using System;
using Unity.Collections;
using UnityEngine;
namespace Unity.Netcode
{
///
/// Two-way serializer wrapping FastBufferReader or FastBufferWriter.
///
/// Implemented as a ref struct for two reasons:
/// 1. The BufferSerializer cannot outlive the FBR/FBW it wraps or using it will cause a crash
/// 2. The BufferSerializer must always be passed by reference and can't be copied
///
/// Ref structs help enforce both of those rules: they can't ref live the stack context in which they were
/// created, and they're always passed by reference no matter what.
///
/// BufferSerializer doesn't wrapp FastBufferReader or FastBufferWriter directly because it can't.
/// ref structs can't implement interfaces, and in order to be able to have two different implementations with
/// the same interface (which allows us to avoid an "if(IsReader)" on every call), the thing directly wrapping
/// the struct has to implement an interface. So IReaderWriter exists as the interface,
/// which is implemented by a normal struct, while the ref struct wraps the normal one to enforce the two above
/// requirements. (Allowing direct access to the IReaderWriter struct would allow dangerous
/// things to happen because the struct's lifetime could outlive the Reader/Writer's.)
///
/// The implementation struct
public ref struct BufferSerializer where TReaderWriter : IReaderWriter
{
private TReaderWriter m_Implementation;
///
/// Check if the contained implementation is a reader
///
public bool IsReader => m_Implementation.IsReader;
///
/// Check if the contained implementation is a writer
///
public bool IsWriter => m_Implementation.IsWriter;
internal BufferSerializer(TReaderWriter implementation)
{
m_Implementation = implementation;
}
///
/// Retrieves the FastBufferReader instance. Only valid if IsReader = true, throws
/// InvalidOperationException otherwise.
///
/// Reader instance
public FastBufferReader GetFastBufferReader()
{
return m_Implementation.GetFastBufferReader();
}
///
/// Retrieves the FastBufferWriter instance. Only valid if IsWriter = true, throws
/// InvalidOperationException otherwise.
///
/// Writer instance
public FastBufferWriter GetFastBufferWriter()
{
return m_Implementation.GetFastBufferWriter();
}
///
/// Read or write a string
///
/// The value to read/write
/// If true, characters will be limited to one-byte ASCII characters
public void SerializeValue(ref string s, bool oneByteChars = false) => m_Implementation.SerializeValue(ref s, oneByteChars);
///
/// Read or write a single byte
///
/// The value to read/write
public void SerializeValue(ref byte value) => m_Implementation.SerializeValue(ref value);
///
/// Read or write a primitive value (int, bool, etc)
/// Accepts any value that implements the given interfaces, but is not guaranteed to work correctly
/// on values that are not primitives.
///
/// The value to read/write
/// An unused parameter used for enabling overload resolution based on generic constraints
/// The type being serialized
public void SerializeValue(ref T value, FastBufferWriter.ForPrimitives unused = default) where T : unmanaged, IComparable, IConvertible, IComparable, IEquatable => m_Implementation.SerializeValue(ref value);
///
/// Read or write an array of primitive values (int, bool, etc)
/// Accepts any value that implements the given interfaces, but is not guaranteed to work correctly
/// on values that are not primitives.
///
/// The values to read/write
/// An unused parameter used for enabling overload resolution based on generic constraints
/// The type being serialized
public void SerializeValue(ref T[] value, FastBufferWriter.ForPrimitives unused = default) where T : unmanaged, IComparable, IConvertible, IComparable, IEquatable => m_Implementation.SerializeValue(ref value);
///
/// Read or write an enum value
///
/// The value to read/write
/// An unused parameter used for enabling overload resolution based on generic constraints
/// The type being serialized
public void SerializeValue(ref T value, FastBufferWriter.ForEnums unused = default) where T : unmanaged, Enum => m_Implementation.SerializeValue(ref value);
///
/// Read or write an array of enum values
///
/// The value to read/write
/// An unused parameter used for enabling overload resolution based on generic constraints
/// The type being serialized
public void SerializeValue(ref T[] value, FastBufferWriter.ForEnums unused = default) where T : unmanaged, Enum => m_Implementation.SerializeValue(ref value);
///
/// Read or write a struct value implementing ISerializeByMemcpy
///
/// The value to read/write
/// An unused parameter used for enabling overload resolution based on generic constraints
/// The type being serialized
public void SerializeValue(ref T value, FastBufferWriter.ForStructs unused = default) where T : unmanaged, INetworkSerializeByMemcpy => m_Implementation.SerializeValue(ref value);
///
/// Read or write an array of struct values implementing ISerializeByMemcpy
///
/// The values to read/write
/// An unused parameter used for enabling overload resolution based on generic constraints
/// The type being serialized
