mirror of
https://github.com/misternebula/quantum-space-buddies.git
synced 2025-01-01 03:32:38 +00:00
443 lines
20 KiB
C#
443 lines
20 KiB
C#
using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Text;
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using Unity.Collections.LowLevel.Unsafe;
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using UnityEngine;
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namespace Mirror
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{
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/// <summary>Helper class that weaver populates with all reader types.</summary>
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// Note that c# creates a different static variable for each type
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// -> Weaver.ReaderWriterProcessor.InitializeReaderAndWriters() populates it
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public static class Reader<T>
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{
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public static Func<NetworkReader, T> read;
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}
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/// <summary>Network Reader for most simple types like floats, ints, buffers, structs, etc. Use NetworkReaderPool.GetReader() to avoid allocations.</summary>
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// Note: This class is intended to be extremely pedantic,
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// and throw exceptions whenever stuff is going slightly wrong.
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// The exceptions will be handled in NetworkServer/NetworkClient.
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public class NetworkReader
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{
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// internal buffer
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// byte[] pointer would work, but we use ArraySegment to also support
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// the ArraySegment constructor
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ArraySegment<byte> buffer;
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/// <summary>Next position to read from the buffer</summary>
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// 'int' is the best type for .Position. 'short' is too small if we send >32kb which would result in negative .Position
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// -> converting long to int is fine until 2GB of data (MAX_INT), so we don't have to worry about overflows here
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public int Position;
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/// <summary>Total number of bytes to read from buffer</summary>
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public int Length => buffer.Count;
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/// <summary>Remaining bytes that can be read, for convenience.</summary>
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public int Remaining => Length - Position;
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public NetworkReader(byte[] bytes)
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{
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buffer = new ArraySegment<byte>(bytes);
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}
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public NetworkReader(ArraySegment<byte> segment)
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{
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buffer = segment;
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}
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// sometimes it's useful to point a reader on another buffer instead of
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// allocating a new reader (e.g. NetworkReaderPool)
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public void SetBuffer(byte[] bytes)
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{
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buffer = new ArraySegment<byte>(bytes);
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Position = 0;
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}
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public void SetBuffer(ArraySegment<byte> segment)
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{
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buffer = segment;
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Position = 0;
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}
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// ReadBlittable<T> from DOTSNET
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// this is extremely fast, but only works for blittable types.
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// => private to make sure nobody accidentally uses it for non-blittable
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//
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// Benchmark: see NetworkWriter.WriteBlittable!
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//
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// Note:
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// ReadBlittable assumes same endianness for server & client.
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// All Unity 2018+ platforms are little endian.
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internal unsafe T ReadBlittable<T>()
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where T : unmanaged
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{
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// check if blittable for safety
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#if UNITY_EDITOR
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if (!UnsafeUtility.IsBlittable(typeof(T)))
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{
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throw new ArgumentException(typeof(T) + " is not blittable!");
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}
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#endif
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// calculate size
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// sizeof(T) gets the managed size at compile time.
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// Marshal.SizeOf<T> gets the unmanaged size at runtime (slow).
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// => our 1mio writes benchmark is 6x slower with Marshal.SizeOf<T>
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// => for blittable types, sizeof(T) is even recommended:
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// https://docs.microsoft.com/en-us/dotnet/standard/native-interop/best-practices
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int size = sizeof(T);
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// enough data to read?
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if (Position + size > buffer.Count)
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{
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throw new EndOfStreamException($"ReadBlittable<{typeof(T)}> out of range: {ToString()}");
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}
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// read blittable
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T value;
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fixed (byte* ptr = &buffer.Array[buffer.Offset + Position])
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{
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// cast buffer to a T* pointer and then read from it.
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// note: this failed on android before.
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// supposedly works with 2020.3 LTS though.
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value = *(T*)ptr;
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}
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Position += size;
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return value;
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}
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// blittable'?' template for code reuse
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// note: bool isn't blittable. need to read as byte.
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internal unsafe T? ReadBlittableNullable<T>()
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where T : unmanaged =>
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ReadByte() != 0 ? ReadBlittable<T>() : default(T?);
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public byte ReadByte() => ReadBlittable<byte>();
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/// <summary>Read 'count' bytes into the bytes array</summary>
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// TODO why does this also return bytes[]???
