389 lines
19 KiB
C#
389 lines
19 KiB
C#
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using System;
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using System.Collections.Generic;
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using System.IO;
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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 NetworkReader function types,
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// but they do all need to be extensions.
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public static class NetworkReaderExtensions
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{
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public static byte ReadByte(this NetworkReader reader) => reader.ReadBlittable<byte>();
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public static byte? ReadByteNullable(this NetworkReader reader) => reader.ReadBlittableNullable<byte>();
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public static sbyte ReadSByte(this NetworkReader reader) => reader.ReadBlittable<sbyte>();
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public static sbyte? ReadSByteNullable(this NetworkReader reader) => reader.ReadBlittableNullable<sbyte>();
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// bool is not blittable. read as ushort.
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public static char ReadChar(this NetworkReader reader) => (char)reader.ReadBlittable<ushort>();
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public static char? ReadCharNullable(this NetworkReader reader) => (char?)reader.ReadBlittableNullable<ushort>();
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// bool is not blittable. read as byte.
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public static bool ReadBool(this NetworkReader reader) => reader.ReadBlittable<byte>() != 0;
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public static bool? ReadBoolNullable(this NetworkReader reader)
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{
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byte? value = reader.ReadBlittableNullable<byte>();
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return value.HasValue ? (value.Value != 0) : default(bool?);
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}
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public static short ReadShort(this NetworkReader reader) => (short)reader.ReadUShort();
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public static short? ReadShortNullable(this NetworkReader reader) => reader.ReadBlittableNullable<short>();
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public static ushort ReadUShort(this NetworkReader reader) => reader.ReadBlittable<ushort>();
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public static ushort? ReadUShortNullable(this NetworkReader reader) => reader.ReadBlittableNullable<ushort>();
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public static int ReadInt(this NetworkReader reader) => reader.ReadBlittable<int>();
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public static int? ReadIntNullable(this NetworkReader reader) => reader.ReadBlittableNullable<int>();
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public static uint ReadUInt(this NetworkReader reader) => reader.ReadBlittable<uint>();
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public static uint? ReadUIntNullable(this NetworkReader reader) => reader.ReadBlittableNullable<uint>();
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public static long ReadLong(this NetworkReader reader) => reader.ReadBlittable<long>();
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public static long? ReadLongNullable(this NetworkReader reader) => reader.ReadBlittableNullable<long>();
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public static ulong ReadULong(this NetworkReader reader) => reader.ReadBlittable<ulong>();
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public static ulong? ReadULongNullable(this NetworkReader reader) => reader.ReadBlittableNullable<ulong>();
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public static float ReadFloat(this NetworkReader reader) => reader.ReadBlittable<float>();
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public static float? ReadFloatNullable(this NetworkReader reader) => reader.ReadBlittableNullable<float>();
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public static double ReadDouble(this NetworkReader reader) => reader.ReadBlittable<double>();
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public static double? ReadDoubleNullable(this NetworkReader reader) => reader.ReadBlittableNullable<double>();
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public static decimal ReadDecimal(this NetworkReader reader) => reader.ReadBlittable<decimal>();
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public static decimal? ReadDecimalNullable(this NetworkReader reader) => reader.ReadBlittableNullable<decimal>();
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/// <exception cref="T:System.ArgumentException">if an invalid utf8 string is sent</exception>
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public static string ReadString(this NetworkReader reader)
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{
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// read number of bytes
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ushort size = reader.ReadUShort();
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// null support, see NetworkWriter
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if (size == 0)
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return null;
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ushort realSize = (ushort)(size - 1);
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// make sure it's within limits to avoid allocation attacks etc.
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if (realSize > NetworkWriter.MaxStringLength)
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throw new EndOfStreamException($"NetworkReader.ReadString - Value too long: {realSize} bytes. Limit is: {NetworkWriter.MaxStringLength} bytes");
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ArraySegment<byte> data = reader.ReadBytesSegment(realSize);
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// convert directly from buffer to string via encoding
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// throws in case of invalid utf8.
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// see test: ReadString_InvalidUTF8()
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return reader.encoding.GetString(data.Array, data.Offset, data.Count);
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}
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public static byte[] ReadBytes(this NetworkReader reader, int count)
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{
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// prevent allocation attacks with a reasonable limit.
