250 lines
11 KiB
C#
250 lines
11 KiB
C#
using System;
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using System.IO;
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using System.Runtime.CompilerServices;
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using System.Text;
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using Unity.Collections.LowLevel.Unsafe;
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using UnityEngine;
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namespace Mirror
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{
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/// <summary>Network Reader for most simple types like floats, ints, buffers, structs, etc. Use NetworkReaderPool.GetReader() to avoid allocations.</summary>
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// Note: This class is intended to be extremely pedantic,
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// and throw exceptions whenever stuff is going slightly wrong.
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// The exceptions will be handled in NetworkServer/NetworkClient.
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//
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// Note that NetworkWriter can be passed in constructor thanks to implicit
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// ArraySegment conversion:
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// NetworkReader reader = new NetworkReader(writer);
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public class NetworkReader
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{
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// internal buffer
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// byte[] pointer would work, but we use ArraySegment to also support
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// the ArraySegment constructor
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internal ArraySegment<byte> buffer;
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/// <summary>Next position to read from the buffer</summary>
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// 'int' is the best type for .Position. 'short' is too small if we send >32kb which would result in negative .Position
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// -> converting long to int is fine until 2GB of data (MAX_INT), so we don't have to worry about overflows here
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public int Position;
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/// <summary>Remaining bytes that can be read, for convenience.</summary>
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public int Remaining => buffer.Count - Position;
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/// <summary>Total buffer capacity, independent of reader position.</summary>
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public int Capacity => buffer.Count;
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// cache encoding for ReadString instead of creating it with each time
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// 1000 readers before: 1MB GC, 30ms
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// 1000 readers after: 0.8MB GC, 18ms
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// member(!) to avoid static state.
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//
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// throwOnInvalidBytes is true.
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// if false, it would silently ignore the invalid bytes but continue
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// with the valid ones, creating strings like "a<><61><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>".
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// instead, we want to catch it manually and return String.Empty.
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// this is safer. see test: ReadString_InvalidUTF8().
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internal readonly UTF8Encoding encoding = new UTF8Encoding(false, true);
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// while allocation free ReadArraySegment is encouraged,
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// some functions can allocate a new byte[], List<T>, Texture, etc.
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// we should keep a reasonable allocation size limit:
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// -> server won't accidentally allocate 2GB on a mobile device
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// -> client won't allocate 2GB on server for ClientToServer [SyncVar]s
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// -> unlike max string length of 64 KB, we need a larger limit here.
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// large enough to not break existing projects,
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// small enough to reasonably limit allocation attacks.
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// -> we don't know the exact size of ReadList<T> etc. because <T> is
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// managed. instead, this is considered a 'collection length' limit.
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public const int AllocationLimit = 1024 * 1024 * 16; // 16 MB * sizeof(T)
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public NetworkReader(ArraySegment<byte> segment)
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{
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buffer = segment;
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}
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#if !UNITY_2021_3_OR_NEWER
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// Unity 2019 doesn't have the implicit byte[] to segment conversion yet
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public NetworkReader(byte[] bytes)
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{
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buffer = new ArraySegment<byte>(bytes, 0, bytes.Length);
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}
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#endif
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// sometimes it's useful to point a reader on another buffer instead of
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// allocating a new reader (e.g. NetworkReaderPool)
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void SetBuffer(ArraySegment<byte> segment)
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{
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buffer = segment;
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Position = 0;
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}
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#if !UNITY_2021_3_OR_NEWER
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// Unity 2019 doesn't have the implicit byte[] to segment conversion yet
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public void SetBuffer(byte[] bytes)
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{
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buffer = new ArraySegment<byte>(bytes, 0, bytes.Length);
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Position = 0;
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}
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#endif
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// ReadBlittable<T> from DOTSNET
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// this is extremely fast, but only works for blittable types.
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// => private to make sure nobody accidentally uses it for non-blittable
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//
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// Benchmark: see NetworkWriter.WriteBlittable!
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//
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// Note:
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// ReadBlittable assumes same endianness for server & client.
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// All Unity 2018+ platforms are little endian.
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//
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// This is not safe to expose to random structs.
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// * StructLayout.Sequential is the default, which is safe.
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// if the struct contains a reference type, it is converted to Auto.
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// but since all structs here are unmanaged blittable, it's safe.
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// see also: https://docs.microsoft.com/en-us/dotnet/api/system.runtime.interopservices.layoutkind?view=netframework-4.8#system-runtime-interopservices-layoutkind-sequential
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// * StructLayout.Pack depends on CPU word size.
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// this may be different 4 or 8 on some ARM systems, etc.
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// this is not safe, and would cause bytes/shorts etc. to be padded.
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// see also: https://docs.microsoft.com/en-us/dotnet/api/system.runtime.interopservices.structlayoutattribute.pack?view=net-6.0
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// * If we force pack all to '1', they would have no padding which is
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// great for bandwidth. but on some android systems, CPU can't read
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// unaligned memory.
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// see also: https://github.com/vis2k/Mirror/issues/3044
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// * The only option would be to force explicit layout with multiples
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// of word size. but this requires lots of weaver checking and is
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// still questionable (IL2CPP etc.).
