slowpoker/Assets/Mirror/Core/NetworkReaderExtensions.cs

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2024-10-17 17:23:05 +03:00
using System;
using System.Collections.Generic;
using System.IO;
using UnityEngine;
namespace Mirror
{
// Mirror's Weaver automatically detects all NetworkReader function types,
// but they do all need to be extensions.
public static class NetworkReaderExtensions
{
public static byte ReadByte(this NetworkReader reader) => reader.ReadBlittable<byte>();
public static byte? ReadByteNullable(this NetworkReader reader) => reader.ReadBlittableNullable<byte>();
public static sbyte ReadSByte(this NetworkReader reader) => reader.ReadBlittable<sbyte>();
public static sbyte? ReadSByteNullable(this NetworkReader reader) => reader.ReadBlittableNullable<sbyte>();
// bool is not blittable. read as ushort.
public static char ReadChar(this NetworkReader reader) => (char)reader.ReadBlittable<ushort>();
public static char? ReadCharNullable(this NetworkReader reader) => (char?)reader.ReadBlittableNullable<ushort>();
// bool is not blittable. read as byte.
public static bool ReadBool(this NetworkReader reader) => reader.ReadBlittable<byte>() != 0;
public static bool? ReadBoolNullable(this NetworkReader reader)
{
byte? value = reader.ReadBlittableNullable<byte>();
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<short>();
public static ushort ReadUShort(this NetworkReader reader) => reader.ReadBlittable<ushort>();
public static ushort? ReadUShortNullable(this NetworkReader reader) => reader.ReadBlittableNullable<ushort>();
public static int ReadInt(this NetworkReader reader) => reader.ReadBlittable<int>();
public static int? ReadIntNullable(this NetworkReader reader) => reader.ReadBlittableNullable<int>();
public static uint ReadUInt(this NetworkReader reader) => reader.ReadBlittable<uint>();
public static uint? ReadUIntNullable(this NetworkReader reader) => reader.ReadBlittableNullable<uint>();
public static long ReadLong(this NetworkReader reader) => reader.ReadBlittable<long>();
public static long? ReadLongNullable(this NetworkReader reader) => reader.ReadBlittableNullable<long>();
public static ulong ReadULong(this NetworkReader reader) => reader.ReadBlittable<ulong>();
public static ulong? ReadULongNullable(this NetworkReader reader) => reader.ReadBlittableNullable<ulong>();
public static float ReadFloat(this NetworkReader reader) => reader.ReadBlittable<float>();
public static float? ReadFloatNullable(this NetworkReader reader) => reader.ReadBlittableNullable<float>();
public static double ReadDouble(this NetworkReader reader) => reader.ReadBlittable<double>();
public static double? ReadDoubleNullable(this NetworkReader reader) => reader.ReadBlittableNullable<double>();
public static decimal ReadDecimal(this NetworkReader reader) => reader.ReadBlittable<decimal>();
public static decimal? ReadDecimalNullable(this NetworkReader reader) => reader.ReadBlittableNullable<decimal>();
/// <exception cref="T:System.ArgumentException">if an invalid utf8 string is sent</exception>
public static string ReadString(this NetworkReader reader)
{
// read number of bytes
ushort size = reader.ReadUShort();
// null support, see NetworkWriter
if (size == 0)
return null;
ushort realSize = (ushort)(size - 1);
// make sure it's within limits to avoid allocation attacks etc.
if (realSize > NetworkWriter.MaxStringLength)
throw new EndOfStreamException($"NetworkReader.ReadString - Value too long: {realSize} bytes. Limit is: {NetworkWriter.MaxStringLength} bytes");
ArraySegment<byte> data = reader.ReadBytesSegment(realSize);
// convert directly from buffer to string via encoding
// throws in case of invalid utf8.
// see test: ReadString_InvalidUTF8()
return reader.encoding.GetString(data.Array, data.Offset, data.Count);
}
public static byte[] ReadBytes(this NetworkReader reader, int count)
{
// prevent allocation attacks with a reasonable limit.
// server shouldn't allocate too much on client devices.
// client shouldn't allocate too much on server in ClientToServer [SyncVar]s.
