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539 行
29 KiB
539 行
29 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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/// Interface for an implementation of one side of a two-way serializer
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/// </summary>
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public interface IReaderWriter
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{
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/// <summary>
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/// Check whether this implementation is a "reader" - if it's been constructed to deserialize data
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/// </summary>
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bool IsReader { get; }
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/// <summary>
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/// Check whether this implementation is a "writer" - if it's been constructed to serialize data
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/// </summary>
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bool IsWriter { get; }
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/// <summary>
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/// Get the underlying FastBufferReader struct.
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/// Only valid when IsReader == true
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/// </summary>
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/// <returns>underlying FastBufferReader</returns>
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FastBufferReader GetFastBufferReader();
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/// <summary>
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/// Get the underlying FastBufferWriter struct.
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/// Only valid when IsWriter == true
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/// </summary>
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/// <returns>underlying FastBufferWriter</returns>
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FastBufferWriter GetFastBufferWriter();
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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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void SerializeValue(ref string s, bool oneByteChars = false);
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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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void SerializeValue(ref byte 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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void SerializeValue<T>(ref T value, FastBufferWriter.ForPrimitives unused = default) where T : unmanaged, IComparable, IConvertible, IComparable<T>, IEquatable<T>;
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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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void SerializeValue<T>(ref T[] value, FastBufferWriter.ForPrimitives unused = default) where T : unmanaged, IComparable, IConvertible, IComparable<T>, IEquatable<T>;
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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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void SerializeValue<T>(ref T value, FastBufferWriter.ForEnums unused = default) where T : unmanaged, Enum;
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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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void SerializeValue<T>(ref T[] value, FastBufferWriter.ForEnums unused = default) where T : unmanaged, Enum;
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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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void SerializeValue<T>(ref T value, FastBufferWriter.ForStructs unused = default) where T : unmanaged, INetworkSerializeByMemcpy;
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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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void SerializeValue<T>(ref T[] value, FastBufferWriter.ForStructs unused = default) where T : unmanaged, INetworkSerializeByMemcpy;
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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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void SerializeValue<T>(ref T value, FastBufferWriter.ForNetworkSerializable unused = default) where T : INetworkSerializable, new();
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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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void SerializeValue<T>(ref T[] value, FastBufferWriter.ForNetworkSerializable unused = default) where T : INetworkSerializable, new();
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/// <summary>
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/// Read or write a FixedString 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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void SerializeValue<T>(ref T value, FastBufferWriter.ForFixedStrings unused = default)
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where T : unmanaged, INativeList<byte>, IUTF8Bytes;
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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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void SerializeValue(ref Vector2 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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void SerializeValue(ref Vector2[] 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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void SerializeValue(ref Vector3 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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void SerializeValue(ref Vector3[] 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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void SerializeValue(ref Vector2Int 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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void SerializeValue(ref Vector2Int[] 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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void SerializeValue(ref Vector3Int 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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void SerializeValue(ref Vector3Int[] 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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void SerializeValue(ref Vector4 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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void SerializeValue(ref Vector4[] 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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void SerializeValue(ref Quaternion 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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void SerializeValue(ref Quaternion[] 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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void SerializeValue(ref Color 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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void SerializeValue(ref Color[] 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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void SerializeValue(ref Color32 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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void SerializeValue(ref Color32[] 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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void SerializeValue(ref Ray 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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void SerializeValue(ref Ray[] 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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void SerializeValue(ref Ray2D 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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void SerializeValue(ref Ray2D[] 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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/// <param name="value">The value to read/write</param>
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/// <typeparam name="T">The network serializable type</typeparam>
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void SerializeNetworkSerializable<T>(ref T value) where T : INetworkSerializable, new();
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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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bool PreCheck(int amount);
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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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void SerializeValuePreChecked(ref string s, bool oneByteChars = false);
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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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void SerializeValuePreChecked(ref byte 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 type being serialized</typeparam>
