using System; using Unity.Collections; using UnityEngine; namespace Unity.Netcode { internal struct BufferSerializerWriter : IReaderWriter { private FastBufferWriter m_Writer; public BufferSerializerWriter(FastBufferWriter writer) { m_Writer = writer; } public bool IsReader => false; public bool IsWriter => true; public FastBufferReader GetFastBufferReader() { throw new InvalidOperationException("Cannot retrieve a FastBufferReader from a serializer where IsReader = false"); } public FastBufferWriter GetFastBufferWriter() { return m_Writer; } public void SerializeValue(ref string s, bool oneByteChars = false) => m_Writer.WriteValueSafe(s, oneByteChars); public void SerializeValue(ref byte value) => m_Writer.WriteByteSafe(value); public void SerializeValue(ref T value, FastBufferWriter.ForPrimitives unused = default) where T : unmanaged, IComparable, IConvertible, IComparable, IEquatable => m_Writer.WriteValueSafe(value); public void SerializeValue(ref T[] value, FastBufferWriter.ForPrimitives unused = default) where T : unmanaged, IComparable, IConvertible, IComparable, IEquatable => m_Writer.WriteValueSafe(value); public void SerializeValue(ref T value, FastBufferWriter.ForEnums unused = default) where T : unmanaged, Enum => m_Writer.WriteValueSafe(value); public void SerializeValue(ref T[] value, FastBufferWriter.ForEnums unused = default) where T : unmanaged, Enum => m_Writer.WriteValueSafe(value); public void SerializeValue(ref T value, FastBufferWriter.ForStructs unused = default) where T : unmanaged, INetworkSerializeByMemcpy => m_Writer.WriteValueSafe(value); public void SerializeValue(ref T[] value, FastBufferWriter.ForStructs unused = default) where T : unmanaged, INetworkSerializeByMemcpy => m_Writer.WriteValueSafe(value); public void SerializeValue(ref T value, FastBufferWriter.ForNetworkSerializable unused = default) where T : INetworkSerializable, new() => m_Writer.WriteValue(value); public void SerializeValue(ref T[] value, FastBufferWriter.ForNetworkSerializable unused = default) where T : INetworkSerializable, new() => m_Writer.WriteValue(value); public void SerializeValue(ref T value, FastBufferWriter.ForFixedStrings unused = default) where T : unmanaged, INativeList, IUTF8Bytes => m_Writer.WriteValueSafe(value); public void SerializeValue(ref Vector2 value) => m_Writer.WriteValueSafe(value); public void SerializeValue(ref Vector2[] value) => m_Writer.WriteValueSafe(value); public void SerializeValue(ref Vector3 value) => m_Writer.WriteValueSafe(value); public void SerializeValue(ref Vector3[] value) => m_Writer.WriteValueSafe(value); public void SerializeValue(ref Vector2Int value) => m_Writer.WriteValueSafe(value); public void SerializeValue(ref Vector2Int[] value) => m_Writer.WriteValueSafe(value); public void SerializeValue(ref Vector3Int value) => m_Writer.WriteValueSafe(value); public void SerializeValue(ref Vector3Int[] value) => m_Writer.WriteValueSafe(value); public void SerializeValue(ref Vector4 value) => m_Writer.WriteValueSafe(value); public void SerializeValue(ref Vector4[] value) => m_Writer.WriteValueSafe(value); public void SerializeValue(ref Quaternion value) => m_Writer.WriteValueSafe(value); public void SerializeValue(ref Quaternion[] value) => m_Writer.WriteValueSafe(value); public void SerializeValue(ref Color value) => m_Writer.WriteValueSafe(value); public void SerializeValue(ref Color[] value) => m_Writer.WriteValueSafe(value); public void SerializeValue(ref Color32 value) => m_Writer.WriteValueSafe(value); public void SerializeValue(ref Color32[] value) => m_Writer.WriteValueSafe(value); public void SerializeValue(ref Ray value) => m_Writer.WriteValueSafe(value); public