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). ## [1.8.0] - 2023-12-12 ### Added - Added a new RPC attribute, which is simply `Rpc`. (#2762) - This is a generic attribute that can perform the functions of both Server and Client RPCs, as well as enabling client-to-client RPCs. Includes several default targets: `Server`, `NotServer`, `Owner`, `NotOwner`, `Me`, `NotMe`, `ClientsAndHost`, and `Everyone`. Runtime overrides are available for any of these targets, as well as for sending to a specific ID or groups of IDs. - This attribute also includes the ability to defer RPCs that are sent to the local process to the start of the next frame instead of executing them immediately, treating them as if they had gone across the network. The default behavior is to execute immediately. - This attribute effectively replaces `ServerRpc` and `ClientRpc`. `ServerRpc` and `ClientRpc` remain in their existing forms for backward compatibility, but `Rpc` will be the recommended and most supported option. - Added `NetworkManager.OnConnectionEvent` as a unified connection event callback to notify clients and servers of all client connections and disconnections within the session (#2762) - Added `NetworkManager.ServerIsHost` and `NetworkBehaviour.ServerIsHost` to allow a client to tell if it is connected to a host or to a dedicated server (#2762) - Added `SceneEventProgress.SceneManagementNotEnabled` return status to be returned when a `NetworkSceneManager` method is invoked and scene management is not enabled. (#2735) - Added `SceneEventProgress.ServerOnlyAction` return status to be returned when a `NetworkSceneManager` method is invoked by a client. (#2735) - Added `NetworkObject.InstantiateAndSpawn` and `NetworkSpawnManager.InstantiateAndSpawn` methods to simplify prefab spawning by assuring that the prefab is valid and applies any override prior to instantiating the `GameObject` and spawning the `NetworkObject` instance. (#2710) ### Fixed - Fixed issue where a client disconnected by a server-host would not receive a local notification. (#2789) - Fixed issue where a server-host could shutdown during a relay connection but periodically the transport disconnect message sent to any connected clients could be dropped. (#2789) - Fixed issue where a host could disconnect its local client but remain running as a server. (#2789) - Fixed issue where `OnClientDisconnectedCallback` was not being invoked under certain conditions. (#2789) - Fixed issue where `OnClientDisconnectedCallback` was always returning 0 as the client identifier. (#2789) - Fixed issue where if a host or server shutdown while a client owned NetworkObjects (other than the player) it would throw an exception. (#2789) - Fixed issue where setting values on a `NetworkVariable` or `NetworkList` within `OnNetworkDespawn` during a shutdown sequence would throw an exception. (#2789) - Fixed issue where a teleport state could potentially be overridden by a previous unreliable delta state. (#2777) - Fixed issue where `NetworkTransform` was using the `NetworkManager.ServerTime.Tick` as opposed to `NetworkManager.NetworkTickSystem.ServerTime.Tick` during the authoritative side's tick update where it performed a delta state check. (#2777) - Fixed issue where a parented in-scene placed NetworkObject would be destroyed upon a client or server exiting a network session but not unloading the original scene in which the NetworkObject was placed. (#2737) - Fixed issue where during client synchronization and scene loading, when client synchronization or the scene loading mode are set to `LoadSceneMode.Single`, a `CreateObjectMessage` could be received, processed, and the resultant spawned `NetworkObject` could be instantiated in the client's currently active scene that could, towards the end of the client synchronization or loading process, be unloaded and cause the newly created `NetworkObject` to be destroyed (and throw and exception). (#2735) - Fixed issue where a `NetworkTransform` instance with interpolation enabled would result in wide visual motion gaps (stuttering) under above normal latency conditions and a 1-5% or higher packet are drop rate. (#2713) - Fixed issue where you could not have multiple source network prefab overrides targeting the same network prefab as their override. (#2710) ### Changed - Changed the server or host shutdown so it will now perform a "soft shutdown" when `NetworkManager.Shutdown` is invoked. This will send a disconnect notification to all connected clients and the server-host will wait for all connected clients to disconnect or timeout after a 5 second period before completing the shutdown process. (#2789) - Changed `OnClientDisconnectedCallback` will now return the assigned client identifier on the local client side if the client was approved and assigned one prior to being disconnected. (#2789) - Changed `NetworkTransform.SetState` (and related methods) now are cumulative during a fractional tick period and sent on the next pending tick. (#2777) - `NetworkManager.ConnectedClientsIds` is now accessible on the client side and will contain the list of all clients in the session, including the host client if the server is operating in host mode (#2762) - Changed `NetworkSceneManager` to return a `SceneEventProgress` status and not throw exceptions for methods invoked when scene management is disabled and when a client attempts to access a `NetworkSceneManager` method by a client. (#2735) - Changed `NetworkTransform` authoritative instance tick registration so a single `NetworkTransform` specific tick event update will update all authoritative instances to improve perofmance. (#2713) - Changed `NetworkPrefabs.OverrideToNetworkPrefab` dictionary is no longer used/populated due to it ending up being related to a regression bug and not allowing more than one override to be assigned to a network prefab asset. (#2710) - Changed in-scene placed `NetworkObject`s now store their source network prefab asset's `GlobalObjectIdHash` internally that is used, when scene management is disabled, by clients to spawn the correct prefab even if the `NetworkPrefab` entry has an override. This does not impact dynamically spawning the same prefab which will yield the override on both host and client. (#2710) - Changed in-scene placed `NetworkObject`s no longer require a `NetworkPrefab` entry with `GlobalObjectIdHash` override in order for clients to properly synchronize. (#2710) - Changed in-scene placed `NetworkObject`s now set their `IsSceneObject` value when generating their `GlobalObjectIdHash` value. (#2710) - Changed the default `NetworkConfig.SpawnTimeout` value from 1.0s to 10.0s. (#2710)