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/// <param name="value">The value to read/write</param>
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/// <param name="unused">An unused parameter that can be used for enabling overload resolution based on generic constraints</param>
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void SerializeValuePreChecked<T>(ref T value, FastBufferWriter.ForPrimitives unused = default) where T : unmanaged, IComparable, IConvertible, IComparable<T>, IEquatable<T>;
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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 type being serialized</typeparam>
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/// <param name="value">The values to read/write</param>
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/// <param name="unused">An unused parameter that can be used for enabling overload resolution based on generic constraints</param>
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void SerializeValuePreChecked<T>(ref T[] value, FastBufferWriter.ForPrimitives unused = default) where T : unmanaged, IComparable, IConvertible, IComparable<T>, IEquatable<T>;
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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 type being serialized</typeparam>
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/// <param name="value">The value to read/write</param>
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/// <param name="unused">An unused parameter that can be used for enabling overload resolution based on generic constraints</param>
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void SerializeValuePreChecked<T>(ref T value, FastBufferWriter.ForEnums unused = default) where T : unmanaged, Enum;
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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 type being serialized</typeparam>
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/// <param name="value">The values to read/write</param>
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/// <param name="unused">An unused parameter that can be used for enabling overload resolution based on generic constraints</param>
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void SerializeValuePreChecked<T>(ref T[] value, FastBufferWriter.ForEnums unused = default) where T : unmanaged, Enum;
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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 type being serialized</typeparam>
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/// <param name="value">The value to read/write</param>
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/// <param name="unused">An unused parameter that can be used for enabling overload resolution based on generic constraints</param>
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void SerializeValuePreChecked<T>(ref T value, FastBufferWriter.ForStructs unused = default) where T : unmanaged, INetworkSerializeByMemcpy;
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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 type being serialized</typeparam>
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/// <param name="value">The values to read/write</param>
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/// <param name="unused">An unused parameter that can be used for enabling overload resolution based on generic constraints</param>
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void SerializeValuePreChecked<T>(ref T[] value, FastBufferWriter.ForStructs unused = default) where T : unmanaged, INetworkSerializeByMemcpy;
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/// <summary>
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/// Serialize a FixedString, "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 type being serialized</typeparam>
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/// <param name="value">The value to read/write</param>
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/// <param name="unused">An unused parameter that can be used for enabling overload resolution based on generic constraints</param>
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void SerializeValuePreChecked<T>(ref T value, FastBufferWriter.ForFixedStrings unused = default)
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where T : unmanaged, INativeList<byte>, IUTF8Bytes;
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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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void SerializeValuePreChecked(ref Vector2 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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void SerializeValuePreChecked(ref Vector2[] 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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void SerializeValuePreChecked(ref Vector3 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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void SerializeValuePreChecked(ref Vector3[] 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.
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/// </summary>
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/// <param name="value">The value to read/write</param>
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void SerializeValuePreChecked(ref Vector2Int value);
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/// <summary>
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/// Serialize a Vector2Int 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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void SerializeValuePreChecked(ref Vector2Int[] value);
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/// <summary>
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/// Serialize a Vector3Int, "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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void SerializeValuePreChecked(ref Vector3Int value);
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/// <summary>
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/// Serialize a Vector3Int 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 value to read/write</param>
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void SerializeValuePreChecked(ref Vector3Int[] value);
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/// <summary>
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/// Serialize a Vector4, "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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void SerializeValuePreChecked(ref Vector4 value);
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/// <summary>
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/// Serialize a Vector4Array, "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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void SerializeValuePreChecked(ref Vector4[] value);
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/// <summary>
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/// Serialize a Quaternion, "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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void SerializeValuePreChecked(ref Quaternion value);
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/// <summary>
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/// Serialize a Quaternion 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
|
|
/// 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.
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/// </summary>
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/// <param name="value">The value to read/write</param>
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void SerializeValuePreChecked(ref Quaternion[] value);
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/// <summary>
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/// Serialize a Color, "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
|
|
/// 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>
|
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/// <param name="value">The value to read/write</param>
|
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void SerializeValuePreChecked(ref Color value);
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|
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/// <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>
|
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void SerializeValuePreChecked(ref Color[] value);
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|
|
|
/// <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>
|
|
void SerializeValuePreChecked(ref Color32 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>
|
|
void SerializeValuePreChecked(ref Color32[] 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>
|
|
void SerializeValuePreChecked(ref Ray 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>
|
|
void SerializeValuePreChecked(ref Ray[] 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>
|
|
void SerializeValuePreChecked(ref Ray2D 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>
|
|
void SerializeValuePreChecked(ref Ray2D[] value);
|
|
}
|
|
}
|