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//
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// Note: inlining ReadBlittable is enough. don't inline ReadInt etc.
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// we don't want ReadBlittable to be copied in place everywhere.
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internal unsafe T ReadBlittable<T>()
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where T : unmanaged
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{
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// check if blittable for safety
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#if UNITY_EDITOR
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if (!UnsafeUtility.IsBlittable(typeof(T)))
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{
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throw new ArgumentException($"{typeof(T)} is not blittable!");
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}
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#endif
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// calculate size
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// sizeof(T) gets the managed size at compile time.
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// Marshal.SizeOf<T> gets the unmanaged size at runtime (slow).
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// => our 1mio writes benchmark is 6x slower with Marshal.SizeOf<T>
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// => for blittable types, sizeof(T) is even recommended:
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// https://docs.microsoft.com/en-us/dotnet/standard/native-interop/best-practices
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int size = sizeof(T);
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// ensure remaining
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if (Remaining < size)
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{
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throw new EndOfStreamException($"ReadBlittable<{typeof(T)}> not enough data in buffer to read {size} bytes: {ToString()}");
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}
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// read blittable
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T value;
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fixed (byte* ptr = &buffer.Array[buffer.Offset + Position])
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{
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#if UNITY_ANDROID
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// on some android systems, reading *(T*)ptr throws a NRE if
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// the ptr isn't aligned (i.e. if Position is 1,2,3,5, etc.).
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// here we have to use memcpy.
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//
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// => we can't get a pointer of a struct in C# without
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// marshalling allocations
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// => instead, we stack allocate an array of type T and use that
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// => stackalloc avoids GC and is very fast. it only works for
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// value types, but all blittable types are anyway.
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//
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// this way, we can still support blittable reads on android.
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// see also: https://github.com/vis2k/Mirror/issues/3044
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// (solution discovered by AIIO, FakeByte, mischa)
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T* valueBuffer = stackalloc T[1];
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UnsafeUtility.MemCpy(valueBuffer, ptr, size);
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value = valueBuffer[0];
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#else
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// cast buffer to a T* pointer and then read from it.
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value = *(T*)ptr;
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#endif
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}
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Position += size;
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return value;
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}
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// blittable'?' template for code reuse
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// note: bool isn't blittable. need to read as byte.
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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internal T? ReadBlittableNullable<T>()
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where T : unmanaged =>
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ReadByte() != 0 ? ReadBlittable<T>() : default(T?);
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public byte ReadByte() => ReadBlittable<byte>();
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/// <summary>Read 'count' bytes into the bytes array</summary>
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// NOTE: returns byte[] because all reader functions return something.
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public byte[] ReadBytes(byte[] bytes, int count)
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{
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// user may call ReadBytes(ReadInt()). ensure positive count.
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if (count < 0) throw new ArgumentOutOfRangeException("ReadBytes requires count >= 0");
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// check if passed byte array is big enough
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if (count > bytes.Length)
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{
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throw new EndOfStreamException($"ReadBytes can't read {count} + bytes because the passed byte[] only has length {bytes.Length}");
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}
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// ensure remaining
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if (Remaining < count)
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{
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throw new EndOfStreamException($"ReadBytesSegment can't read {count} bytes because it would read past the end of the stream. {ToString()}");
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}
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Array.Copy(buffer.Array, buffer.Offset + Position, bytes, 0, count);
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Position += count;
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return bytes;
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}
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/// <summary>Read 'count' bytes allocation-free as ArraySegment that points to the internal array.</summary>
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public ArraySegment<byte> ReadBytesSegment(int count)
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{
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// user may call ReadBytes(ReadInt()). ensure positive count.
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if (count < 0) throw new ArgumentOutOfRangeException("ReadBytesSegment requires count >= 0");
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// ensure remaining
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if (Remaining < count)
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{
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throw new EndOfStreamException($"ReadBytesSegment can't read {count} bytes because it would read past the end of the stream. {ToString()}");
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}
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// return the segment
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ArraySegment<byte> result = new ArraySegment<byte>(buffer.Array, buffer.Offset + Position, count);
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Position += count;
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return result;
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}
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/// <summary>Reads any data type that mirror supports. Uses weaver populated Reader(T).read</summary>
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public T Read<T>()
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{
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Func<NetworkReader, T> readerDelegate = Reader<T>.read;
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if (readerDelegate == null)
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{
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Debug.LogError($"No reader found for {typeof(T)}. Use a type supported by Mirror or define a custom reader extension for {typeof(T)}.");
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return default;
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}
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return readerDelegate(this);
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}
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// print the full buffer with position / capacity.
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public override string ToString() =>
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$"[{buffer.ToHexString()} @ {Position}/{Capacity}]";
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}
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/// <summary>Helper class that weaver populates with all reader types.</summary>
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// Note that c# creates a different static variable for each type
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// -> Weaver.ReaderWriterProcessor.InitializeReaderAndWriters() populates it
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public static class Reader<T>
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{
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public static Func<NetworkReader, T> read;
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}
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}
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