if (count > NetworkReader.AllocationLimit)
{
// throw EndOfStream for consistency with ReadBlittable when out of data
throw new EndOfStreamException($"NetworkReader attempted to allocate {count} bytes, which is larger than the allowed limit of {NetworkReader.AllocationLimit} bytes.");
}
byte[] bytes = new byte[count];
reader.ReadBytes(bytes, count);
return bytes;
}
/// <exception cref="T:OverflowException">if count is invalid</exception>
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)));
}
// Reads ArraySegment and size header
/// <exception cref="T:OverflowException">if count is invalid</exception>
public static ArraySegment<byte> ReadArraySegmentAndSize(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<Vector2>();
public static Vector2? ReadVector2Nullable(this NetworkReader reader) => reader.ReadBlittableNullable<Vector2>();
public static Vector3 ReadVector3(this NetworkReader reader) => reader.ReadBlittable<Vector3>();
public static Vector3? ReadVector3Nullable(this NetworkReader reader) => reader.ReadBlittableNullable<Vector3>();
public static Vector4 ReadVector4(this NetworkReader reader) => reader.ReadBlittable<Vector4>();
public static Vector4? ReadVector4Nullable(this NetworkReader reader) => reader.ReadBlittableNullable<Vector4>();
public static Vector2Int ReadVector2Int(this NetworkReader reader) => reader.ReadBlittable<Vector2Int>();
public static Vector2Int? ReadVector2IntNullable(this NetworkReader reader) => reader.ReadBlittableNullable<Vector2Int>();
public static Vector3Int ReadVector3Int(this NetworkReader reader) => reader.ReadBlittable<Vector3Int>();
public static Vector3Int? ReadVector3IntNullable(this NetworkReader reader) => reader.ReadBlittableNullable<Vector3Int>();
public static Color ReadColor(this NetworkReader reader) => reader.ReadBlittable<Color>();
public static Color? ReadColorNullable(this NetworkReader reader) => reader.ReadBlittableNullable<Color>();
public static Color32 ReadColor32(this NetworkReader reader) => reader.ReadBlittable<Color32>();
public static Color32? ReadColor32Nullable(this NetworkReader reader) => reader.ReadBlittableNullable<Color32>();
public static Quaternion ReadQuaternion(this NetworkReader reader) => reader.ReadBlittable<Quaternion>();
public static Quaternion? ReadQuaternionNullable(this NetworkReader reader) => reader.ReadBlittableNullable<Quaternion>();
// Rect is a struct with properties instead of fields
public static Rect ReadRect(this NetworkReader reader) => new Rect(reader.ReadVector2(), reader.ReadVector2());
public static Rect? ReadRectNullable(this NetworkReader reader) => reader.ReadBool() ? ReadRect(reader) : default(Rect?);
// Plane is a struct with properties instead of fields
public static Plane ReadPlane(this NetworkReader reader) => new Plane(reader.ReadVector3(), reader.ReadFloat());
public static Plane? ReadPlaneNullable(this NetworkReader reader) => reader.ReadBool() ? ReadPlane(reader) : default(Plane?);
// Ray is a struct with properties instead of fields
public static Ray ReadRay(this NetworkReader reader) => new Ray(reader.ReadVector3(), reader.ReadVector3());
public static Ray? ReadRayNullable(this NetworkReader reader) => reader.ReadBool() ? ReadRay(reader) : default(Ray?);
// LayerMask is a struct with properties instead of fields
public static LayerMask ReadLayerMask(this NetworkReader reader)
{
// LayerMask doesn't have a constructor that takes an initial value.
// 32 layers as a flags enum, max value of 496, we only need a UShort.
LayerMask layerMask = default;
layerMask.value = reader.ReadUShort();
return layerMask;
}
public static LayerMask? ReadLayerMaskNullable(this NetworkReader reader) => reader.ReadBool() ? ReadLayerMask(reader) : default(LayerMask?);
public static Matrix4x4 ReadMatrix4x4(this NetworkReader reader) => reader.ReadBlittable<Matrix4x4>();
public static Matrix4x4? ReadMatrix4x4Nullable(this NetworkReader reader) => reader.ReadBlittableNullable<Matrix4x4>();
public static Guid ReadGuid(this NetworkReader reader)
{
#if !UNITY_2021_3_OR_NEWER
// Unity 2019 doesn't have Span yet
return new Guid(reader.ReadBytes(16));
#else
// ReadBlittable(Guid) isn't safe. see ReadBlittable comments.
// Guid is Sequential, but we can't guarantee packing.
if (reader.Remaining >= 16)
{
ReadOnlySpan<byte> span = new ReadOnlySpan<byte>(reader.buffer.Array, reader.buffer.Offset + reader.Position, 16);
reader.Position += 16;
return new Guid(span);
}
throw new EndOfStreamException($"ReadGuid out of range: {reader}");
#endif
}
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;
// NOTE: 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 Utils.GetSpawnedInServerOrClient(netId);
}
public static NetworkBehaviour ReadNetworkBehaviour(this NetworkReader reader)
{
// read netId first.
//
// IMPORTANT: if netId != 0, writer always writes componentIndex.
// reusing ReadNetworkIdentity() might return a null NetworkIdentity
// even if netId was != 0 but the identity disappeared on the client,
// resulting in unequal amounts of data being written / read.