void SerializeValue(ref Ray[] value) => m_Writer.WriteValueSafe(value); public void SerializeValue(ref Ray2D value) => m_Writer.WriteValueSafe(value); public void SerializeValue(ref Ray2D[] value) => m_Writer.WriteValueSafe(value); public void SerializeNetworkSerializable(ref T value) where T : INetworkSerializable, new() { m_Writer.WriteNetworkSerializable(value); } public bool PreCheck(int amount) { return m_Writer.TryBeginWrite(amount); } public void SerializeValuePreChecked(ref string s, bool oneByteChars = false) => m_Writer.WriteValue(s, oneByteChars); public void SerializeValuePreChecked(ref byte value) => m_Writer.WriteByte(value); public void SerializeValuePreChecked(ref T value, FastBufferWriter.ForPrimitives unused = default) where T : unmanaged, IComparable, IConvertible, IComparable, IEquatable => m_Writer.WriteValue(value); public void SerializeValuePreChecked(ref T[] value, FastBufferWriter.ForPrimitives unused = default) where T : unmanaged, IComparable, IConvertible, IComparable, IEquatable => m_Writer.WriteValue(value); public void SerializeValuePreChecked(ref T value, FastBufferWriter.ForEnums unused = default) where T : unmanaged, Enum => m_Writer.WriteValue(value); public void SerializeValuePreChecked(ref T[] value, FastBufferWriter.ForEnums unused = default) where T : unmanaged, Enum => m_Writer.WriteValue(value); public void SerializeValuePreChecked(ref T value, FastBufferWriter.ForStructs unused = default) where T : unmanaged, INetworkSerializeByMemcpy => m_Writer.WriteValue(value); public void SerializeValuePreChecked(ref T[] value, FastBufferWriter.ForStructs unused = default) where T : unmanaged, INetworkSerializeByMemcpy => m_Writer.WriteValue(value); public void SerializeValuePreChecked(ref T value, FastBufferWriter.ForFixedStrings unused = default) where T : unmanaged, INativeList, IUTF8Bytes => m_Writer.WriteValue(value); public void SerializeValuePreChecked(ref Vector2 value) => m_Writer.WriteValue(value); public void SerializeValuePreChecked(ref Vector2[] value) => m_Writer.WriteValue(value); public void SerializeValuePreChecked(ref Vector3 value) => m_Writer.WriteValue(value); public void SerializeValuePreChecked(ref Vector3[] value) => m_Writer.WriteValue(value); public void SerializeValuePreChecked(ref Vector2Int value) => m_Writer.WriteValue(value); public void SerializeValuePreChecked(ref Vector2Int[] value) => m_Writer.WriteValue(value); public void SerializeValuePreChecked(ref Vector3Int value) => m_Writer.WriteValue(value); public void SerializeValuePreChecked(ref Vector3Int[] value) => m_Writer.WriteValue(value); public void SerializeValuePreChecked(ref Vector4 value) => m_Writer.WriteValue(value); public void SerializeValuePreChecked(ref Vector4[] value) => m_Writer.WriteValue(value); public void SerializeValuePreChecked(ref Quaternion value) => m_Writer.WriteValue(value); public void SerializeValuePreChecked(ref Quaternion[] value) => m_Writer.WriteValue(value); public void SerializeValuePreChecked(ref Color value) => m_Writer.WriteValue(value); public void SerializeValuePreChecked(ref Color[] value) => m_Writer.WriteValue(value); public void SerializeValuePreChecked(ref Color32 value) => m_Writer.WriteValue(value); public void SerializeValuePreChecked(ref Color32[] value) => m_Writer.WriteValue(value); public void SerializeValuePreChecked(ref Ray value) => m_Writer.WriteValue(value); public void SerializeValuePreChecked(ref Ray[] value) => m_Writer.WriteValue(value); public void SerializeValuePreChecked(ref Ray2D value) => m_Writer.WriteValue(value); public void SerializeValuePreChecked(ref Ray2D[] value) => m_Writer.WriteValue(value); } }