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// server shouldn't allocate too much on client devices.
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// client shouldn't allocate too much on server in ClientToServer [SyncVar]s.
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if (count > NetworkReader.AllocationLimit)
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{
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// throw EndOfStream for consistency with ReadBlittable when out of data
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throw new EndOfStreamException($"NetworkReader attempted to allocate {count} bytes, which is larger than the allowed limit of {NetworkReader.AllocationLimit} bytes.");
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}
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byte[] bytes = new byte[count];
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reader.ReadBytes(bytes, count);
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return bytes;
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}
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/// <exception cref="T:OverflowException">if count is invalid</exception>
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public static byte[] ReadBytesAndSize(this NetworkReader reader)
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{
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// count = 0 means the array was null
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// otherwise count -1 is the length of the array
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uint count = reader.ReadUInt();
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// Use checked() to force it to throw OverflowException if data is invalid
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return count == 0 ? null : reader.ReadBytes(checked((int)(count - 1u)));
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}
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// Reads ArraySegment and size header
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/// <exception cref="T:OverflowException">if count is invalid</exception>
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public static ArraySegment<byte> ReadArraySegmentAndSize(this NetworkReader reader)
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{
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// count = 0 means the array was null
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// otherwise count - 1 is the length of the array
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uint count = reader.ReadUInt();
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// Use checked() to force it to throw OverflowException if data is invalid
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return count == 0 ? default : reader.ReadBytesSegment(checked((int)(count - 1u)));
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}
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public static Vector2 ReadVector2(this NetworkReader reader) => reader.ReadBlittable<Vector2>();
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public static Vector2? ReadVector2Nullable(this NetworkReader reader) => reader.ReadBlittableNullable<Vector2>();
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public static Vector3 ReadVector3(this NetworkReader reader) => reader.ReadBlittable<Vector3>();
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public static Vector3? ReadVector3Nullable(this NetworkReader reader) => reader.ReadBlittableNullable<Vector3>();
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public static Vector4 ReadVector4(this NetworkReader reader) => reader.ReadBlittable<Vector4>();
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public static Vector4? ReadVector4Nullable(this NetworkReader reader) => reader.ReadBlittableNullable<Vector4>();
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public static Vector2Int ReadVector2Int(this NetworkReader reader) => reader.ReadBlittable<Vector2Int>();
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public static Vector2Int? ReadVector2IntNullable(this NetworkReader reader) => reader.ReadBlittableNullable<Vector2Int>();
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public static Vector3Int ReadVector3Int(this NetworkReader reader) => reader.ReadBlittable<Vector3Int>();
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public static Vector3Int? ReadVector3IntNullable(this NetworkReader reader) => reader.ReadBlittableNullable<Vector3Int>();
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public static Color ReadColor(this NetworkReader reader) => reader.ReadBlittable<Color>();
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public static Color? ReadColorNullable(this NetworkReader reader) => reader.ReadBlittableNullable<Color>();
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public static Color32 ReadColor32(this NetworkReader reader) => reader.ReadBlittable<Color32>();
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public static Color32? ReadColor32Nullable(this NetworkReader reader) => reader.ReadBlittableNullable<Color32>();
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public static Quaternion ReadQuaternion(this NetworkReader reader) => reader.ReadBlittable<Quaternion>();
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public static Quaternion? ReadQuaternionNullable(this NetworkReader reader) => reader.ReadBlittableNullable<Quaternion>();
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// Rect is a struct with properties instead of fields
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public static Rect ReadRect(this NetworkReader reader) => new Rect(reader.ReadVector2(), reader.ReadVector2());
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public static Rect? ReadRectNullable(this NetworkReader reader) => reader.ReadBool() ? ReadRect(reader) : default(Rect?);
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// Plane is a struct with properties instead of fields
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public static Plane ReadPlane(this NetworkReader reader) => new Plane(reader.ReadVector3(), reader.ReadFloat());
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public static Plane? ReadPlaneNullable(this NetworkReader reader) => reader.ReadBool() ? ReadPlane(reader) : default(Plane?);
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// Ray is a struct with properties instead of fields
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public static Ray ReadRay(this NetworkReader reader) => new Ray(reader.ReadVector3(), reader.ReadVector3());
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public static Ray? ReadRayNullable(this NetworkReader reader) => reader.ReadBool() ? ReadRay(reader) : default(Ray?);
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// LayerMask is a struct with properties instead of fields
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public static LayerMask ReadLayerMask(this NetworkReader reader)
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{
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// LayerMask doesn't have a constructor that takes an initial value.
