using System; using System.Collections.Generic; using System.IO; using System.Text; using Unity.Collections.LowLevel.Unsafe; using UnityEngine; namespace Mirror { /// Helper class that weaver populates with all reader types. // Note that c# creates a different static variable for each type // -> Weaver.ReaderWriterProcessor.InitializeReaderAndWriters() populates it public static class Reader { public static Func read; } /// Network Reader for most simple types like floats, ints, buffers, structs, etc. Use NetworkReaderPool.GetReader() to avoid allocations. // Note: This class is intended to be extremely pedantic, // and throw exceptions whenever stuff is going slightly wrong. // The exceptions will be handled in NetworkServer/NetworkClient. public class NetworkReader { // internal buffer // byte[] pointer would work, but we use ArraySegment to also support // the ArraySegment constructor ArraySegment buffer; /// Next position to read from the buffer // 'int' is the best type for .Position. 'short' is too small if we send >32kb which would result in negative .Position // -> converting long to int is fine until 2GB of data (MAX_INT), so we don't have to worry about overflows here public int Position; /// Total number of bytes to read from buffer public int Length => buffer.Count; /// Remaining bytes that can be read, for convenience. public int Remaining => Length - Position; public NetworkReader(byte[] bytes) { buffer = new ArraySegment(bytes); } public NetworkReader(ArraySegment segment) { buffer = segment; } // sometimes it's useful to point a reader on another buffer instead of // allocating a new reader (e.g. NetworkReaderPool) public void SetBuffer(byte[] bytes) { buffer = new ArraySegment(bytes); Position = 0; } public void SetBuffer(ArraySegment segment) { buffer = segment; Position = 0; } // ReadBlittable from DOTSNET // this is extremely fast, but only works for blittable types. // => private to make sure nobody accidentally uses it for non-blittable // // Benchmark: see NetworkWriter.WriteBlittable! // // Note: // ReadBlittable assumes same endianness for server & client. // All Unity 2018+ platforms are little endian. internal unsafe T ReadBlittable() where T : unmanaged { // check if blittable for safety #if UNITY_EDITOR if (!UnsafeUtility.IsBlittable(typeof(T))) { throw new ArgumentException(typeof(T) + " is not blittable!"); } #endif // calculate size // sizeof(T) gets the managed size at compile time. // Marshal.SizeOf gets the unmanaged size at runtime (slow). // => our 1mio writes benchmark is 6x slower with Marshal.SizeOf // => for blittable types, sizeof(T) is even recommended: // https://docs.microsoft.com/en-us/dotnet/standard/native-interop/best-practices int size = sizeof(T); // enough data to read? if (Position + size > buffer.Count) { throw new EndOfStreamException($"ReadBlittable<{typeof(T)}> out of range: {ToString()}"); } // read blittable T value; fixed (byte* ptr = &buffer.Array[buffer.Offset + Position]) { // cast buffer to a T* pointer and then read from it. // note: this failed on android before. // supposedly works with 2020.3 LTS though. value = *(T*)ptr; } Position += size; return value; } // blittable'?' template for code reuse // note: bool isn't blittable. need to read as byte. internal unsafe T? ReadBlittableNullable() where T : unmanaged => ReadByte() != 0 ? ReadBlittable() : default(T?); public byte ReadByte() => ReadBlittable(); /// Read 'count' bytes into the bytes array // TODO why does this also return bytes[]??? public byte[] ReadBytes(byte[] bytes, int count) { // check if passed byte array is big enough if (count > bytes.Length) { throw new EndOfStreamException($"ReadBytes can't read {count} + bytes because the passed byte[] only has length {bytes.Length}"); } ArraySegment data = ReadBytesSegment(count); Array.Copy(data.Array, data.Offset, bytes, 0, count); return bytes; } /// Read 'count' bytes allocation-free