementation.SerializeValuePreChecked(ref s, oneByteChars);
}
/// <summary>
/// Serialize an array value.
///
/// Note: Will ALWAYS allocate a new array when reading.
/// If you have a statically-sized array that you know is large enough, it's recommended to
/// serialize the size yourself and iterate serializing array members.
///
/// (This is because C# doesn't allow setting an array's length value, so deserializing
/// into an existing array of larger size would result in an array that doesn't have as many values
/// as its Length indicates it should.)
///
/// Using the PreChecked versions of these functions requires calling PreCheck() ahead of time, and they should only
/// be called if PreCheck() returns true. This is an efficiency option, as it allows you to PreCheck() multiple
/// serialization operations in one function call instead of having to do bounds checking on every call.
/// </summary>
/// <param name="array">Value to serialize</param>
public void SerializeValuePreChecked<T>(ref T[] array) where T : unmanaged
{
m_Implementation.SerializeValuePreChecked(ref array);
}
/// <summary>
/// Serialize a single byte
///
/// Using the PreChecked versions of these functions requires calling PreCheck() ahead of time, and they should only
/// be called if PreCheck() returns true. This is an efficiency option, as it allows you to PreCheck() multiple
/// serialization operations in one function call instead of having to do bounds checking on every call.
/// </summary>
/// <param name="value">Value to serialize</param>
public void SerializeValuePreChecked(ref byte value)
{
m_Implementation.SerializeValuePreChecked(ref value);
}
/// <summary>
/// Serialize an unmanaged type. Supports basic value types as well as structs.
/// The provided type will be copied to/from the buffer as it exists in memory.
///
/// Using the PreChecked versions of these functions requires calling PreCheck() ahead of time, and they should only
/// be called if PreCheck() returns true. This is an efficiency option, as it allows you to PreCheck() multiple
/// serialization operations in one function call instead of having to do bounds checking on every call.
/// </summary>
/// <param name="value">Value to serialize</param>
public void SerializeValuePreChecked<T>(ref T value) where T : unmanaged
{
m_Implementation.SerializeValuePreChecked(ref value);
}
}
}