325 lines
13 KiB
C#
325 lines
13 KiB
C#
using System;
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using Unity.Collections;
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using Unity.Collections.LowLevel.Unsafe;
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using Unity.Networking.Transport;
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namespace Unity.Netcode.Transports.UTP
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{
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/// <summary>Queue for batched messages meant to be sent through UTP.</summary>
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/// <remarks>
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/// Messages should be pushed on the queue with <see cref="PushMessage"/>. To send batched
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/// messages, call <see cref="FillWriterWithMessages"/> or <see cref="FillWriterWithBytes"/>
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/// with the <see cref="DataStreamWriter"/> obtained from <see cref="NetworkDriver.BeginSend"/>.
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/// This will fill the writer with as many messages/bytes as possible. If the send is
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/// successful, call <see cref="Consume"/> to remove the data from the queue.
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///
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/// This is meant as a companion to <see cref="BatchedReceiveQueue"/>, which should be used to
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/// read messages sent with this queue.
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/// </remarks>
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internal struct BatchedSendQueue : IDisposable
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{
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// Note that we're using NativeList basically like a growable NativeArray, where the length
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// of the list is the capacity of our array. (We can't use the capacity of the list as our
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// queue capacity because NativeList may elect to set it higher than what we'd set it to
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// with SetCapacity, which breaks the logic of our code.)
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private NativeList<byte> m_Data;
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private NativeArray<int> m_HeadTailIndices;
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private int m_MaximumCapacity;
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private int m_MinimumCapacity;
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/// <summary>Overhead that is added to each message in the queue.</summary>
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public const int PerMessageOverhead = sizeof(int);
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internal const int MinimumMinimumCapacity = 4096;
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// Indices into m_HeadTailIndicies.
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private const int k_HeadInternalIndex = 0;
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private const int k_TailInternalIndex = 1;
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/// <summary>Index of the first byte of the oldest data in the queue.</summary>
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private int HeadIndex
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{
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get { return m_HeadTailIndices[k_HeadInternalIndex]; }
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set { m_HeadTailIndices[k_HeadInternalIndex] = value; }
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}
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/// <summary>Index one past the last byte of the most recent data in the queue.</summary>
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private int TailIndex
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{
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get { return m_HeadTailIndices[k_TailInternalIndex]; }
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set { m_HeadTailIndices[k_TailInternalIndex] = value; }
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}
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public int Length => TailIndex - HeadIndex;
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public int Capacity => m_Data.Length;
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public bool IsEmpty => HeadIndex == TailIndex;
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public bool IsCreated => m_Data.IsCreated;
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/// <summary>Construct a new empty send queue.</summary>
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/// <param name="capacity">Maximum capacity of the send queue.</param>
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public BatchedSendQueue(int capacity)
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{
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// Make sure the maximum capacity will be even.
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m_MaximumCapacity = capacity + (capacity & 1);
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// We pick the minimum capacity such that if we keep doubling it, we'll eventually hit
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// the maximum capacity exactly. The alternative would be to use capacities that are
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// powers of 2, but this can lead to over-allocating quite a bit of memory (especially
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// since we expect maximum capacities to be in the megabytes range). The approach taken
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// here avoids this issue, at the cost of not having allocations of nice round sizes.