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// 32 layers as a flags enum, max value of 496, we only need a UShort.
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LayerMask layerMask = default;
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layerMask.value = reader.ReadUShort();
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return layerMask;
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}
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public static LayerMask? ReadLayerMaskNullable(this NetworkReader reader) => reader.ReadBool() ? ReadLayerMask(reader) : default(LayerMask?);
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public static Matrix4x4 ReadMatrix4x4(this NetworkReader reader) => reader.ReadBlittable<Matrix4x4>();
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public static Matrix4x4? ReadMatrix4x4Nullable(this NetworkReader reader) => reader.ReadBlittableNullable<Matrix4x4>();
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public static Guid ReadGuid(this NetworkReader reader)
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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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return new Guid(reader.ReadBytes(16));
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#else
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// ReadBlittable(Guid) isn't safe. see ReadBlittable comments.
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// Guid is Sequential, but we can't guarantee packing.
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if (reader.Remaining >= 16)
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{
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ReadOnlySpan<byte> span = new ReadOnlySpan<byte>(reader.buffer.Array, reader.buffer.Offset + reader.Position, 16);
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reader.Position += 16;
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return new Guid(span);
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}
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throw new EndOfStreamException($"ReadGuid out of range: {reader}");
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#endif
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}
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public static Guid? ReadGuidNullable(this NetworkReader reader) => reader.ReadBool() ? ReadGuid(reader) : default(Guid?);
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public static NetworkIdentity ReadNetworkIdentity(this NetworkReader reader)
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{
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uint netId = reader.ReadUInt();
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if (netId == 0)
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return null;
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// NOTE: a netId not being in spawned is common.
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// for example, "[SyncVar] NetworkIdentity target" netId would not
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// be known on client if the monster walks out of proximity for a
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// moment. no need to log any error or warning here.
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return Utils.GetSpawnedInServerOrClient(netId);
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}
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public static NetworkBehaviour ReadNetworkBehaviour(this NetworkReader reader)
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{
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// read netId first.
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//
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// IMPORTANT: if netId != 0, writer always writes componentIndex.
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// reusing ReadNetworkIdentity() might return a null NetworkIdentity
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// even if netId was != 0 but the identity disappeared on the client,
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// resulting in unequal amounts of data being written / read.
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// https://github.com/vis2k/Mirror/issues/2972
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uint netId = reader.ReadUInt();
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if (netId == 0)
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return null;
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// read component index in any case, BEFORE searching the spawned
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// NetworkIdentity by netId.
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byte componentIndex = reader.ReadByte();
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// NOTE: a netId not being in spawned is common.
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// for example, "[SyncVar] NetworkIdentity target" netId would not
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// be known on client if the monster walks out of proximity for a
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// moment. no need to log any error or warning here.
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NetworkIdentity identity = Utils.GetSpawnedInServerOrClient(netId);
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return identity != null
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? identity.NetworkBehaviours[componentIndex]
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: null;
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}
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public static T ReadNetworkBehaviour<T>(this NetworkReader reader) where T : NetworkBehaviour
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{
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return reader.ReadNetworkBehaviour() as T;
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}
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public static NetworkBehaviourSyncVar ReadNetworkBehaviourSyncVar(this NetworkReader reader)
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{
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uint netId = reader.ReadUInt();
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byte componentIndex = default;
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// if netId is not 0, then index is also sent to read before returning
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if (netId != 0)
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{
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componentIndex = reader.ReadByte();
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}
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return new NetworkBehaviourSyncVar(netId, componentIndex);
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}
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public static Transform ReadTransform(this NetworkReader reader)
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{
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// Don't use null propagation here as it could lead to MissingReferenceException
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NetworkIdentity networkIdentity = reader.ReadNetworkIdentity();
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return networkIdentity != null ? networkIdentity.transform : null;
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}
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public static GameObject ReadGameObject(this NetworkReader reader)
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{
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// Don't use null propagation here as it could lead to MissingReferenceException
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NetworkIdentity networkIdentity = reader.ReadNetworkIdentity();
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return networkIdentity != null ? networkIdentity.gameObject : null;
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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/Readers/GenerateReader() handles this manually.