as ArraySegment that points to the internal array. public ArraySegment ReadBytesSegment(int count) { // check if within buffer limits if (Position + count > buffer.Count) { throw new EndOfStreamException($"ReadBytesSegment can't read {count} bytes because it would read past the end of the stream. {ToString()}"); } // return the segment ArraySegment result = new ArraySegment(buffer.Array, buffer.Offset + Position, count); Position += count; return result; } public override string ToString() { return $"NetworkReader pos={Position} len={Length} buffer={BitConverter.ToString(buffer.Array, buffer.Offset, buffer.Count)}"; } /// Reads any data type that mirror supports. Uses weaver populated Reader(T).read public T Read() { Func readerDelegate = Reader.read; if (readerDelegate == null) { Debug.LogError($"No reader found for {typeof(T)}. Use a type supported by Mirror or define a custom reader"); return default; } return readerDelegate(this); } } // Mirror's Weaver automatically detects all NetworkReader function types, // but they do all need to be extensions. public static class NetworkReaderExtensions { // cache encoding instead of creating it each time // 1000 readers before: 1MB GC, 30ms // 1000 readers after: 0.8MB GC, 18ms static readonly UTF8Encoding encoding = new UTF8Encoding(false, true); public static byte ReadByte(this NetworkReader reader) => reader.ReadBlittable(); public static byte? ReadByteNullable(this NetworkReader reader) => reader.ReadBlittableNullable(); public static sbyte ReadSByte(this NetworkReader reader) => reader.ReadBlittable(); public static sbyte? ReadSByteNullable(this NetworkReader reader) => reader.ReadBlittableNullable(); // bool is not blittable. read as ushort. public static char ReadChar(this NetworkReader reader) => (char)reader.ReadBlittable(); public static char? ReadCharNullable(this NetworkReader reader) => (char?)reader.ReadBlittableNullable(); // bool is not blittable. read as byte. public static bool ReadBool(this NetworkReader reader) => reader.ReadBlittable() != 0; public static bool? ReadBoolNullable(this NetworkReader reader) { byte? value = reader.ReadBlittableNullable(); return value.HasValue ? (value.Value != 0) : default(bool?); } public static short ReadShort(this NetworkReader reader) => (short)reader.ReadUShort(); public static short? ReadShortNullable(this NetworkReader reader) => reader.ReadBlittableNullable(); public static ushort ReadUShort(this NetworkReader reader) => reader.ReadBlittable(); public static ushort? ReadUShortNullable(this NetworkReader reader) => reader.ReadBlittableNullable(); public static int ReadInt(this NetworkReader reader) => reader.ReadBlittable(); public static int? ReadIntNullable(this NetworkReader reader) => reader.ReadBlittableNullable(); public static uint ReadUInt(this NetworkReader reader) => reader.ReadBlittable(); public static uint? ReadUIntNullable(this NetworkReader reader) => reader.ReadBlittableNullable(); public static long ReadLong(this NetworkReader reader) => reader.ReadBlittable(); public static long? ReadLongNullable(this NetworkReader reader) => reader.ReadBlittableNullable(); public static ulong ReadULong(this NetworkReader reader) => reader.ReadBlittable(); public static ulong? ReadULongNullable(this NetworkReader reader) => reader.ReadBlittableNullable(); public static float ReadFloat(this NetworkReader reader) => reader.ReadBlittable(); public static float? ReadFloatNullable(this NetworkReader reader) => reader.ReadBlittableNullable(); public static double ReadDouble(this NetworkReader reader) => reader.ReadBlittable(); public static double? ReadDoubleNullable(this NetworkReader reader) => reader.ReadBlittableNullable(); public static decimal ReadDecimal(this NetworkReader reader) => reader.ReadBlittable(); public static decimal? ReadDecimalNullable(this NetworkReader reader) => reader.ReadBlittableNullable(); /// if an invalid utf8 string is sent public