using System; using System.Runtime.CompilerServices; using System.Text; using Unity.Collections.LowLevel.Unsafe; using UnityEngine; namespace Mirror { /// Network Writer for most simple types like floats, ints, buffers, structs, etc. Use NetworkWriterPool.GetReader() to avoid allocations. public class NetworkWriter { // the limit of ushort is so we can write string size prefix as only 2 bytes. // -1 so we can still encode 'null' into it too. public const ushort MaxStringLength = ushort.MaxValue - 1; // create writer immediately with it's own buffer so no one can mess with it and so that we can resize it. // note: BinaryWriter allocates too much, so we only use a MemoryStream // => 1500 bytes by default because on average, most packets will be <= MTU public const int DefaultCapacity = 1500; internal byte[] buffer = new byte[DefaultCapacity]; /// Next position to write to the buffer public int Position; /// Current capacity. Automatically resized if necessary. public int Capacity => buffer.Length; // cache encoding for WriteString instead of creating it each time. // 1000 readers before: 1MB GC, 30ms // 1000 readers after: 0.8MB GC, 18ms // not(!) static for thread safety. // // throwOnInvalidBytes is true. // writer should throw and user should fix if this ever happens. // unlike reader, which needs to expect it to happen from attackers. internal readonly UTF8Encoding encoding = new UTF8Encoding(false, true); /// Reset both the position and length of the stream // Leaves the capacity the same so that we can reuse this writer without // extra allocations [MethodImpl(MethodImplOptions.AggressiveInlining)] public void Reset() { Position = 0; } // NOTE that our runtime resizing comes at no extra cost because: // 1. 'has space' checks are necessary even for fixed sized writers. // 2. all writers will eventually be large enough to stop resizing. [MethodImpl(MethodImplOptions.AggressiveInlining)] internal void EnsureCapacity(int value) { if (buffer.Length < value) { int capacity = Math.Max(value, buffer.Length * 2); Array.Resize(ref buffer, capacity); } } /// Copies buffer until 'Position' to a new array. // Try to use ToArraySegment instead to avoid allocations! public byte[] ToArray() { byte[] data = new byte[Position]; Array.ConstrainedCopy(buffer, 0, data, 0, Position); return data; } /// Returns allocation-free ArraySegment until 'Position'. [MethodImpl(MethodImplOptions.AggressiveInlining)] public ArraySegment ToArraySegment() => new ArraySegment(buffer, 0, Position); // implicit conversion for convenience [MethodImpl(MethodImplOptions.AggressiveInlining)] public static implicit operator ArraySegment(NetworkWriter w) => w.ToArraySegment(); // WriteBlittable from DOTSNET. // this is extremely fast, but only works for blittable types. // // Benchmark: // WriteQuaternion x 100k, Macbook Pro 2015 @ 2.2Ghz, Unity 2018 LTS (debug mode) // // | Median | Min | Max | Avg | Std | (ms) // before | 30.35 | 29.86 | 48.99 | 32.54 | 4.93 | // blittable* | 5.69 | 5.52 | 27.51 | 7.78 | 5.65 | // // * without IsBlittable check // => 4-6x faster! // // WriteQuaternion x 100k, Macbook Pro 2015 @ 2.2Ghz, Unity 2020.1 (release mode) // // | Median | Min | Max | Avg | Std | (ms) // before | 9.41 | 8.90 | 23.02 | 10.72 | 3.07 | // blittable* | 1.48 | 1.40 | 16.03 | 2.60 | 2.71 | // // * without IsBlittable check // => 6x faster! // // Note: // WriteBlittable assumes same endianness for server & client. // All Unity 2018+ platforms are little endian. // => run NetworkWriterTests.BlittableOnThisPlatform() to verify! // // 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 WriteBlittable is enough. don't inline WriteInt etc. // we don't want WriteBlittable to be copied in place everywhere. internal unsafe void WriteBlittable(T value) where T : unmanaged { // check if blittable for safety #if UNITY_EDITOR if (!UnsafeUtility.IsBlittable(typeof(T))) { Debug.LogError($"{typeof(T)} is not blittable!"); return; } #endif // calculate size // sizeof(T) gets the managed size at compile time. // Marshal.SizeOf gets the unmanaged size at runtime (slow). // => our 1mio writes benchmark is 6x slower with Marshal.SizeOf // => 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 capacity // NOTE that our runtime resizing comes at no extra cost because: // 1. 'has space' checks are necessary even for fixed sized writers. // 2. all writers will eventually be large enough to stop resizing. EnsureCapacity(Position + size); // write blittable fixed (byte* ptr = &buffer[Position]) { #if UNITY_ANDROID // on some android systems, assigning *(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]{value}; UnsafeUtility.MemCpy(ptr, valueBuffer, size); #else // cast buffer to T* pointer, then assign value to the area *(T*)ptr = value; #endif } Position += size; } // blittable'?' template for code reuse [MethodImpl(MethodImplOptions.AggressiveInlining)] internal void WriteBlittableNullable(T? value) where T : unmanaged { // bool isn't blittable. write as byte. WriteByte((byte)(value.HasValue ? 0x01 : 0x00)); // only write value if exists. saves bandwidth. if (value.HasValue) WriteBlittable(value.Value); } public void WriteByte(byte value) => WriteBlittable(value); // for byte arrays with consistent size, where the reader knows how many to read // (like a packet opcode that's always the same) public void WriteBytes(byte[] array, int offset, int count) { EnsureCapacity(Position + count); Array.ConstrainedCopy(array, offset, this.buffer, Position, count); Position += count; } // write an unsafe byte* array. // useful for bit tree compression, etc. public unsafe bool WriteBytes(byte* ptr, int offset, int size) { EnsureCapacity(Position + size); fixed (byte* destination = &buffer[Position]) { // write 'size' bytes at position // 10 mio writes: 868ms // Array.Copy(value.Array, value.Offset, buffer, Position, value.Count); // 10 mio writes: 775ms // Buffer.BlockCopy(value.Array, value.Offset, buffer, Position, value.Count); // 10 mio writes: 637ms UnsafeUtility.MemCpy(destination, ptr + offset, size); } Position += size; return true; } /// Writes any type that mirror supports. Uses weaver populated Writer(T).write. public void Write(T value) { Action writeDelegate = Writer.write; if (writeDelegate == null) { 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."); } else { writeDelegate(this, value); } } // print with buffer content for easier debugging. // [content, position / capacity]. // showing "position / space" would be too confusing. public override string ToString() => $"[{ToArraySegment().ToHexString()} @ {Position}/{Capacity}]"; } /// Helper class that weaver populates with all writer types. // Note that c# creates a different static variable for each type // -> Weaver.ReaderWriterProcessor.InitializeReaderAndWriters() populates it public static class Writer { public static Action write; } }