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