static string ReadString(this NetworkReader reader) { // read number of bytes ushort size = reader.ReadUShort(); // null support, see NetworkWriter if (size == 0) return null; int realSize = size - 1; // make sure it's within limits to avoid allocation attacks etc. if (realSize >= NetworkWriter.MaxStringLength) { throw new EndOfStreamException($"ReadString too long: {realSize}. Limit is: {NetworkWriter.MaxStringLength}"); } ArraySegment data = reader.ReadBytesSegment(realSize); // convert directly from buffer to string via encoding return encoding.GetString(data.Array, data.Offset, data.Count); } /// if count is invalid public static byte[] ReadBytesAndSize(this NetworkReader reader) { // count = 0 means the array was null // otherwise count -1 is the length of the array uint count = reader.ReadUInt(); // Use checked() to force it to throw OverflowException if data is invalid return count == 0 ? null : reader.ReadBytes(checked((int)(count - 1u))); } public static byte[] ReadBytes(this NetworkReader reader, int count) { byte[] bytes = new byte[count]; reader.ReadBytes(bytes, count); return bytes; } /// if count is invalid public static ArraySegment ReadBytesAndSizeSegment(this NetworkReader reader) { // count = 0 means the array was null // otherwise count - 1 is the length of the array uint count = reader.ReadUInt(); // Use checked() to force it to throw OverflowException if data is invalid return count == 0 ? default : reader.ReadBytesSegment(checked((int)(count - 1u))); } public static Vector2 ReadVector2(this NetworkReader reader) => reader.ReadBlittable(); public static Vector2? ReadVector2Nullable(this NetworkReader reader) => reader.ReadBlittableNullable(); public static Vector3 ReadVector3(this NetworkReader reader) => reader.ReadBlittable(); public static Vector3? ReadVector3Nullable(this NetworkReader reader) => reader.ReadBlittableNullable(); public static Vector4 ReadVector4(this NetworkReader reader) => reader.ReadBlittable(); public static Vector4? ReadVector4Nullable(this NetworkReader reader) => reader.ReadBlittableNullable(); public static Vector2Int ReadVector2Int(this NetworkReader reader) => reader.ReadBlittable(); public static Vector2Int? ReadVector2IntNullable(this NetworkReader reader) => reader.ReadBlittableNullable(); public static Vector3Int ReadVector3Int(this NetworkReader reader) => reader.ReadBlittable(); public static Vector3Int? ReadVector3IntNullable(this NetworkReader reader) => reader.ReadBlittableNullable(); public static Color ReadColor(this NetworkReader reader) => reader.ReadBlittable(); public static Color? ReadColorNullable(this NetworkReader reader) => reader.ReadBlittableNullable(); public static Color32 ReadColor32(this NetworkReader reader) => reader.ReadBlittable(); public static Color32? ReadColor32Nullable(this NetworkReader reader) => reader.ReadBlittableNullable(); public static Quaternion ReadQuaternion(this NetworkReader reader) => reader.ReadBlittable(); public static Quaternion? ReadQuaternionNullable(this NetworkReader reader) => reader.ReadBlittableNullable(); public static Rect ReadRect(this NetworkReader reader) => reader.ReadBlittable(); public static Rect? ReadRectNullable(this NetworkReader reader) => reader.ReadBlittableNullable(); public static Plane ReadPlane(this NetworkReader reader) => reader.ReadBlittable(); public static Plane? ReadPlaneNullable(this NetworkReader reader) => reader.ReadBlittableNullable(); public static Ray ReadRay(this NetworkReader reader) => reader.ReadBlittable(); public static Ray? ReadRayNullable(this NetworkReader reader) => reader.ReadBlittableNullable(); public static Matrix4x4 ReadMatrix4x4(this NetworkReader reader)=> reader.ReadBlittable(); public static Matrix4x4? ReadMatrix4x4Nullable(this NetworkReader reader) => reader.ReadBlittableNullable(); public static Guid ReadGuid(this NetworkReader reader) => new Guid(reader.ReadBytes(16)); public static