您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
106 行
8.0 KiB
106 行
8.0 KiB
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<T>(ref T value, FastBufferWriter.ForPrimitives unused = default) where T : unmanaged, IComparable, IConvertible, IComparable<T>, IEquatable<T> => m_Writer.WriteValueSafe(value);
|
|
public void SerializeValue<T>(ref T[] value, FastBufferWriter.ForPrimitives unused = default) where T : unmanaged, IComparable, IConvertible, IComparable<T>, IEquatable<T> => m_Writer.WriteValueSafe(value);
|
|
public void SerializeValue<T>(ref T value, FastBufferWriter.ForEnums unused = default) where T : unmanaged, Enum => m_Writer.WriteValueSafe(value);
|
|
public void SerializeValue<T>(ref T[] value, FastBufferWriter.ForEnums unused = default) where T : unmanaged, Enum => m_Writer.WriteValueSafe(value);
|
|
public void SerializeValue<T>(ref T value, FastBufferWriter.ForStructs unused = default) where T : unmanaged, INetworkSerializeByMemcpy => m_Writer.WriteValueSafe(value);
|
|
public void SerializeValue<T>(ref T[] value, FastBufferWriter.ForStructs unused = default) where T : unmanaged, INetworkSerializeByMemcpy => m_Writer.WriteValueSafe(value);
|
|
public void SerializeValue<T>(ref T value, FastBufferWriter.ForNetworkSerializable unused = default) where T : INetworkSerializable, new() => m_Writer.WriteValue(value);
|
|
public void SerializeValue<T>(ref T[] value, FastBufferWriter.ForNetworkSerializable unused = default) where T : INetworkSerializable, new() => m_Writer.WriteValue(value);
|
|
public void SerializeValue<T>(ref T value, FastBufferWriter.ForFixedStrings unused = default)
|
|
where T : unmanaged, INativeList<byte>, 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<T>(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<T>(ref T value, FastBufferWriter.ForPrimitives unused = default) where T : unmanaged, IComparable, IConvertible, IComparable<T>, IEquatable<T> => m_Writer.WriteValue(value);
|
|
public void SerializeValuePreChecked<T>(ref T[] value, FastBufferWriter.ForPrimitives unused = default) where T : unmanaged, IComparable, IConvertible, IComparable<T>, IEquatable<T> => m_Writer.WriteValue(value);
|
|
|
|
public void SerializeValuePreChecked<T>(ref T value, FastBufferWriter.ForEnums unused = default) where T : unmanaged, Enum => m_Writer.WriteValue(value);
|
|
public void SerializeValuePreChecked<T>(ref T[] value, FastBufferWriter.ForEnums unused = default) where T : unmanaged, Enum => m_Writer.WriteValue(value);
|
|
public void SerializeValuePreChecked<T>(ref T value, FastBufferWriter.ForStructs unused = default) where T : unmanaged, INetworkSerializeByMemcpy => m_Writer.WriteValue(value);
|
|
public void SerializeValuePreChecked<T>(ref T[] value, FastBufferWriter.ForStructs unused = default) where T : unmanaged, INetworkSerializeByMemcpy => m_Writer.WriteValue(value);
|
|
public void SerializeValuePreChecked<T>(ref T value, FastBufferWriter.ForFixedStrings unused = default)
|
|
where T : unmanaged, INativeList<byte>, 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);
|
|
}
|
|
}
|