public void SerializeValue(ref T[] value, FastBufferWriter.ForStructs unused = default) where T : unmanaged, INetworkSerializeByMemcpy => m_Implementation.SerializeValue(ref value);
///
/// Read or write a struct or class value implementing INetworkSerializable
///
/// The value to read/write
/// An unused parameter used for enabling overload resolution based on generic constraints
/// The type being serialized
public void SerializeValue(ref T value, FastBufferWriter.ForNetworkSerializable unused = default) where T : INetworkSerializable, new() => m_Implementation.SerializeValue(ref value);
///
/// Read or write an array of struct or class values implementing INetworkSerializable
///
/// The values to read/write
/// An unused parameter used for enabling overload resolution based on generic constraints
/// The type being serialized
public void SerializeValue(ref T[] value, FastBufferWriter.ForNetworkSerializable unused = default) where T : INetworkSerializable, new() => m_Implementation.SerializeValue(ref value);
///
/// Read or write a Vector2 value
///
/// The value to read/write
public void SerializeValue(ref Vector2 value) => m_Implementation.SerializeValue(ref value);
///
/// Read or write an array of Vector2 values
///
/// The values to read/write
public void SerializeValue(ref Vector2[] value) => m_Implementation.SerializeValue(ref value);
///
/// Read or write a Vector3 value
///
/// The value to read/write
public void SerializeValue(ref Vector3 value) => m_Implementation.SerializeValue(ref value);
///
/// Read or write an array of Vector3 values
///
/// The values to read/write
public void SerializeValue(ref Vector3[] value) => m_Implementation.SerializeValue(ref value);
///
/// Read or write a Vector2Int value
///
/// The value to read/write
public void SerializeValue(ref Vector2Int value) => m_Implementation.SerializeValue(ref value);
///
/// Read or write an array of Vector2Int values
///
/// The values to read/write
public void SerializeValue(ref Vector2Int[] value) => m_Implementation.SerializeValue(ref value);
///
/// Read or write a Vector3Int value
///
/// The value to read/write
public void SerializeValue(ref Vector3Int value) => m_Implementation.SerializeValue(ref value);
///
/// Read or write an array of Vector3Int values
///
/// The values to read/write
public void SerializeValue(ref Vector3Int[] value) => m_Implementation.SerializeValue(ref value);
///
/// Read or write a Vector4 value
///
/// The value to read/write
public void SerializeValue(ref Vector4 value) => m_Implementation.SerializeValue(ref value);
///
/// Read or write an array of Vector4 values
///
/// The values to read/write
public void SerializeValue(ref Vector4[] value) => m_Implementation.SerializeValue(ref value);
///
/// Read or write a Quaternion value
///
/// The value to read/write
public void SerializeValue(ref Quaternion value) => m_Implementation.SerializeValue(ref value);
///
/// Read or write an array of Quaternion values
///
/// The values to read/write
public void SerializeValue(ref Quaternion[] value) => m_Implementation.SerializeValue(ref value);
///
/// Read or write a Color value
///
/// The value to read/write
public void SerializeValue(ref Color value) => m_Implementation.SerializeValue(ref value);
///
/// Read or write an array of Color values
///
/// The values to read/write
public void SerializeValue(ref Color[] value) => m_Implementation.SerializeValue(ref value);
///
/// Read or write a Color32 value
///
/// The value to read/write
public void SerializeValue(ref Color32 value) => m_Implementation.SerializeValue(ref value);
///
/// Read or write an array of Color32 values
///
/// The values to read/write
public void SerializeValue(ref Color32[] value) => m_Implementation.SerializeValue(ref value);
///
/// Read or write a Ray value
///
/// The value to read/write
public void SerializeValue(ref Ray value) => m_Implementation.SerializeValue(ref value);
///
/// Read or write an array of Ray values
///
/// The values to read/write
public void SerializeValue(ref Ray[] value) => m_Implementation.SerializeValue(ref value);
///
/// Read or write a Ray2D value
///
/// The value to read/write
public void SerializeValue(ref Ray2D value) => m_Implementation.SerializeValue(ref value);
///
/// Read or write an array of Ray2D values
///
/// The values to read/write
public void SerializeValue(ref Ray2D[] value) => m_Implementation.SerializeValue(ref value);
// There are many FixedString types, but all of them share the interfaces INativeList and IUTF8Bytes.
// INativeList provides the Length property
// IUTF8Bytes provides GetUnsafePtr()
// Those two are necessary to serialize FixedStrings efficiently
// - otherwise we'd just be memcpy'ing the whole thing even if
// most of it isn't used.
///
/// Read or write a FixedString value
///
/// The network serializable type
/// The values to read/write
/// An unused parameter used for enabling overload resolution of FixedStrings
public void SerializeValue(ref T value, FastBufferWriter.ForFixedStrings unused = default)
where T : unmanaged, INativeList, IUTF8Bytes => m_Implementation.SerializeValue(ref value);
///
/// Read or write a NetworkSerializable value.
