431 lines
20 KiB
C#
431 lines
20 KiB
C#
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Mirror
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{
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// Mirror's Weaver automatically detects all NetworkWriter function types,
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// but they do all need to be extensions.
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public static class NetworkWriterExtensions
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{
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public static void WriteByte(this NetworkWriter writer, byte value) => writer.WriteBlittable(value);
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public static void WriteByteNullable(this NetworkWriter writer, byte? value) => writer.WriteBlittableNullable(value);
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public static void WriteSByte(this NetworkWriter writer, sbyte value) => writer.WriteBlittable(value);
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public static void WriteSByteNullable(this NetworkWriter writer, sbyte? value) => writer.WriteBlittableNullable(value);
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// char is not blittable. convert to ushort.
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public static void WriteChar(this NetworkWriter writer, char value) => writer.WriteBlittable((ushort)value);
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public static void WriteCharNullable(this NetworkWriter writer, char? value) => writer.WriteBlittableNullable((ushort?)value);
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// bool is not blittable. convert to byte.
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public static void WriteBool(this NetworkWriter writer, bool value) => writer.WriteBlittable((byte)(value ? 1 : 0));
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public static void WriteBoolNullable(this NetworkWriter writer, bool? value) => writer.WriteBlittableNullable(value.HasValue ? ((byte)(value.Value ? 1 : 0)) : new byte?());
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public static void WriteShort(this NetworkWriter writer, short value) => writer.WriteBlittable(value);
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public static void WriteShortNullable(this NetworkWriter writer, short? value) => writer.WriteBlittableNullable(value);
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public static void WriteUShort(this NetworkWriter writer, ushort value) => writer.WriteBlittable(value);
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public static void WriteUShortNullable(this NetworkWriter writer, ushort? value) => writer.WriteBlittableNullable(value);
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public static void WriteInt(this NetworkWriter writer, int value) => writer.WriteBlittable(value);
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public static void WriteIntNullable(this NetworkWriter writer, int? value) => writer.WriteBlittableNullable(value);
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public static void WriteUInt(this NetworkWriter writer, uint value) => writer.WriteBlittable(value);
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public static void WriteUIntNullable(this NetworkWriter writer, uint? value) => writer.WriteBlittableNullable(value);
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public static void WriteLong(this NetworkWriter writer, long value) => writer.WriteBlittable(value);
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public static void WriteLongNullable(this NetworkWriter writer, long? value) => writer.WriteBlittableNullable(value);
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public static void WriteULong(this NetworkWriter writer, ulong value) => writer.WriteBlittable(value);
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public static void WriteULongNullable(this NetworkWriter writer, ulong? value) => writer.WriteBlittableNullable(value);
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public static void WriteFloat(this NetworkWriter writer, float value) => writer.WriteBlittable(value);
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public static void WriteFloatNullable(this NetworkWriter writer, float? value) => writer.WriteBlittableNullable(value);
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public static void WriteDouble(this NetworkWriter writer, double value) => writer.WriteBlittable(value);
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public static void WriteDoubleNullable(this NetworkWriter writer, double? value) => writer.WriteBlittableNullable(value);
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public static void WriteDecimal(this NetworkWriter writer, decimal value) => writer.WriteBlittable(value);
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public static void WriteDecimalNullable(this NetworkWriter writer, decimal? value) => writer.WriteBlittableNullable(value);
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public static void WriteString(this NetworkWriter writer, string value)
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{
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// write 0 for null support, increment real size by 1
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// (note: original HLAPI would write "" for null strings, but if a
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// string is null on the server then it should also be null
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// on the client)
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if (value == null)
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{
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writer.WriteUShort(0);
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return;
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}
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// WriteString copies into the buffer manually.
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// need to ensure capacity here first, manually.
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int maxSize = writer.encoding.GetMaxByteCount(value.Length);
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writer.EnsureCapacity(writer.Position + 2 + maxSize); // 2 bytes position + N bytes encoding
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// encode it into the buffer first.
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// reserve 2 bytes for header after we know how much was written.
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int written = writer.encoding.GetBytes(value, 0, value.Length, writer.buffer, writer.Position + 2);
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// check if within max size, otherwise Reader can't read it.
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if (written > NetworkWriter.MaxStringLength)
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throw new IndexOutOfRangeException($"NetworkWriter.WriteString - Value too long: {written} bytes. Limit: {NetworkWriter.MaxStringLength} bytes");
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// .Position is unchanged, so fill in the size header now.
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// we already ensured that max size fits into ushort.max-1.
