250 lines
11 KiB
C#
250 lines
11 KiB
C#
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using System;
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using System.Runtime.CompilerServices;
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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>Network Writer for most simple types like floats, ints, buffers, structs, etc. Use NetworkWriterPool.GetReader() to avoid allocations.</summary>
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public class NetworkWriter
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{
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// the limit of ushort is so we can write string size prefix as only 2 bytes.
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// -1 so we can still encode 'null' into it too.
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public const ushort MaxStringLength = ushort.MaxValue - 1;
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// create writer immediately with it's own buffer so no one can mess with it and so that we can resize it.
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// note: BinaryWriter allocates too much, so we only use a MemoryStream
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// => 1500 bytes by default because on average, most packets will be <= MTU
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public const int DefaultCapacity = 1500;
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internal byte[] buffer = new byte[DefaultCapacity];
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/// <summary>Next position to write to the buffer</summary>
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public int Position;
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/// <summary>Current capacity. Automatically resized if necessary.</summary>
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public int Capacity => buffer.Length;
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// cache encoding for WriteString 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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// not(!) static for thread safety.
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//
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// throwOnInvalidBytes is true.
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// writer should throw and user should fix if this ever happens.
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// unlike reader, which needs to expect it to happen from attackers.
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internal readonly UTF8Encoding encoding = new UTF8Encoding(false, true);
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/// <summary>Reset both the position and length of the stream</summary>
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// Leaves the capacity the same so that we can reuse this writer without
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// extra allocations
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void Reset()
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{
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Position = 0;
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}
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// NOTE that our runtime resizing comes at no extra cost because:
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// 1. 'has space' checks are necessary even for fixed sized writers.
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// 2. all writers will eventually be large enough to stop resizing.
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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internal void EnsureCapacity(int value)
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{
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if (buffer.Length < value)
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{
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int capacity = Math.Max(value, buffer.Length * 2);
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Array.Resize(ref buffer, capacity);
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}
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}
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/// <summary>Copies buffer until 'Position' to a new array.</summary>
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// Try to use ToArraySegment instead to avoid allocations!
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public byte[] ToArray()
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{
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byte[] data = new byte[Position];
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Array.ConstrainedCopy(buffer, 0, data, 0, Position);
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return data;
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}
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/// <summary>Returns allocation-free ArraySegment until 'Position'.</summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public ArraySegment<byte> ToArraySegment() =>
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new ArraySegment<byte>(buffer, 0, Position);
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// implicit conversion for convenience
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static implicit operator ArraySegment<byte>(NetworkWriter w) =>
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w.ToArraySegment();
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// WriteBlittable<T> from DOTSNET.
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// this is extremely fast, but only works for blittable types.
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//
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// Benchmark:
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// WriteQuaternion x 100k, Macbook Pro 2015 @ 2.2Ghz, Unity 2018 LTS (debug mode)
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//
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// | Median | Min | Max | Avg | Std | (ms)
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// before | 30.35 | 29.86 | 48.99 | 32.54 | 4.93 |
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// blittable* | 5.69 | 5.52 | 27.51 | 7.78 | 5.65 |
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//
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// * without IsBlittable check
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// => 4-6x faster!
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//
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// WriteQuaternion x 100k, Macbook Pro 2015 @ 2.2Ghz, Unity 2020.1 (release mode)
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//
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// | Median | Min | Max | Avg | Std | (ms)
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// before | 9.41 | 8.90 | 23.02 | 10.72 | 3.07 |
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// blittable* | 1.48 | 1.40 | 16.03 | 2.60 | 2.71 |
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//
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// * without IsBlittable check
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// => 6x faster!
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//
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// Note:
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// WriteBlittable assumes same endianness for server & client.
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// All Unity 2018+ platforms are little endian.
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// => run NetworkWriterTests.BlittableOnThisPlatform() to verify!
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//
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// This is not safe to expose to random structs.
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// * StructLayout.Sequential is the default, which is safe.
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// if the struct contains a reference type, it is converted to Auto.
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// but since all structs here are unmanaged blittable, it's safe.
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// see also: https://docs.microsoft.com/en-us/dotnet/api/system.runtime.interopservices.layoutkind?view=netframework-4.8#system-runtime-interopservices-layoutkind-sequential
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// * StructLayout.Pack depends on CPU word size.
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// this may be different 4 or 8 on some ARM systems, etc.
