ProjectZ/Assets/Mirror/Runtime/NetworkWriter.cs
2024-02-19 21:00:36 +03:00

188 lines
7.7 KiB
C#

using System;
using System.Runtime.CompilerServices;
using Unity.Collections.LowLevel.Unsafe;
using UnityEngine;
namespace Mirror
{
/// <summary>Network Writer for most simple types like floats, ints, buffers, structs, etc. Use NetworkWriterPool.GetReader() to avoid allocations.</summary>
public class NetworkWriter
{
public const int MaxStringLength = 1024 * 32;
// create writer immediately with it's own buffer so no one can mess with it and so that we can resize it.
// note: BinaryWriter allocates too much, so we only use a MemoryStream
// => 1500 bytes by default because on average, most packets will be <= MTU
byte[] buffer = new byte[1500];
/// <summary>Next position to write to the buffer</summary>
public int Position;
/// <summary>Reset both the position and length of the stream</summary>
// Leaves the capacity the same so that we can reuse this writer without
// extra allocations
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void Reset()
{
Position = 0;
}
// NOTE that our runtime resizing comes at no extra cost because:
// 1. 'has space' checks are necessary even for fixed sized writers.
// 2. all writers will eventually be large enough to stop resizing.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
void EnsureCapacity(int value)
{
if (buffer.Length < value)
{
int capacity = Math.Max(value, buffer.Length * 2);
Array.Resize(ref buffer, capacity);
}
}
/// <summary>Copies buffer until 'Position' to a new array.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public byte[] ToArray()
{
byte[] data = new byte[Position];
Array.ConstrainedCopy(buffer, 0, data, 0, Position);
return data;
}
/// <summary>Returns allocation-free ArraySegment until 'Position'.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public ArraySegment<byte> ToArraySegment()
{
return new ArraySegment<byte>(buffer, 0, Position);
}
// WriteBlittable<T> from DOTSNET.
// this is extremely fast, but only works for blittable types.
//
// Benchmark:
// WriteQuaternion x 100k, Macbook Pro 2015 @ 2.2Ghz, Unity 2018 LTS (debug mode)
//
// | Median | Min | Max | Avg | Std | (ms)
// before | 30.35 | 29.86 | 48.99 | 32.54 | 4.93 |
// blittable* | 5.69 | 5.52 | 27.51 | 7.78 | 5.65 |
//
// * without IsBlittable check
// => 4-6x faster!
//
// WriteQuaternion x 100k, Macbook Pro 2015 @ 2.2Ghz, Unity 2020.1 (release mode)
//
// | Median | Min | Max | Avg | Std | (ms)
// before | 9.41 | 8.90 | 23.02 | 10.72 | 3.07 |
// blittable* | 1.48 | 1.40 | 16.03 | 2.60 | 2.71 |
//
// * without IsBlittable check
// => 6x faster!
//
// Note:
// WriteBlittable assumes same endianness for server & client.
// All Unity 2018+ platforms are little endian.
// => run NetworkWriterTests.BlittableOnThisPlatform() to verify!
[MethodImpl(MethodImplOptions.AggressiveInlining)]
internal unsafe void WriteBlittable<T>(T value)
where T : unmanaged
{
// check if blittable for safety
#if UNITY_EDITOR
if (!UnsafeUtility.IsBlittable(typeof(T)))
{
Debug.LogError($"{typeof(T)} is not blittable!");
return;
}
#endif
// calculate size
// sizeof(T) gets the managed size at compile time.
// Marshal.SizeOf<T> gets the unmanaged size at runtime (slow).
// => our 1mio writes benchmark is 6x slower with Marshal.SizeOf<T>
// => for blittable types, sizeof(T) is even recommended:
// https://docs.microsoft.com/en-us/dotnet/standard/native-interop/best-practices
int size = sizeof(T);
// ensure capacity
// NOTE that our runtime resizing comes at no extra cost because:
// 1. 'has space' checks are necessary even for fixed sized writers.
// 2. all writers will eventually be large enough to stop resizing.
EnsureCapacity(Position + size);
// write blittable
fixed (byte* ptr = &buffer[Position])
{
#if UNITY_ANDROID
// on some android systems, assigning *(T*)ptr throws a NRE if
// the ptr isn't aligned (i.e. if Position is 1,2,3,5, etc.).
// here we have to use memcpy.
//
// => we can't get a pointer of a struct in C# without
// marshalling allocations
// => instead, we stack allocate an array of type T and use that
// => stackalloc avoids GC and is very fast. it only works for
// value types, but all blittable types are anyway.
//
// this way, we can still support blittable reads on android.
// see also: https://github.com/vis2k/Mirror/issues/3044
// (solution discovered by AIIO, FakeByte, mischa)
T* valueBuffer = stackalloc T[1]{value};
UnsafeUtility.MemCpy(ptr, valueBuffer, size);
#else
// cast buffer to T* pointer, then assign value to the area
*(T*)ptr = value;
#endif
}
Position += size;
}
// blittable'?' template for code reuse
[MethodImpl(MethodImplOptions.AggressiveInlining)]
internal void WriteBlittableNullable<T>(T? value)
where T : unmanaged
{
// bool isn't blittable. write as byte.
WriteByte((byte)(value.HasValue ? 0x01 : 0x00));
// only write value if exists. saves bandwidth.
if (value.HasValue)
WriteBlittable(value.Value);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void WriteByte(byte value) => WriteBlittable(value);
// for byte arrays with consistent size, where the reader knows how many to read
// (like a packet opcode that's always the same)
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void WriteBytes(byte[] buffer, int offset, int count)
{
EnsureCapacity(Position + count);
Array.ConstrainedCopy(buffer, offset, this.buffer, Position, count);
Position += count;
}
/// <summary>Writes any type that mirror supports. Uses weaver populated Writer(T).write.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void Write<T>(T value)
{
Action<NetworkWriter, T> writeDelegate = Writer<T>.write;
if (writeDelegate == null)
{
Debug.LogError($"No writer found for {typeof(T)}. This happens either if you are missing a NetworkWriter extension for your custom type, or if weaving failed. Try to reimport a script to weave again.");
}
else
{
writeDelegate(this, value);
}
}
}
/// <summary>Helper class that weaver populates with all writer types.</summary>
// Note that c# creates a different static variable for each type
// -> Weaver.ReaderWriterProcessor.InitializeReaderAndWriters() populates it
public static class Writer<T>
{
public static Action<NetworkWriter, T> write;
}
}