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writer.WriteUShort(checked((ushort)(written + 1))); // Position += 2
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// now update position by what was written above
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writer.Position += written;
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}
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// Weaver needs a write function with just one byte[] parameter
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// (we don't name it .Write(byte[]) because it's really a WriteBytesAndSize since we write size / null info too)
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public static void WriteBytesAndSize(this NetworkWriter writer, byte[] buffer)
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{
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// buffer might be null, so we can't use .Length in that case
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writer.WriteBytesAndSize(buffer, 0, buffer != null ? buffer.Length : 0);
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}
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// for byte arrays with dynamic size, where the reader doesn't know how many will come
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// (like an inventory with different items etc.)
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public static void WriteBytesAndSize(this NetworkWriter writer, byte[] buffer, int offset, int count)
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{
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// null is supported because [SyncVar]s might be structs with null byte[] arrays
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// write 0 for null array, increment normal size by 1 to save bandwidth
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// (using size=-1 for null would limit max size to 32kb instead of 64kb)
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if (buffer == null)
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{
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writer.WriteUInt(0u);
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return;
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}
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writer.WriteUInt(checked((uint)count) + 1u);
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writer.WriteBytes(buffer, offset, count);
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}
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// writes ArraySegment of byte (most common type) and size header
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public static void WriteArraySegmentAndSize(this NetworkWriter writer, ArraySegment<byte> segment)
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{
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writer.WriteBytesAndSize(segment.Array, segment.Offset, segment.Count);
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}
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// writes ArraySegment of any type, and size header
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public static void WriteArraySegment<T>(this NetworkWriter writer, ArraySegment<T> segment)
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{
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int length = segment.Count;
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writer.WriteInt(length);
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for (int i = 0; i < length; i++)
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{
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writer.Write(segment.Array[segment.Offset + i]);
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}
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}
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public static void WriteVector2(this NetworkWriter writer, Vector2 value) => writer.WriteBlittable(value);
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public static void WriteVector2Nullable(this NetworkWriter writer, Vector2? value) => writer.WriteBlittableNullable(value);
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public static void WriteVector3(this NetworkWriter writer, Vector3 value) => writer.WriteBlittable(value);
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public static void WriteVector3Nullable(this NetworkWriter writer, Vector3? value) => writer.WriteBlittableNullable(value);
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public static void WriteVector4(this NetworkWriter writer, Vector4 value) => writer.WriteBlittable(value);
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public static void WriteVector4Nullable(this NetworkWriter writer, Vector4? value) => writer.WriteBlittableNullable(value);
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public static void WriteVector2Int(this NetworkWriter writer, Vector2Int value) => writer.WriteBlittable(value);
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public static void WriteVector2IntNullable(this NetworkWriter writer, Vector2Int? value) => writer.WriteBlittableNullable(value);
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public static void WriteVector3Int(this NetworkWriter writer, Vector3Int value) => writer.WriteBlittable(value);
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public static void WriteVector3IntNullable(this NetworkWriter writer, Vector3Int? value) => writer.WriteBlittableNullable(value);
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public static void WriteColor(this NetworkWriter writer, Color value) => writer.WriteBlittable(value);
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public static void WriteColorNullable(this NetworkWriter writer, Color? value) => writer.WriteBlittableNullable(value);
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public static void WriteColor32(this NetworkWriter writer, Color32 value) => writer.WriteBlittable(value);
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public static void WriteColor32Nullable(this NetworkWriter writer, Color32? value) => writer.WriteBlittableNullable(value);
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public static void WriteQuaternion(this NetworkWriter writer, Quaternion value) => writer.WriteBlittable(value);
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public static void WriteQuaternionNullable(this NetworkWriter writer, Quaternion? value) => writer.WriteBlittableNullable(value);
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// Rect is a struct with properties instead of fields
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public static void WriteRect(this NetworkWriter writer, Rect value)
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{
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writer.WriteVector2(value.position);
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writer.WriteVector2(value.size);
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}
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public static void WriteRectNullable(this NetworkWriter writer, Rect? value)
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{
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writer.WriteBool(value.HasValue);
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if (value.HasValue)
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writer.WriteRect(value.Value);
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}
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// Plane is a struct with properties instead of fields
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public static void WritePlane(this NetworkWriter writer, Plane value)
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{
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writer.WriteVector3(value.normal);
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writer.WriteFloat(value.distance);
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}
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public static void WritePlaneNullable(this NetworkWriter writer, Plane? value)
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{
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writer.WriteBool(value.HasValue);
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if (value.HasValue)
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writer.WritePlane(value.Value);
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}
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// Ray is a struct with properties instead of fields
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public static void WriteRay(this NetworkWriter writer, Ray value)
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{
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writer.WriteVector3(value.origin);
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writer.WriteVector3(value.direction);
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}
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public static void WriteRayNullable(this NetworkWriter writer, Ray? value)
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{
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writer.WriteBool(value.HasValue);
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if (value.HasValue)
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writer.WriteRay(value.Value);
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}
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// LayerMask is a struct with properties instead of fields
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public static void WriteLayerMask(this NetworkWriter writer, LayerMask layerMask)
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{
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// 32 layers as a flags enum, max value of 496, we only need a UShort.
