2024-10-17 17:23:05 +03:00

113 lines
4.2 KiB
C#

using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using UnityEngine;
namespace Mirror
{
public static class Extensions
{
public static string ToHexString(this ArraySegment<byte> segment) =>
BitConverter.ToString(segment.Array, segment.Offset, segment.Count);
// string.GetHashCode is not guaranteed to be the same on all
// machines, but we need one that is the same on all machines.
// Uses fnv1a as hash function for more uniform distribution http://www.isthe.com/chongo/tech/comp/fnv/
// Tests: https://softwareengineering.stackexchange.com/questions/49550/which-hashing-algorithm-is-best-for-uniqueness-and-speed
// NOTE: Do not call this from hot path because it's slow O(N) for long method names.
// - As of 2012-02-16 There are 2 design-time callers (weaver) and 1 runtime caller that caches.
public static int GetStableHashCode(this string text)
{
unchecked
{
uint hash = 0x811c9dc5;
uint prime = 0x1000193;
for (int i = 0; i < text.Length; ++i)
{
byte value = (byte)text[i];
hash = hash ^ value;
hash *= prime;
}
//UnityEngine.Debug.Log($"Created stable hash {(ushort)hash} for {text}");
return (int)hash;
}
}
// smaller version of our GetStableHashCode.
// careful, this significantly increases chance of collisions.
public static ushort GetStableHashCode16(this string text)
{
// deterministic hash
int hash = GetStableHashCode(text);
// Gets the 32bit fnv1a hash
// To get it down to 16bit but still reduce hash collisions we cant just cast it to ushort
// Instead we take the highest 16bits of the 32bit hash and fold them with xor into the lower 16bits
// This will create a more uniform 16bit hash, the method is described in:
// http://www.isthe.com/chongo/tech/comp/fnv/ in section "Changing the FNV hash size - xor-folding"
return (ushort)((hash >> 16) ^ hash);
}
// previously in DotnetCompatibility.cs
// leftover from the UNET days. supposedly for windows store?
internal static string GetMethodName(this Delegate func)
{
#if NETFX_CORE
return func.GetMethodInfo().Name;
#else
return func.Method.Name;
#endif
}
// helper function to copy to List<T>
// C# only provides CopyTo(T[])
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static void CopyTo<T>(this IEnumerable<T> source, List<T> destination)
{
// foreach allocates. use AddRange.
destination.AddRange(source);
}
#if !UNITY_2021_OR_NEWER
// Unity 2020 and earlier don't have Queue.TryDequeue which we need for batching.
public static bool TryDequeue<T>(this Queue<T> source, out T element)
{
if (source.Count > 0)
{
element = source.Dequeue();
return true;
}
element = default;
return false;
}
#endif
#if !UNITY_2021_OR_NEWER
// Unity 2020 and earlier don't have ConcurrentQueue.Clear which we need for ThreadedTransport.
public static void Clear<T>(this ConcurrentQueue<T> source)
{
// while count > 0 risks deadlock if other thread write at the same time.
// our safest solution is a best-effort approach to clear 'Count' once.
int count = source.Count; // get it only once
for (int i = 0; i < count; ++i)
{
source.TryDequeue(out _);
}
}
#endif
#if !UNITY_2021_3_OR_NEWER
// Unity 2021.2 and earlier don't have transform.GetPositionAndRotation which we use for performance in some places
public static void GetPositionAndRotation(this Transform transform, out Vector3 position, out Quaternion rotation)
{
position = transform.position;
rotation = transform.rotation;
}
#endif
}
}