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// this is not safe, and would cause bytes/shorts etc. to be padded.
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// see also: https://docs.microsoft.com/en-us/dotnet/api/system.runtime.interopservices.structlayoutattribute.pack?view=net-6.0
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// * If we force pack all to '1', they would have no padding which is
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// great for bandwidth. but on some android systems, CPU can't read
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// unaligned memory.
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// see also: https://github.com/vis2k/Mirror/issues/3044
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// * The only option would be to force explicit layout with multiples
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// of word size. but this requires lots of weaver checking and is
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// still questionable (IL2CPP etc.).
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//
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// Note: inlining WriteBlittable is enough. don't inline WriteInt etc.
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// we don't want WriteBlittable to be copied in place everywhere.
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internal unsafe void WriteBlittable<T>(T value)
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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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Debug.LogError($"{typeof(T)} is not blittable!");
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return;
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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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// ensure capacity
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// NOTE that our runtime resizing comes at no extra cost because:
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// 1. 'has space' checks are necessary even for fixed sized writers.
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// 2. all writers will eventually be large enough to stop resizing.
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EnsureCapacity(Position + size);
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// write blittable
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fixed (byte* ptr = &buffer[Position])
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{
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#if UNITY_ANDROID
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// on some android systems, assigning *(T*)ptr throws a NRE if
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// the ptr isn't aligned (i.e. if Position is 1,2,3,5, etc.).
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// here we have to use memcpy.
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//
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// => we can't get a pointer of a struct in C# without
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// marshalling allocations
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// => instead, we stack allocate an array of type T and use that
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// => stackalloc avoids GC and is very fast. it only works for
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// value types, but all blittable types are anyway.
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//
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// this way, we can still support blittable reads on android.
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// see also: https://github.com/vis2k/Mirror/issues/3044
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// (solution discovered by AIIO, FakeByte, mischa)
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T* valueBuffer = stackalloc T[1]{value};
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UnsafeUtility.MemCpy(ptr, valueBuffer, size);
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#else
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// cast buffer to T* pointer, then assign value to the area
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*(T*)ptr = value;
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#endif
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}
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Position += size;
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}
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// blittable'?' template for code reuse
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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internal void WriteBlittableNullable<T>(T? value)
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where T : unmanaged
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{
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// bool isn't blittable. write as byte.
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WriteByte((byte)(value.HasValue ? 0x01 : 0x00));
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// only write value if exists. saves bandwidth.
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if (value.HasValue)
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WriteBlittable(value.Value);
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}
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public void WriteByte(byte value) => WriteBlittable(value);
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// for byte arrays with consistent size, where the reader knows how many to read
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// (like a packet opcode that's always the same)
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public void WriteBytes(byte[] array, int offset, int count)
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{
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EnsureCapacity(Position + count);
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Array.ConstrainedCopy(array, offset, this.buffer, Position, count);
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Position += count;
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}
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// write an unsafe byte* array.
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// useful for bit tree compression, etc.
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public unsafe bool WriteBytes(byte* ptr, int offset, int size)
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{
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EnsureCapacity(Position + size);
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fixed (byte* destination = &buffer[Position])
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{
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// write 'size' bytes at position
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// 10 mio writes: 868ms
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// Array.Copy(value.Array, value.Offset, buffer, Position, value.Count);
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// 10 mio writes: 775ms
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// Buffer.BlockCopy(value.Array, value.Offset, buffer, Position, value.Count);
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// 10 mio writes: 637ms
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UnsafeUtility.MemCpy(destination, ptr + offset, size);
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}
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Position += size;
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return true;
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}
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/// <summary>Writes any type that mirror supports. Uses weaver populated Writer(T).write.</summary>
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public void Write<T>(T value)
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{
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Action<NetworkWriter, T> writeDelegate = Writer<T>.write;
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if (writeDelegate == null)
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{
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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.");
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}
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else
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{
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writeDelegate(this, value);
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}
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}
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// print with buffer content for easier debugging.
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// [content, position / capacity].
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// showing "position / space" would be too confusing.
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public override string ToString() =>
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$"[{ToArraySegment().ToHexString()} @ {Position}/{Capacity}]";
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}
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/// <summary>Helper class that weaver populates with all writer 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 Writer<T>
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{
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public static Action<NetworkWriter, T> write;
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}
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}
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