Guid? ReadGuidNullable(this NetworkReader reader) => reader.ReadBool() ? ReadGuid(reader) : default(Guid?); public static NetworkIdentity ReadNetworkIdentity(this NetworkReader reader) { uint netId = reader.ReadUInt(); if (netId == 0) return null; // look in server spawned if (NetworkServer.active && NetworkServer.spawned.TryGetValue(netId, out NetworkIdentity serverIdentity)) return serverIdentity; // look in client spawned if (NetworkClient.active && NetworkClient.spawned.TryGetValue(netId, out NetworkIdentity clientIdentity)) return clientIdentity; // a netId not being in spawned is common. // for example, "[SyncVar] NetworkIdentity target" netId would not // be known on client if the monster walks out of proximity for a // moment. no need to log any error or warning here. return null; } public static NetworkBehaviour ReadNetworkBehaviour(this NetworkReader reader) { // reuse ReadNetworkIdentity, get the component at index NetworkIdentity identity = ReadNetworkIdentity(reader); // a netId not being in spawned is common. // for example, "[SyncVar] NetworkBehaviour target" netId would not // be known on client if the monster walks out of proximity for a // moment. no need to log any error or warning here. if (identity == null) return null; // if identity isn't null, then index is also sent to read before returning byte componentIndex = reader.ReadByte(); return identity.NetworkBehaviours[componentIndex]; } public static T ReadNetworkBehaviour(this NetworkReader reader) where T : NetworkBehaviour { return reader.ReadNetworkBehaviour() as T; } public static NetworkBehaviour.NetworkBehaviourSyncVar ReadNetworkBehaviourSyncVar(this NetworkReader reader) { uint netId = reader.ReadUInt(); byte componentIndex = default; // if netId is not 0, then index is also sent to read before returning if (netId != 0) { componentIndex = reader.ReadByte(); } return new NetworkBehaviour.NetworkBehaviourSyncVar(netId, componentIndex); } public static Transform ReadTransform(this NetworkReader reader) { // Don't use null propagation here as it could lead to MissingReferenceException NetworkIdentity networkIdentity = reader.ReadNetworkIdentity(); return networkIdentity != null ? networkIdentity.transform : null; } public static GameObject ReadGameObject(this NetworkReader reader) { // Don't use null propagation here as it could lead to MissingReferenceException NetworkIdentity networkIdentity = reader.ReadNetworkIdentity(); return networkIdentity != null ? networkIdentity.gameObject : null; } public static List ReadList(this NetworkReader reader) { int length = reader.ReadInt(); if (length < 0) return null; List result = new List(length); for (int i = 0; i < length; i++) { result.Add(reader.Read()); } return result; } public static T[] ReadArray(this NetworkReader reader) { int length = reader.ReadInt(); // we write -1 for null if (length < 0) return null; // todo throw an exception for other negative values (we never write them, likely to be attacker) // this assumes that a reader for T reads at least 1 bytes // we can't know the exact size of T because it could have a user created reader // NOTE: don't add to length as it could overflow if value is int.max if (length > reader.Length - reader.Position) { throw new EndOfStreamException($"Received array that is too large: {length}"); } T[] result = new T[length]; for (int i = 0; i < length; i++) { result[i] = reader.Read(); } return result; } public static Uri ReadUri(this NetworkReader reader) { string uriString = reader.ReadString(); return (string.IsNullOrWhiteSpace(uriString) ? null : new Uri(uriString)); } public static Texture2D ReadTexture2D(this NetworkReader reader) { Texture2D texture2D = new Texture2D(32, 32); texture2D.SetPixels32(reader.Read()); texture2D.Apply(); return texture2D; } public static Sprite ReadSprite(this NetworkReader reader) { return Sprite.Create(reader.ReadTexture2D(), reader.ReadRect(), reader.ReadVector2()); } } }