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writer.WriteUShort((ushort)layerMask.value);
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}
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public static void WriteLayerMaskNullable(this NetworkWriter writer, LayerMask? layerMask)
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{
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writer.WriteBool(layerMask.HasValue);
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if (layerMask.HasValue)
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writer.WriteLayerMask(layerMask.Value);
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}
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public static void WriteMatrix4x4(this NetworkWriter writer, Matrix4x4 value) => writer.WriteBlittable(value);
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public static void WriteMatrix4x4Nullable(this NetworkWriter writer, Matrix4x4? value) => writer.WriteBlittableNullable(value);
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public static void WriteGuid(this NetworkWriter writer, Guid value)
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{
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#if !UNITY_2021_3_OR_NEWER
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// Unity 2019 doesn't have Span yet
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byte[] data = value.ToByteArray();
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writer.WriteBytes(data, 0, data.Length);
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#else
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// WriteBlittable(Guid) isn't safe. see WriteBlittable comments.
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// Guid is Sequential, but we can't guarantee packing.
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// TryWriteBytes is safe and allocation free.
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writer.EnsureCapacity(writer.Position + 16);
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value.TryWriteBytes(new Span<byte>(writer.buffer, writer.Position, 16));
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writer.Position += 16;
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#endif
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}
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public static void WriteGuidNullable(this NetworkWriter writer, Guid? value)
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{
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writer.WriteBool(value.HasValue);
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if (value.HasValue)
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writer.WriteGuid(value.Value);
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}
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public static void WriteNetworkIdentity(this NetworkWriter writer, NetworkIdentity value)
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{
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if (value == null)
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{
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writer.WriteUInt(0);
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return;
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}
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// users might try to use unspawned / prefab GameObjects in
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// rpcs/cmds/syncvars/messages. they would be null on the other
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// end, and it might not be obvious why. let's make it obvious.
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// https://github.com/vis2k/Mirror/issues/2060
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//
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// => warning (instead of exception) because we also use a warning
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// if a GameObject doesn't have a NetworkIdentity component etc.
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if (value.netId == 0)
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Debug.LogWarning($"Attempted to serialize unspawned GameObject: {value.name}. Prefabs and unspawned GameObjects would always be null on the other side. Please spawn it before using it in [SyncVar]s/Rpcs/Cmds/NetworkMessages etc.");
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writer.WriteUInt(value.netId);
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}
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public static void WriteNetworkBehaviour(this NetworkWriter writer, NetworkBehaviour value)
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{
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if (value == null)
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{
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writer.WriteUInt(0);
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return;
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}
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// users might try to use unspawned / prefab NetworkBehaviours in
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// rpcs/cmds/syncvars/messages. they would be null on the other
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// end, and it might not be obvious why. let's make it obvious.
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// https://github.com/vis2k/Mirror/issues/2060
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// and more recently https://github.com/MirrorNetworking/Mirror/issues/3399
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//
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// => warning (instead of exception) because we also use a warning
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// when writing an unspawned NetworkIdentity
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if (value.netId == 0)
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{
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Debug.LogWarning($"Attempted to serialize unspawned NetworkBehaviour: of type {value.GetType()} on GameObject {value.name}. Prefabs and unspawned GameObjects would always be null on the other side. Please spawn it before using it in [SyncVar]s/Rpcs/Cmds/NetworkMessages etc.");
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writer.WriteUInt(0);
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return;
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}
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writer.WriteUInt(value.netId);
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writer.WriteByte(value.ComponentIndex);
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}
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public static void WriteTransform(this NetworkWriter writer, Transform value)
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{
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if (value == null)
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{
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writer.WriteUInt(0);
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return;
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}
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if (value.TryGetComponent(out NetworkIdentity identity))
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{
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writer.WriteUInt(identity.netId);
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}
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else
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{
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// if users attempt to pass a transform without NetworkIdentity
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// to a [Command] or [SyncVar], it should show an obvious warning.
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Debug.LogWarning($"Attempted to sync a Transform ({value}) which isn't networked. Transforms without a NetworkIdentity component can't be synced.");
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writer.WriteUInt(0);
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}
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}
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public static void WriteGameObject(this NetworkWriter writer, GameObject value)
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{
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if (value == null)
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{
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writer.WriteUInt(0);
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return;
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}
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// warn if the GameObject doesn't have a NetworkIdentity,
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if (!value.TryGetComponent(out NetworkIdentity identity))
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Debug.LogWarning($"Attempted to sync a GameObject ({value}) which isn't networked. GameObject without a NetworkIdentity component can't be synced.");
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// serialize the correct amount of data in any case to make sure
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// that the other end can read the expected amount of data too.