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public static List<T> ReadList<T>(this NetworkReader reader)
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{
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int length = reader.ReadInt();
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// 'null' is encoded as '-1'
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if (length < 0) return null;
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// prevent allocation attacks with a reasonable limit.
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// server shouldn't allocate too much on client devices.
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// client shouldn't allocate too much on server in ClientToServer [SyncVar]s.
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if (length > NetworkReader.AllocationLimit)
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{
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// throw EndOfStream for consistency with ReadBlittable when out of data
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throw new EndOfStreamException($"NetworkReader attempted to allocate a List<{typeof(T)}> {length} elements, which is larger than the allowed limit of {NetworkReader.AllocationLimit}.");
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}
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List<T> result = new List<T>(length);
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for (int i = 0; i < length; i++)
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{
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result.Add(reader.Read<T>());
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}
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return result;
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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/Readers/GenerateReader() 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 HashSet<T> ReadHashSet<T>(this NetworkReader reader)
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{
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int length = reader.ReadInt();
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if (length < 0)
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return null;
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HashSet<T> result = new HashSet<T>();
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for (int i = 0; i < length; i++)
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{
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result.Add(reader.Read<T>());
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}
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return result;
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}
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*/
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public static T[] ReadArray<T>(this NetworkReader reader)
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{
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int length = reader.ReadInt();
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// 'null' is encoded as '-1'
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if (length < 0) return null;
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// prevent allocation attacks with a reasonable limit.
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// server shouldn't allocate too much on client devices.
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// client shouldn't allocate too much on server in ClientToServer [SyncVar]s.
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if (length > NetworkReader.AllocationLimit)
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{
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// throw EndOfStream for consistency with ReadBlittable when out of data
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throw new EndOfStreamException($"NetworkReader attempted to allocate an Array<{typeof(T)}> with {length} elements, which is larger than the allowed limit of {NetworkReader.AllocationLimit}.");
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}
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// we can't check if reader.Remaining < length,
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// because we don't know sizeof(T) since it's a managed type.
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// if (length > reader.Remaining) throw new EndOfStreamException($"Received array that is too large: {length}");
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T[] result = new T[length];
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for (int i = 0; i < length; i++)
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{
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result[i] = reader.Read<T>();
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}
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return result;
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}
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public static Uri ReadUri(this NetworkReader reader)
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{
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string uriString = reader.ReadString();
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return (string.IsNullOrWhiteSpace(uriString) ? null : new Uri(uriString));
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}
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public static Texture2D ReadTexture2D(this NetworkReader reader)
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{
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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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short width = reader.ReadShort();
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if (width == -1) return null;
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// read height
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short height = reader.ReadShort();
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// prevent allocation attacks with a reasonable limit.
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// server shouldn't allocate too much on client devices.
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// client shouldn't allocate too much on server in ClientToServer [SyncVar]s.
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// log an error and return default.
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// we don't want attackers to be able to trigger exceptions.
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int totalSize = width * height;
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if (totalSize > NetworkReader.AllocationLimit)
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{
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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}.");
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return null;
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}
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Texture2D texture2D = new Texture2D(width, height);
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// read pixel content
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Color32[] pixels = reader.ReadArray<Color32>();
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texture2D.SetPixels32(pixels);
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texture2D.Apply();
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return texture2D;
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}
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public static Sprite ReadSprite(this NetworkReader reader)
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{
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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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Texture2D texture = reader.ReadTexture2D();
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if (texture == null) return null;
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// otherwise create a valid sprite
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return Sprite.Create(texture, reader.ReadRect(), reader.ReadVector2());
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}
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public static DateTime ReadDateTime(this NetworkReader reader) => DateTime.FromOADate(reader.ReadDouble());
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public static DateTime? ReadDateTimeNullable(this NetworkReader reader) => reader.ReadBool() ? ReadDateTime(reader) : default(DateTime?);
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}
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}
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