slowpoker/Assets/Mirror/Core/NetworkReader.cs

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2024-10-17 17:23:05 +03:00
using System;
using System.IO;
using System.Runtime.CompilerServices;
using System.Text;
using Unity.Collections.LowLevel.Unsafe;
using UnityEngine;
namespace Mirror
{
/// <summary>Network Reader for most simple types like floats, ints, buffers, structs, etc. Use NetworkReaderPool.GetReader() to avoid allocations.</summary>
// Note: This class is intended to be extremely pedantic,
// and throw exceptions whenever stuff is going slightly wrong.
// The exceptions will be handled in NetworkServer/NetworkClient.
//
// Note that NetworkWriter can be passed in constructor thanks to implicit
// ArraySegment conversion:
// NetworkReader reader = new NetworkReader(writer);
public class NetworkReader
{
// internal buffer
// byte[] pointer would work, but we use ArraySegment to also support
// the ArraySegment constructor
internal ArraySegment<byte> buffer;
/// <summary>Next position to read from the buffer</summary>
// 'int' is the best type for .Position. 'short' is too small if we send >32kb which would result in negative .Position
// -> converting long to int is fine until 2GB of data (MAX_INT), so we don't have to worry about overflows here
public int Position;
/// <summary>Remaining bytes that can be read, for convenience.</summary>
public int Remaining => buffer.Count - Position;
/// <summary>Total buffer capacity, independent of reader position.</summary>
public int Capacity => buffer.Count;
// cache encoding for ReadString instead of creating it with each time
// 1000 readers before: 1MB GC, 30ms
// 1000 readers after: 0.8MB GC, 18ms
// member(!) to avoid static state.
//
// throwOnInvalidBytes is true.
// if false, it would silently ignore the invalid bytes but continue
// with the valid ones, creating strings like "a<><61><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>".
// instead, we want to catch it manually and return String.Empty.
// this is safer. see test: ReadString_InvalidUTF8().
internal readonly UTF8Encoding encoding = new UTF8Encoding(false, true);
// while allocation free ReadArraySegment is encouraged,
// some functions can allocate a new byte[], List<T>, Texture, etc.
// we should keep a reasonable allocation size limit:
// -> server won't accidentally allocate 2GB on a mobile device
// -> client won't allocate 2GB on server for ClientToServer [SyncVar]s
// -> unlike max string length of 64 KB, we need a larger limit here.
// large enough to not break existing projects,
// small enough to reasonably limit allocation attacks.
// -> we don't know the exact size of ReadList<T> etc. because <T> is
// managed. instead, this is considered a 'collection length' limit.
public const int AllocationLimit = 1024 * 1024 * 16; // 16 MB * sizeof(T)
public NetworkReader(ArraySegment<byte> segment)
{
buffer = segment;
}
#if !UNITY_2021_3_OR_NEWER
// Unity 2019 doesn't have the implicit byte[] to segment conversion yet
public NetworkReader(byte[] bytes)
{
buffer = new ArraySegment<byte>(bytes, 0, bytes.Length);
}
#endif
// sometimes it's useful to point a reader on another buffer instead of
// allocating a new reader (e.g. NetworkReaderPool)
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void SetBuffer(ArraySegment<byte> segment)
{
buffer = segment;
Position = 0;
}
#if !UNITY_2021_3_OR_NEWER
// Unity 2019 doesn't have the implicit byte[] to segment conversion yet
public void SetBuffer(byte[] bytes)
{
buffer = new ArraySegment<byte>(bytes, 0, bytes.Length);
Position = 0;
}
#endif
// ReadBlittable<T> from DOTSNET
// this is extremely fast, but only works for blittable types.
// => private to make sure nobody accidentally uses it for non-blittable
//
// Benchmark: see NetworkWriter.WriteBlittable!
//
// Note:
// ReadBlittable assumes same endianness for server & client.
// All Unity 2018+ platforms are little endian.
//
// This is not safe to expose to random structs.
// * StructLayout.Sequential is the default, which is safe.
// if the struct contains a reference type, it is converted to Auto.
// but since all structs here are unmanaged blittable, it's safe.
// see also: https://docs.microsoft.com/en-us/dotnet/api/system.runtime.interopservices.layoutkind?view=netframework-4.8#system-runtime-interopservices-layoutkind-sequential
// * StructLayout.Pack depends on CPU word size.
// this may be different 4 or 8 on some ARM systems, etc.
// this is not safe, and would cause bytes/shorts etc. to be padded.