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public byte[] ReadBytes(byte[] bytes, int count)
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{
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// check if passed byte array is big enough
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if (count > bytes.Length)
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{
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throw new EndOfStreamException($"ReadBytes can't read {count} + bytes because the passed byte[] only has length {bytes.Length}");
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}
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ArraySegment<byte> data = ReadBytesSegment(count);
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Array.Copy(data.Array, data.Offset, bytes, 0, count);
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return bytes;
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}
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/// <summary>Read 'count' bytes allocation-free as ArraySegment that points to the internal array.</summary>
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public ArraySegment<byte> ReadBytesSegment(int count)
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{
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// check if within buffer limits
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if (Position + count > buffer.Count)
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{
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throw new EndOfStreamException($"ReadBytesSegment can't read {count} bytes because it would read past the end of the stream. {ToString()}");
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}
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// return the segment
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ArraySegment<byte> result = new ArraySegment<byte>(buffer.Array, buffer.Offset + Position, count);
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Position += count;
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return result;
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}
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public override string ToString()
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{
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return $"NetworkReader pos={Position} len={Length} buffer={BitConverter.ToString(buffer.Array, buffer.Offset, buffer.Count)}";
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}
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/// <summary>Reads any data type that mirror supports. Uses weaver populated Reader(T).read</summary>
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public T Read<T>()
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{
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Func<NetworkReader, T> readerDelegate = Reader<T>.read;
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if (readerDelegate == null)
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{
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Debug.LogError($"No reader found for {typeof(T)}. Use a type supported by Mirror or define a custom reader");
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return default;
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}
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return readerDelegate(this);
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}
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}
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// Mirror's Weaver automatically detects all NetworkReader function types,
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// but they do all need to be extensions.
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public static class NetworkReaderExtensions
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{
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// cache encoding instead of creating it each time
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// 1000 readers before: 1MB GC, 30ms
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// 1000 readers after: 0.8MB GC, 18ms
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static readonly UTF8Encoding encoding = new UTF8Encoding(false, true);
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public static byte ReadByte(this NetworkReader reader) => reader.ReadBlittable<byte>();
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public static byte? ReadByteNullable(this NetworkReader reader) => reader.ReadBlittableNullable<byte>();
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public static sbyte ReadSByte(this NetworkReader reader) => reader.ReadBlittable<sbyte>();
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public static sbyte? ReadSByteNullable(this NetworkReader reader) => reader.ReadBlittableNullable<sbyte>();
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// bool is not blittable. read as ushort.
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public static char ReadChar(this NetworkReader reader) => (char)reader.ReadBlittable<ushort>();
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public static char? ReadCharNullable(this NetworkReader reader) => (char?)reader.ReadBlittableNullable<ushort>();
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// bool is not blittable. read as byte.
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public static bool ReadBool(this NetworkReader reader) => reader.ReadBlittable<byte>() != 0;
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public static bool? ReadBoolNullable(this NetworkReader reader)
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{
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byte? value = reader.ReadBlittableNullable<byte>();
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return value.HasValue ? (value.Value != 0) : default(bool?);
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}
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public static short ReadShort(this NetworkReader reader) => (short)reader.ReadUShort();
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public static short? ReadShortNullable(this NetworkReader reader) => reader.ReadBlittableNullable<short>();
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public static ushort ReadUShort(this NetworkReader reader) => reader.ReadBlittable<ushort>();
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public static ushort? ReadUShortNullable(this NetworkReader reader) => reader.ReadBlittableNullable<ushort>();
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public static int ReadInt(this NetworkReader reader) => reader.ReadBlittable<int>();
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public static int? ReadIntNullable(this NetworkReader reader) => reader.ReadBlittableNullable<int>();
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public static uint ReadUInt(this NetworkReader reader) => reader.ReadBlittable<uint>();
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public static uint? ReadUIntNullable(this NetworkReader reader) => reader.ReadBlittableNullable<uint>();
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public static long ReadLong(this NetworkReader reader) => reader.ReadBlittable<long>();
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public static long? ReadLongNullable(this NetworkReader reader) => reader.ReadBlittableNullable<long>();
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public static ulong ReadULong(this NetworkReader reader) => reader.ReadBlittable<ulong>();
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public static ulong? ReadULongNullable(this NetworkReader reader) => reader.ReadBlittableNullable<ulong>();
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public static float ReadFloat(this NetworkReader reader) => reader.ReadBlittable<float>();
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public static float? ReadFloatNullable(this NetworkReader reader) => reader.ReadBlittableNullable<float>();
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public static double ReadDouble(this NetworkReader reader) => reader.ReadBlittable<double>();
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public static double? ReadDoubleNullable(this NetworkReader reader) => reader.ReadBlittableNullable<double>();
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public static decimal ReadDecimal(this NetworkReader reader) => reader.ReadBlittable<decimal>();
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public static decimal? ReadDecimalNullable(this NetworkReader reader) => reader.ReadBlittableNullable<decimal>();
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/// <exception cref="T:System.ArgumentException">if an invalid utf8 string is sent</exception>
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public static string ReadString(this NetworkReader reader)
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{
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// read number of bytes
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ushort size = reader.ReadUShort();
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// null support, see NetworkWriter
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if (size == 0)
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return null;
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int realSize = size - 1;
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// make sure it's within limits to avoid allocation attacks etc.