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m_MinimumCapacity = m_MaximumCapacity;
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while (m_MinimumCapacity / 2 >= MinimumMinimumCapacity)
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{
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m_MinimumCapacity /= 2;
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}
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m_Data = new NativeList<byte>(m_MinimumCapacity, Allocator.Persistent);
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m_HeadTailIndices = new NativeArray<int>(2, Allocator.Persistent);
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m_Data.ResizeUninitialized(m_MinimumCapacity);
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HeadIndex = 0;
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TailIndex = 0;
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}
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public void Dispose()
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{
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if (IsCreated)
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{
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m_Data.Dispose();
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m_HeadTailIndices.Dispose();
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}
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}
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/// <summary>Write a raw buffer to a DataStreamWriter.</summary>
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private unsafe void WriteBytes(ref DataStreamWriter writer, byte* data, int length)
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{
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#if UTP_TRANSPORT_2_0_ABOVE
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writer.WriteBytesUnsafe(data, length);
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#else
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writer.WriteBytes(data, length);
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#endif
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}
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/// <summary>Append data at the tail of the queue. No safety checks.</summary>
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private void AppendDataAtTail(ArraySegment<byte> data)
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{
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unsafe
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{
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var writer = new DataStreamWriter((byte*)m_Data.GetUnsafePtr() + TailIndex, Capacity - TailIndex);
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writer.WriteInt(data.Count);
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fixed (byte* dataPtr = data.Array)
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{
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WriteBytes(ref writer, dataPtr + data.Offset, data.Count);
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}
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}
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TailIndex += sizeof(int) + data.Count;
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}
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/// <summary>Append a new message to the queue.</summary>
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/// <param name="message">Message to append to the queue.</param>
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/// <returns>
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/// Whether the message was appended successfully. The only way it can fail is if there's
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/// no more room in the queue. On failure, nothing is written to the queue.
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/// </returns>
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public bool PushMessage(ArraySegment<byte> message)
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{
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if (!IsCreated)
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{
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return false;
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}
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// Check if there's enough room after the current tail index.
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if (Capacity - TailIndex >= sizeof(int) + message.Count)
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{
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AppendDataAtTail(message);
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return true;
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}
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// Move the data at the beginning of of m_Data. Either it will leave enough space for
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// the message, or we'll grow m_Data and will want the data at the beginning anyway.
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if (HeadIndex > 0 && Length > 0)
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{
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unsafe
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{
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UnsafeUtility.MemMove(m_Data.GetUnsafePtr(), (byte*)m_Data.GetUnsafePtr() + HeadIndex, Length);
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}
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TailIndex = Length;
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HeadIndex = 0;
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}
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// If there's enough space left at the end for the message, now is a good time to trim
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// the capacity of m_Data if it got very large. We define "very large" here as having
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// more than 75% of m_Data unused after adding the new message.
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if (Capacity - TailIndex >= sizeof(int) + message.Count)
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{
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AppendDataAtTail(message);
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while (TailIndex < Capacity / 4 && Capacity > m_MinimumCapacity)
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{
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m_Data.ResizeUninitialized(Capacity / 2);
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}
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return true;
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}
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// If we get here we need to grow m_Data until the data fits (or it's too large).
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while (Capacity - TailIndex < sizeof(int) + message.Count)
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{
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// Can't grow m_Data anymore. Message simply won't fit.
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if (Capacity * 2 > m_MaximumCapacity)
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{
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return false;
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}
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m_Data.ResizeUninitialized(Capacity * 2);
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}
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// If we get here we know there's now enough room for the message.
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AppendDataAtTail(message);
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return true;
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}
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/// <summary>
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/// Fill as much of a <see cref="DataStreamWriter"/> as possible with data from the head of
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/// the queue. Only full messages (and their length) are written to the writer.
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/// </summary>
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/// <remarks>
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/// This does NOT actually consume anything from the queue. That is, calling this method
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/// does not reduce the length of the queue. Callers are expected to call
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/// <see cref="Consume"/> with the value returned by this method afterwards if the data can
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/// be safely removed from the queue (e.g. if it was sent successfully).
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///
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/// This method should not be used together with <see cref="FillWriterWithBytes"> since this
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/// could lead to a corrupted queue.