// see also: https://docs.microsoft.com/en-us/dotnet/api/system.runtime.interopservices.structlayoutattribute.pack?view=net-6.0
// * If we force pack all to '1', they would have no padding which is
// great for bandwidth. but on some android systems, CPU can't read
// unaligned memory.
// see also: https://github.com/vis2k/Mirror/issues/3044
// * The only option would be to force explicit layout with multiples
// of word size. but this requires lots of weaver checking and is
// still questionable (IL2CPP etc.).
//
// Note: inlining ReadBlittable is enough. don't inline ReadInt etc.
// we don't want ReadBlittable to be copied in place everywhere.
internal unsafe T ReadBlittable<T>()
where T : unmanaged
{
// check if blittable for safety
#if UNITY_EDITOR
if (!UnsafeUtility.IsBlittable(typeof(T)))
{
throw new ArgumentException($"{typeof(T)} is not blittable!");
}
#endif
// calculate size
// sizeof(T) gets the managed size at compile time.
// Marshal.SizeOf<T> gets the unmanaged size at runtime (slow).
// => our 1mio writes benchmark is 6x slower with Marshal.SizeOf<T>
// => for blittable types, sizeof(T) is even recommended:
// https://docs.microsoft.com/en-us/dotnet/standard/native-interop/best-practices
int size = sizeof(T);
// ensure remaining
if (Remaining < size)
{
throw new EndOfStreamException($"ReadBlittable<{typeof(T)}> not enough data in buffer to read {size} bytes: {ToString()}");
}
// read blittable
T value;
fixed (byte* ptr = &buffer.Array[buffer.Offset + Position])
{
#if UNITY_ANDROID
// on some android systems, reading *(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];
UnsafeUtility.MemCpy(valueBuffer, ptr, size);
value = valueBuffer[0];
#else
// cast buffer to a T* pointer and then read from it.
value = *(T*)ptr;
#endif
}
Position += size;
return value;
}
// blittable'?' template for code reuse
// note: bool isn't blittable. need to read as byte.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
internal T? ReadBlittableNullable<T>()
where T : unmanaged =>
ReadByte() != 0 ? ReadBlittable<T>() : default(T?);
public byte ReadByte() => ReadBlittable<byte>();
/// <summary>Read 'count' bytes into the bytes array</summary>
// NOTE: returns byte[] because all reader functions return something.
public byte[] ReadBytes(byte[] bytes, int count)
{
// user may call ReadBytes(ReadInt()). ensure positive count.
if (count < 0) throw new ArgumentOutOfRangeException("ReadBytes requires count >= 0");
// check if passed byte array is big enough
if (count > bytes.Length)
{
throw new EndOfStreamException($"ReadBytes can't read {count} + bytes because the passed byte[] only has length {bytes.Length}");
}
// ensure remaining
if (Remaining < count)
{
throw new EndOfStreamException($"ReadBytesSegment can't read {count} bytes because it would read past the end of the stream. {ToString()}");
}
Array.Copy(buffer.Array, buffer.Offset + Position, bytes, 0, count);
Position += count;
return bytes;
}
/// <summary>Read 'count' bytes allocation-free as ArraySegment that points to the internal array.</summary>
public ArraySegment<byte> ReadBytesSegment(int count)
{
// user may call ReadBytes(ReadInt()). ensure positive count.
if (count < 0) throw new ArgumentOutOfRangeException("ReadBytesSegment requires count >= 0");
// ensure remaining
if (Remaining < count)
{
throw new EndOfStreamException($"ReadBytesSegment can't read {count} bytes because it would read past the end of the stream. {ToString()}");
}
// return the segment
ArraySegment<byte> result = new ArraySegment<byte>(buffer.Array, buffer.Offset + Position, count);
Position += count;
return result;
}
/// <summary>Reads any data type that mirror supports. Uses weaver populated Reader(T).read</summary>
public T Read<T>()
{
Func<NetworkReader, T> readerDelegate = Reader<T>.read;
if (readerDelegate == null)
{
Debug.LogError($"No reader found for {typeof(T)}. Use a type supported by Mirror or define a custom reader extension for {typeof(T)}.");
return default;
}
return readerDelegate(this);
}
// print the full buffer with position / capacity.
public override string ToString() =>
$"[{buffer.ToHexString()} @ {Position}/{Capacity}]";
}
/// <summary>Helper class that weaver populates with all reader types.</summary>
// Note that c# creates a different static variable for each type
// -> Weaver.ReaderWriterProcessor.InitializeReaderAndWriters() populates it
public static class Reader<T>
{
public static Func<NetworkReader, T> read;
}
}