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if (realSize >= NetworkWriter.MaxStringLength)
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{
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throw new EndOfStreamException($"ReadString too long: {realSize}. Limit is: {NetworkWriter.MaxStringLength}");
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}
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ArraySegment<byte> data = reader.ReadBytesSegment(realSize);
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// convert directly from buffer to string via encoding
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return encoding.GetString(data.Array, data.Offset, data.Count);
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}
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/// <exception cref="T:OverflowException">if count is invalid</exception>
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public static byte[] ReadBytesAndSize(this NetworkReader reader)
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{
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// count = 0 means the array was null
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// otherwise count -1 is the length of the array
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uint count = reader.ReadUInt();
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// Use checked() to force it to throw OverflowException if data is invalid
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return count == 0 ? null : reader.ReadBytes(checked((int)(count - 1u)));
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}
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public static byte[] ReadBytes(this NetworkReader reader, int count)
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{
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byte[] bytes = new byte[count];
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reader.ReadBytes(bytes, count);
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return bytes;
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}
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/// <exception cref="T:OverflowException">if count is invalid</exception>
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public static ArraySegment<byte> ReadBytesAndSizeSegment(this NetworkReader reader)
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{
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// count = 0 means the array was null
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// otherwise count - 1 is the length of the array
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uint count = reader.ReadUInt();
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// Use checked() to force it to throw OverflowException if data is invalid
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return count == 0 ? default : reader.ReadBytesSegment(checked((int)(count - 1u)));
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}
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public static Vector2 ReadVector2(this NetworkReader reader) => reader.ReadBlittable<Vector2>();
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public static Vector2? ReadVector2Nullable(this NetworkReader reader) => reader.ReadBlittableNullable<Vector2>();
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public static Vector3 ReadVector3(this NetworkReader reader) => reader.ReadBlittable<Vector3>();
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public static Vector3? ReadVector3Nullable(this NetworkReader reader) => reader.ReadBlittableNullable<Vector3>();
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public static Vector4 ReadVector4(this NetworkReader reader) => reader.ReadBlittable<Vector4>();
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public static Vector4? ReadVector4Nullable(this NetworkReader reader) => reader.ReadBlittableNullable<Vector4>();
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public static Vector2Int ReadVector2Int(this NetworkReader reader) => reader.ReadBlittable<Vector2Int>();
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public static Vector2Int? ReadVector2IntNullable(this NetworkReader reader) => reader.ReadBlittableNullable<Vector2Int>();
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public static Vector3Int ReadVector3Int(this NetworkReader reader) => reader.ReadBlittable<Vector3Int>();
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public static Vector3Int? ReadVector3IntNullable(this NetworkReader reader) => reader.ReadBlittableNullable<Vector3Int>();
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public static Color ReadColor(this NetworkReader reader) => reader.ReadBlittable<Color>();
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public static Color? ReadColorNullable(this NetworkReader reader) => reader.ReadBlittableNullable<Color>();
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public static Color32 ReadColor32(this NetworkReader reader) => reader.ReadBlittable<Color32>();
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public static Color32? ReadColor32Nullable(this NetworkReader reader) => reader.ReadBlittableNullable<Color32>();
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public static Quaternion ReadQuaternion(this NetworkReader reader) => reader.ReadBlittable<Quaternion>();
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public static Quaternion? ReadQuaternionNullable(this NetworkReader reader) => reader.ReadBlittableNullable<Quaternion>();
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public static Rect ReadRect(this NetworkReader reader) => reader.ReadBlittable<Rect>();
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public static Rect? ReadRectNullable(this NetworkReader reader) => reader.ReadBlittableNullable<Rect>();
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public static Plane ReadPlane(this NetworkReader reader) => reader.ReadBlittable<Plane>();
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public static Plane? ReadPlaneNullable(this NetworkReader reader) => reader.ReadBlittableNullable<Plane>();
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public static Ray ReadRay(this NetworkReader reader) => reader.ReadBlittable<Ray>();
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public static Ray? ReadRayNullable(this NetworkReader reader) => reader.ReadBlittableNullable<Ray>();
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public static Matrix4x4 ReadMatrix4x4(this NetworkReader reader)=> reader.ReadBlittable<Matrix4x4>();
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public static Matrix4x4? ReadMatrix4x4Nullable(this NetworkReader reader) => reader.ReadBlittableNullable<Matrix4x4>();
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public static Guid ReadGuid(this NetworkReader reader) => new Guid(reader.ReadBytes(16));
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public static Guid? ReadGuidNullable(this NetworkReader reader) => reader.ReadBool() ? ReadGuid(reader) : default(Guid?);
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public static NetworkIdentity ReadNetworkIdentity(this NetworkReader reader)
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{
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uint netId = reader.ReadUInt();
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if (netId == 0)
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return null;
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// look in server spawned
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if (NetworkServer.active &&
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NetworkServer.spawned.TryGetValue(netId, out NetworkIdentity serverIdentity))
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return serverIdentity;
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// look in client spawned
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if (NetworkClient.active &&
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NetworkClient.spawned.TryGetValue(netId, out NetworkIdentity clientIdentity))
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return clientIdentity;
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// a netId not being in spawned is common.