// https://github.com/vis2k/Mirror/issues/2972
uint netId = reader.ReadUInt();
if (netId == 0)
return null;
// read component index in any case, BEFORE searching the spawned
// NetworkIdentity by netId.
byte componentIndex = reader.ReadByte();
// NOTE: 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.
NetworkIdentity identity = Utils.GetSpawnedInServerOrClient(netId);
return identity != null
? identity.NetworkBehaviours[componentIndex]
: null;
}
public static T ReadNetworkBehaviour<T>(this NetworkReader reader) where T : NetworkBehaviour
{
return reader.ReadNetworkBehaviour() as T;
}
public static 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 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;
}
// while SyncList<T> is recommended for NetworkBehaviours,
// structs may have .List<T> members which weaver needs to be able to
// fully serialize for NetworkMessages etc.
// note that Weaver/Readers/GenerateReader() handles this manually.
public static List<T> ReadList<T>(this NetworkReader reader)
{
int length = reader.ReadInt();
// 'null' is encoded as '-1'
if (length < 0) return null;
// prevent allocation attacks with a reasonable limit.
// server shouldn't allocate too much on client devices.
// client shouldn't allocate too much on server in ClientToServer [SyncVar]s.
if (length > NetworkReader.AllocationLimit)
{
// throw EndOfStream for consistency with ReadBlittable when out of data
throw new EndOfStreamException($"NetworkReader attempted to allocate a List<{typeof(T)}> {length} elements, which is larger than the allowed limit of {NetworkReader.AllocationLimit}.");
}
List<T> result = new List<T>(length);
for (int i = 0; i < length; i++)
{
result.Add(reader.Read<T>());
}
return result;
}
// while SyncSet<T> is recommended for NetworkBehaviours,
// structs may have .Set<T> members which weaver needs to be able to
// fully serialize for NetworkMessages etc.
// note that Weaver/Readers/GenerateReader() handles this manually.
// TODO writer not found. need to adjust weaver first. see tests.
/*
public static HashSet<T> ReadHashSet<T>(this NetworkReader reader)
{
int length = reader.ReadInt();
if (length < 0)
return null;
HashSet<T> result = new HashSet<T>();
for (int i = 0; i < length; i++)
{
result.Add(reader.Read<T>());
}
return result;
}
*/
public static T[] ReadArray<T>(this NetworkReader reader)
{
int length = reader.ReadInt();
// 'null' is encoded as '-1'
if (length < 0) return null;
// prevent allocation attacks with a reasonable limit.
// server shouldn't allocate too much on client devices.
// client shouldn't allocate too much on server in ClientToServer [SyncVar]s.
if (length > NetworkReader.AllocationLimit)
{
// throw EndOfStream for consistency with ReadBlittable when out of data
throw new EndOfStreamException($"NetworkReader attempted to allocate an Array<{typeof(T)}> with {length} elements, which is larger than the allowed limit of {NetworkReader.AllocationLimit}.");
}
// we can't check if reader.Remaining < length,
// because we don't know sizeof(T) since it's a managed type.
// if (length > reader.Remaining) throw new EndOfStreamException($"Received array that is too large: {length}");
T[] result = new T[length];
for (int i = 0; i < length; i++)
{
result[i] = reader.Read<T>();
}
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)
{
// support 'null' textures for [SyncVar]s etc.
// https://github.com/vis2k/Mirror/issues/3144
short width = reader.ReadShort();
if (width == -1) return null;
// read height
short height = reader.ReadShort();
// prevent allocation attacks with a reasonable limit.
// server shouldn't allocate too much on client devices.
// client shouldn't allocate too much on server in ClientToServer [SyncVar]s.
// log an error and return default.
// we don't want attackers to be able to trigger exceptions.
int totalSize = width * height;
if (totalSize > NetworkReader.AllocationLimit)
{
Debug.LogWarning($"NetworkReader attempted to allocate a Texture2D with total size (width * height) of {totalSize}, which is larger than the allowed limit of {NetworkReader.AllocationLimit}.");
return null;
}
Texture2D texture2D = new Texture2D(width, height);
// read pixel content
Color32[] pixels = reader.ReadArray<Color32>();
texture2D.SetPixels32(pixels);
texture2D.Apply();
return texture2D;
}
public static Sprite ReadSprite(this NetworkReader reader)
{
// support 'null' textures for [SyncVar]s etc.
// https://github.com/vis2k/Mirror/issues/3144
Texture2D texture = reader.ReadTexture2D();
if (texture == null) return null;
// otherwise create a valid sprite
return Sprite.Create(texture, reader.ReadRect(), reader.ReadVector2());
}
public static DateTime ReadDateTime(this NetworkReader reader) => DateTime.FromOADate(reader.ReadDouble());
public static DateTime? ReadDateTimeNullable(this NetworkReader reader) => reader.ReadBool() ? ReadDateTime(reader) : default(DateTime?);
}
}