/// SerializeValue() is the preferred method to do this - this is provided for backward compatibility only.
///
/// The network serializable type
/// The values to read/write
public void SerializeNetworkSerializable(ref T value) where T : INetworkSerializable, new() => m_Implementation.SerializeNetworkSerializable(ref value);
///
/// Performs an advance check to ensure space is available to read/write one or more values.
/// This provides a performance benefit for serializing multiple values using the
/// SerializeValuePreChecked methods. But note that the benefit is small and only likely to be
/// noticeable if serializing a very large number of items.
///
///
///
public bool PreCheck(int amount)
{
return m_Implementation.PreCheck(amount);
}
///
/// Serialize a string, "pre-checked", which skips buffer checks.
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
///
/// The value to read/write
/// If true, characters will be limited to one-byte ASCII characters
public void SerializeValuePreChecked(ref string s, bool oneByteChars = false) => m_Implementation.SerializeValuePreChecked(ref s, oneByteChars);
///
/// Serialize a byte, "pre-checked", which skips buffer checks.
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
///
/// The value to read/write
public void SerializeValuePreChecked(ref byte value) => m_Implementation.SerializeValuePreChecked(ref value);
///
/// Serialize a primitive, "pre-checked", which skips buffer checks.
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
///
/// The network serializable type
/// The value to read/write
/// An unused parameter used for enabling overload resolution based on generic constraints
public void SerializeValuePreChecked(ref T value, FastBufferWriter.ForPrimitives unused = default) where T : unmanaged, IComparable, IConvertible, IComparable, IEquatable => m_Implementation.SerializeValuePreChecked(ref value);
///
/// Serialize an array of primitives, "pre-checked", which skips buffer checks.
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
///
/// The network serializable types in an array
/// The values to read/write
/// An unused parameter used for enabling overload resolution of primitives
public void SerializeValuePreChecked(ref T[] value, FastBufferWriter.ForPrimitives unused = default) where T : unmanaged, IComparable, IConvertible, IComparable, IEquatable => m_Implementation.SerializeValuePreChecked(ref value);
///
/// Serialize an enum, "pre-checked", which skips buffer checks.
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
///
/// The network serializable type
/// The values to read/write
/// An unused parameter used for enabling overload resolution of enums
public void SerializeValuePreChecked(ref T value, FastBufferWriter.ForEnums unused = default) where T : unmanaged, Enum => m_Implementation.SerializeValuePreChecked(ref value);
///
/// Serialize an array of enums, "pre-checked", which skips buffer checks.
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
///
/// The network serializable types in an array
/// The values to read/write
/// An unused parameter used for enabling overload resolution of enums
public void SerializeValuePreChecked(ref T[] value, FastBufferWriter.ForEnums unused = default) where T : unmanaged, Enum => m_Implementation.SerializeValuePreChecked(ref value);
///
/// Serialize a struct, "pre-checked", which skips buffer checks.
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
///
/// The network serializable type
/// The values to read/write
/// An unused parameter used for enabling overload resolution of structs
public void SerializeValuePreChecked(ref T value, FastBufferWriter.ForStructs unused = default) where T : unmanaged, INetworkSerializeByMemcpy => m_Implementation.SerializeValuePreChecked(ref value);
///
/// Serialize an array of structs, "pre-checked", which skips buffer checks.
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
///
/// The network serializable types in an array
/// The values to read/write
/// An unused parameter used for enabling overload resolution of structs
public void SerializeValuePreChecked(ref T[] value, FastBufferWriter.ForStructs unused = default) where T : unmanaged, INetworkSerializeByMemcpy => m_Implementation.SerializeValuePreChecked(ref value);
///
/// Serialize a Vector2, "pre-checked", which skips buffer checks.
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
///
/// The value to read/write
public void SerializeValuePreChecked(ref Vector2 value) => m_Implementation.SerializeValuePreChecked(ref value);
///
/// Serialize a Vector2 array, "pre-checked", which skips buffer checks.
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
///
/// The values to read/write
public void SerializeValuePreChecked(ref Vector2[] value) => m_Implementation.SerializeValuePreChecked(ref value);
///
/// Serialize a Vector3, "pre-checked", which skips buffer checks.
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
///
/// The value to read/write
public void SerializeValuePreChecked(ref Vector3 value) => m_Implementation.SerializeValuePreChecked(ref value);
///
/// Serialize a Vector3 array, "pre-checked", which skips buffer checks.
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
///
/// The values to read/write
public void SerializeValuePreChecked(ref Vector3[] value) => m_Implementation.SerializeValuePreChecked(ref value);
///
/// Serialize a Vector2Int, "pre-checked", which skips buffer checks.