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// for example, "[SyncVar] NetworkIdentity target" netId would not
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// be known on client if the monster walks out of proximity for a
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// moment. no need to log any error or warning here.
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return null;
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}
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public static NetworkBehaviour ReadNetworkBehaviour(this NetworkReader reader)
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{
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// reuse ReadNetworkIdentity, get the component at index
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NetworkIdentity identity = ReadNetworkIdentity(reader);
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// a netId not being in spawned is common.
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// for example, "[SyncVar] NetworkBehaviour target" netId would not
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// be known on client if the monster walks out of proximity for a
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// moment. no need to log any error or warning here.
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if (identity == null)
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return null;
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// if identity isn't null, then index is also sent to read before returning
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byte componentIndex = reader.ReadByte();
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return identity.NetworkBehaviours[componentIndex];
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}
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public static T ReadNetworkBehaviour<T>(this NetworkReader reader) where T : NetworkBehaviour
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{
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return reader.ReadNetworkBehaviour() as T;
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}
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public static NetworkBehaviour.NetworkBehaviourSyncVar ReadNetworkBehaviourSyncVar(this NetworkReader reader)
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{
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uint netId = reader.ReadUInt();
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byte componentIndex = default;
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// if netId is not 0, then index is also sent to read before returning
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if (netId != 0)
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{
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componentIndex = reader.ReadByte();
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}
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return new NetworkBehaviour.NetworkBehaviourSyncVar(netId, componentIndex);
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}
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public static Transform ReadTransform(this NetworkReader reader)
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{
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// Don't use null propagation here as it could lead to MissingReferenceException
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NetworkIdentity networkIdentity = reader.ReadNetworkIdentity();
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return networkIdentity != null ? networkIdentity.transform : null;
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}
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public static GameObject ReadGameObject(this NetworkReader reader)
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{
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// Don't use null propagation here as it could lead to MissingReferenceException
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NetworkIdentity networkIdentity = reader.ReadNetworkIdentity();
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return networkIdentity != null ? networkIdentity.gameObject : null;
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}
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public static List<T> ReadList<T>(this NetworkReader reader)
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{
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int length = reader.ReadInt();
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if (length < 0)
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return null;
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List<T> result = new List<T>(length);
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for (int i = 0; i < length; i++)
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{
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result.Add(reader.Read<T>());
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}
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return result;
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}
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public static T[] ReadArray<T>(this NetworkReader reader)
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{
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int length = reader.ReadInt();
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// we write -1 for null
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if (length < 0)
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return null;
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// todo throw an exception for other negative values (we never write them, likely to be attacker)
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// this assumes that a reader for T reads at least 1 bytes
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// we can't know the exact size of T because it could have a user created reader
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// NOTE: don't add to length as it could overflow if value is int.max
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if (length > reader.Length - reader.Position)
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{
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throw new EndOfStreamException($"Received array that is too large: {length}");
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}
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T[] result = new T[length];
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for (int i = 0; i < length; i++)
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{
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result[i] = reader.Read<T>();
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}
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return result;
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}
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public static Uri ReadUri(this NetworkReader reader)
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{
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string uriString = reader.ReadString();
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return (string.IsNullOrWhiteSpace(uriString) ? null : new Uri(uriString));
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}
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public static Texture2D ReadTexture2D(this NetworkReader reader)
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{
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Texture2D texture2D = new Texture2D(32, 32);
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texture2D.SetPixels32(reader.Read<Color32[]>());
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texture2D.Apply();
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return texture2D;
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}
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public static Sprite ReadSprite(this NetworkReader reader)
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{
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return Sprite.Create(reader.ReadTexture2D(), reader.ReadRect(), reader.ReadVector2());
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}
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}
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}
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