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108 行
3.4 KiB

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