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
///
/// The value to read/write
public void SerializeValuePreChecked(ref Vector2Int value) => m_Implementation.SerializeValuePreChecked(ref value);
///
/// Serialize a Vector2Int array, "pre-checked", which skips buffer checks.
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
///
/// The values to read/write
public void SerializeValuePreChecked(ref Vector2Int[] value) => m_Implementation.SerializeValuePreChecked(ref value);
///
/// Serialize a Vector3Int, "pre-checked", which skips buffer checks.
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
///
/// The value to read/write
public void SerializeValuePreChecked(ref Vector3Int value) => m_Implementation.SerializeValuePreChecked(ref value);
///
/// Serialize a Vector3Int array, "pre-checked", which skips buffer checks.
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
///
/// The value to read/write
public void SerializeValuePreChecked(ref Vector3Int[] value) => m_Implementation.SerializeValuePreChecked(ref value);
///
/// Serialize a Vector4, "pre-checked", which skips buffer checks.
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
///
/// The value to read/write
public void SerializeValuePreChecked(ref Vector4 value) => m_Implementation.SerializeValuePreChecked(ref value);
///
/// Serialize a Vector4Array, "pre-checked", which skips buffer checks.
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
///
/// The value to read/write
public void SerializeValuePreChecked(ref Vector4[] value) => m_Implementation.SerializeValuePreChecked(ref value);
///
/// Serialize a Quaternion, "pre-checked", which skips buffer checks.
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
///
/// The value to read/write
public void SerializeValuePreChecked(ref Quaternion value) => m_Implementation.SerializeValuePreChecked(ref value);
///
/// Serialize a Quaternion array, "pre-checked", which skips buffer checks.
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
///
/// The value to read/write
public void SerializeValuePreChecked(ref Quaternion[] value) => m_Implementation.SerializeValuePreChecked(ref value);
///
/// Serialize a Color, "pre-checked", which skips buffer checks.
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
///
/// The value to read/write
public void SerializeValuePreChecked(ref Color value) => m_Implementation.SerializeValuePreChecked(ref value);
///
/// Serialize a Color array, "pre-checked", which skips buffer checks.
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
///
/// The value to read/write
public void SerializeValuePreChecked(ref Color[] value) => m_Implementation.SerializeValuePreChecked(ref value);
///
/// Serialize a Color32, "pre-checked", which skips buffer checks.
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
///
/// The value to read/write
public void SerializeValuePreChecked(ref Color32 value) => m_Implementation.SerializeValuePreChecked(ref value);
///
/// Serialize a Color32 array, "pre-checked", which skips buffer checks.
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
///
/// The value to read/write
public void SerializeValuePreChecked(ref Color32[] value) => m_Implementation.SerializeValuePreChecked(ref value);
///
/// Serialize a Ray, "pre-checked", which skips buffer checks.
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
///
/// The value to read/write
public void SerializeValuePreChecked(ref Ray value) => m_Implementation.SerializeValuePreChecked(ref value);
///
/// Serialize a Ray array, "pre-checked", which skips buffer checks.
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
///
/// The value to read/write
public void SerializeValuePreChecked(ref Ray[] value) => m_Implementation.SerializeValuePreChecked(ref value);
///
/// Serialize a Ray2D, "pre-checked", which skips buffer checks.
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
///
/// The value to read/write
public void SerializeValuePreChecked(ref Ray2D value) => m_Implementation.SerializeValuePreChecked(ref value);
///
/// Serialize a Ray2D array, "pre-checked", which skips buffer checks.
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
///
/// The value to read/write
public void SerializeValuePreChecked(ref Ray2D[] value) => m_Implementation.SerializeValuePreChecked(ref value);
// There are many FixedString types, but all of them share the interfaces INativeList and IUTF8Bytes.
// INativeList provides the Length property
// IUTF8Bytes provides GetUnsafePtr()
// Those two are necessary to serialize FixedStrings efficiently
// - otherwise we'd just be memcpying the whole thing even if
// most of it isn't used.
///
/// Serialize a FixedString, "pre-checked", which skips buffer checks.
/// In debug and editor builds, a check is made to ensure you've called "PreCheck" before
/// calling this. In release builds, calling this without calling "PreCheck" may read or write
/// past the end of the buffer, which will cause memory corruption and undefined behavior.
///
/// The network serializable type
/// The value to read/write
/// An unused parameter that can be used for enabling overload resolution for fixed strings
public void SerializeValuePreChecked(ref T value, FastBufferWriter.ForFixedStrings unused = default)
where T : unmanaged, INativeList, IUTF8Bytes => m_Implementation.SerializeValuePreChecked(ref value);
}
}