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/// </remarks>
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/// <param name="writer">The <see cref="DataStreamWriter"/> to write to.</param>
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/// <param name="softMaxBytes">
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/// Maximum number of bytes to copy (0 means writer capacity). This is a soft limit only.
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/// If a message is larger than that but fits in the writer, it will be written. In effect,
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/// this parameter is the maximum size that small messages can be coalesced together.
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/// </param>
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/// <returns>How many bytes were written to the writer.</returns>
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public int FillWriterWithMessages(ref DataStreamWriter writer, int softMaxBytes = 0)
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{
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if (!IsCreated || Length == 0)
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{
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return 0;
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}
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softMaxBytes = softMaxBytes == 0 ? writer.Capacity : Math.Min(softMaxBytes, writer.Capacity);
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unsafe
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{
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var reader = new DataStreamReader(m_Data.AsArray());
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var readerOffset = HeadIndex;
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reader.SeekSet(readerOffset);
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var messageLength = reader.ReadInt();
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var bytesToWrite = messageLength + sizeof(int);
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// Our behavior here depends on the size of the first message in the queue. If it's
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// larger than the soft limit, then add only that message to the writer (we want
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// large payloads to be fragmented on their own). Otherwise coalesce all small
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// messages until we hit the soft limit (which presumably means they won't be
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// fragmented, which is the desired behavior for smaller messages).
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if (bytesToWrite > softMaxBytes && bytesToWrite <= writer.Capacity)
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{
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writer.WriteInt(messageLength);
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WriteBytes(ref writer, (byte*)m_Data.GetUnsafePtr() + reader.GetBytesRead(), messageLength);
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return bytesToWrite;
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}
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else
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{
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var bytesWritten = 0;
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while (readerOffset < TailIndex)
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{
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reader.SeekSet(readerOffset);
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messageLength = reader.ReadInt();
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bytesToWrite = messageLength + sizeof(int);
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if (bytesWritten + bytesToWrite <= softMaxBytes)
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{
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writer.WriteInt(messageLength);
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WriteBytes(ref writer, (byte*)m_Data.GetUnsafePtr() + reader.GetBytesRead(), messageLength);
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readerOffset += bytesToWrite;
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bytesWritten += bytesToWrite;
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}
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else
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{
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break;
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}
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}
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return bytesWritten;
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}
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}
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}
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/// <summary>
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/// Fill the given <see cref="DataStreamWriter"/> with as many bytes from the queue as
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/// possible, disregarding message boundaries.
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/// </summary>
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/// <remarks>
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/// This does NOT actually consume anything from the queue. That is, calling this method
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/// does not reduce the length of the queue. Callers are expected to call
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/// <see cref="Consume"/> with the value returned by this method afterwards if the data can
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/// be safely removed from the queue (e.g. if it was sent successfully).
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///
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/// This method should not be used together with <see cref="FillWriterWithMessages"/> since
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/// this could lead to reading messages from a corrupted queue.
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/// </remarks>
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/// <param name="writer">The <see cref="DataStreamWriter"/> to write to.</param>
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/// <param name="maxBytes">Max number of bytes to copy (0 means writer capacity).</param>
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/// <returns>How many bytes were written to the writer.</returns>
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public int FillWriterWithBytes(ref DataStreamWriter writer, int maxBytes = 0)
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{
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if (!IsCreated || Length == 0)
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{
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return 0;
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}
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var maxLength = maxBytes == 0 ? writer.Capacity : Math.Min(maxBytes, writer.Capacity);
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var copyLength = Math.Min(maxLength, Length);
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unsafe
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{
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WriteBytes(ref writer, (byte*)m_Data.GetUnsafePtr() + HeadIndex, copyLength);
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}
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return copyLength;
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}
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/// <summary>Consume a number of bytes from the head of the queue.</summary>
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/// <remarks>
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/// This should only be called with a size that matches the last value returned by
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/// <see cref="FillWriter"/>. Anything else will result in a corrupted queue.
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/// </remarks>
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/// <param name="size">Number of bytes to consume from the queue.</param>
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public void Consume(int size)
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{
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// Adjust the head/tail indices such that we consume the given size.
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if (size >= Length)
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{
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HeadIndex = 0;
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TailIndex = 0;
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// This is a no-op if m_Data is already at minimum capacity.
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m_Data.ResizeUninitialized(m_MinimumCapacity);
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}
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else
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{
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HeadIndex += size;
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}
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}
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}
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}
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