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108 行
3.4 KiB
108 行
3.4 KiB
using System;
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using Unity.Networking.Transport;
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#if UTP_TRANSPORT_2_0_ABOVE
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using Unity.Collections;
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using Unity.Collections.LowLevel.Unsafe;
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#endif
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namespace Unity.Netcode.Transports.UTP
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{
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/// <summary>Queue for batched messages received through UTP.</summary>
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/// <remarks>This is meant as a companion to <see cref="BatchedSendQueue"/>.</remarks>
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internal class BatchedReceiveQueue
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{
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private byte[] m_Data;
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private int m_Offset;
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private int m_Length;
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public bool IsEmpty => m_Length <= 0;
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/// <summary>
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/// Construct a new receive queue from a <see cref="DataStreamReader"/> returned by
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/// <see cref="NetworkDriver"/> when popping a data event.
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/// </summary>
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/// <param name="reader">The <see cref="DataStreamReader"/> to construct from.</param>
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public BatchedReceiveQueue(DataStreamReader reader)
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{
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m_Data = new byte[reader.Length];
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unsafe
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{
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fixed (byte* dataPtr = m_Data)
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{
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#if UTP_TRANSPORT_2_0_ABOVE
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reader.ReadBytesUnsafe(dataPtr, reader.Length);
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#else
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reader.ReadBytes(dataPtr, reader.Length);
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#endif
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}
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}
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m_Offset = 0;
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m_Length = reader.Length;
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}
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/// <summary>
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/// Push the entire data from a <see cref="DataStreamReader"/> (as returned by popping an
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/// event from a <see cref="NetworkDriver">) to the queue.
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/// </summary>
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/// <param name="reader">The <see cref="DataStreamReader"/> to push the data of.</param>
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public void PushReader(DataStreamReader reader)
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{
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// Resize the array and copy the existing data to the beginning if there's not enough
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// room to copy the reader's data at the end of the existing data.
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var available = m_Data.Length - (m_Offset + m_Length);
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if (available < reader.Length)
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{
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if (m_Length > 0)
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{
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Array.Copy(m_Data, m_Offset, m_Data, 0, m_Length);
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}
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m_Offset = 0;
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while (m_Data.Length - m_Length < reader.Length)
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{
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Array.Resize(ref m_Data, m_Data.Length * 2);
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}
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}
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unsafe
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{
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fixed (byte* dataPtr = m_Data)
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{
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#if UTP_TRANSPORT_2_0_ABOVE
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reader.ReadBytesUnsafe(dataPtr + m_Offset + m_Length, reader.Length);
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#else
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reader.ReadBytes(dataPtr + m_Offset + m_Length, reader.Length);
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#endif
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}
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}
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m_Length += reader.Length;
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}
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/// <summary>Pop the next full message in the queue.</summary>
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/// <returns>The message, or the default value if no more full messages.</returns>
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public ArraySegment<byte> PopMessage()
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{
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if (m_Length < sizeof(int))
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{
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return default;
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}
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var messageLength = BitConverter.ToInt32(m_Data, m_Offset);
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if (m_Length - sizeof(int) < messageLength)
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{
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return default;
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}
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var data = new ArraySegment<byte>(m_Data, m_Offset + sizeof(int), messageLength);
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m_Offset += sizeof(int) + messageLength;
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m_Length -= sizeof(int) + messageLength;
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return data;
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}
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}
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}
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