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writer.WriteNetworkIdentity(identity);
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}
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// while SyncList<T> is recommended for NetworkBehaviours,
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// structs may have .List<T> members which weaver needs to be able to
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// fully serialize for NetworkMessages etc.
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// note that Weaver/Writers/GenerateWriter() handles this manually.
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public static void WriteList<T>(this NetworkWriter writer, List<T> list)
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{
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// 'null' is encoded as '-1'
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if (list is null)
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{
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writer.WriteInt(-1);
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return;
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}
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// check if within max size, otherwise Reader can't read it.
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if (list.Count > NetworkReader.AllocationLimit)
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throw new IndexOutOfRangeException($"NetworkWriter.WriteList - List<{typeof(T)}> too big: {list.Count} elements. Limit: {NetworkReader.AllocationLimit}");
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writer.WriteInt(list.Count);
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for (int i = 0; i < list.Count; i++)
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writer.Write(list[i]);
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}
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// while SyncSet<T> is recommended for NetworkBehaviours,
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// structs may have .Set<T> members which weaver needs to be able to
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// fully serialize for NetworkMessages etc.
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// note that Weaver/Writers/GenerateWriter() handles this manually.
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// TODO writer not found. need to adjust weaver first. see tests.
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/*
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public static void WriteHashSet<T>(this NetworkWriter writer, HashSet<T> hashSet)
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{
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if (hashSet is null)
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{
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writer.WriteInt(-1);
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return;
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}
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writer.WriteInt(hashSet.Count);
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foreach (T item in hashSet)
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writer.Write(item);
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}
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*/
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public static void WriteArray<T>(this NetworkWriter writer, T[] array)
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{
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// 'null' is encoded as '-1'
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if (array is null)
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{
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writer.WriteInt(-1);
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return;
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}
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// check if within max size, otherwise Reader can't read it.
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if (array.Length > NetworkReader.AllocationLimit)
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throw new IndexOutOfRangeException($"NetworkWriter.WriteArray - Array<{typeof(T)}> too big: {array.Length} elements. Limit: {NetworkReader.AllocationLimit}");
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writer.WriteInt(array.Length);
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for (int i = 0; i < array.Length; i++)
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writer.Write(array[i]);
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}
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public static void WriteUri(this NetworkWriter writer, Uri uri)
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{
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writer.WriteString(uri?.ToString());
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}
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public static void WriteTexture2D(this NetworkWriter writer, Texture2D texture2D)
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{
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// TODO allocation protection when sending textures to server.
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// currently can allocate 32k x 32k x 4 byte = 3.8 GB
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// support 'null' textures for [SyncVar]s etc.
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// https://github.com/vis2k/Mirror/issues/3144
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// simply send -1 for width.
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if (texture2D == null)
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{
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writer.WriteShort(-1);
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return;
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}
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// check if within max size, otherwise Reader can't read it.
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int totalSize = texture2D.width * texture2D.height;
|
||
|
if (totalSize > NetworkReader.AllocationLimit)
|
||
|
throw new IndexOutOfRangeException($"NetworkWriter.WriteTexture2D - Texture2D total size (width*height) too big: {totalSize}. Limit: {NetworkReader.AllocationLimit}");
|
||
|
|
||
|
// write dimensions first so reader can create the texture with size
|
||
|
// 32k x 32k short is more than enough
|
||
|
writer.WriteShort((short)texture2D.width);
|
||
|
writer.WriteShort((short)texture2D.height);
|
||
|
writer.WriteArray(texture2D.GetPixels32());
|
||
|
}
|
||
|
|
||
|
public static void WriteSprite(this NetworkWriter writer, Sprite sprite)
|
||
|
{
|
||
|
// support 'null' textures for [SyncVar]s etc.
|
||
|
// https://github.com/vis2k/Mirror/issues/3144
|
||
|
// simply send a 'null' for texture content.
|
||
|
if (sprite == null)
|
||
|
{
|
||
|
writer.WriteTexture2D(null);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
writer.WriteTexture2D(sprite.texture);
|
||
|
writer.WriteRect(sprite.rect);
|
||
|
writer.WriteVector2(sprite.pivot);
|
||
|
}
|
||
|
|
||
|
public static void WriteDateTime(this NetworkWriter writer, DateTime dateTime)
|
||
|
{
|
||
|
writer.WriteDouble(dateTime.ToOADate());
|
||
|
}
|
||
|
|
||
|
public static void WriteDateTimeNullable(this NetworkWriter writer, DateTime? dateTime)
|
||
|
{
|
||
|
writer.WriteBool(dateTime.HasValue);
|
||
|
if (dateTime.HasValue)
|
||
|
writer.WriteDouble(dateTime.Value.ToOADate());
|
||
|
}
|
||
|
}
|
||
|
}
|