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102 行
8.1 KiB
102 行
8.1 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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internal struct BufferSerializerReader : IReaderWriter
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{
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private FastBufferReader m_Reader;
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public BufferSerializerReader(FastBufferReader reader)
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{
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m_Reader = reader;
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}
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public bool IsReader => true;
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public bool IsWriter => false;
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public FastBufferReader GetFastBufferReader()
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{
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return m_Reader;
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}
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public FastBufferWriter GetFastBufferWriter()
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{
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throw new InvalidOperationException("Cannot retrieve a FastBufferWriter from a serializer where IsWriter = false");
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}
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public void SerializeValue(ref string s, bool oneByteChars = false) => m_Reader.ReadValueSafe(out s, oneByteChars);
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public void SerializeValue(ref byte value) => m_Reader.ReadByteSafe(out value);
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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_Reader.ReadValueSafe(out value);
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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_Reader.ReadValueSafe(out value);
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public void SerializeValue<T>(ref T value, FastBufferWriter.ForEnums unused = default) where T : unmanaged, Enum => m_Reader.ReadValueSafe(out value);
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public void SerializeValue<T>(ref T[] value, FastBufferWriter.ForEnums unused = default) where T : unmanaged, Enum => m_Reader.ReadValueSafe(out value);
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public void SerializeValue<T>(ref T value, FastBufferWriter.ForStructs unused = default) where T : unmanaged, INetworkSerializeByMemcpy => m_Reader.ReadValueSafe(out value);
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public void SerializeValue<T>(ref T[] value, FastBufferWriter.ForStructs unused = default) where T : unmanaged, INetworkSerializeByMemcpy => m_Reader.ReadValueSafe(out value);
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public void SerializeValue<T>(ref T value, FastBufferWriter.ForNetworkSerializable unused = default) where T : INetworkSerializable, new() => m_Reader.ReadNetworkSerializableInPlace(ref value);
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public void SerializeValue<T>(ref T[] value, FastBufferWriter.ForNetworkSerializable unused = default) where T : INetworkSerializable, new() => m_Reader.ReadValue(out value);
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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_Reader.ReadValueSafe(out value);
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public void SerializeValue(ref Vector2 value) => m_Reader.ReadValueSafe(out value);
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public void SerializeValue(ref Vector2[] value) => m_Reader.ReadValueSafe(out value);
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public void SerializeValue(ref Vector3 value) => m_Reader.ReadValueSafe(out value);
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public void SerializeValue(ref Vector3[] value) => m_Reader.ReadValueSafe(out value);
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public void SerializeValue(ref Vector2Int value) => m_Reader.ReadValueSafe(out value);
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public void SerializeValue(ref Vector2Int[] value) => m_Reader.ReadValueSafe(out value);
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public void SerializeValue(ref Vector3Int value) => m_Reader.ReadValueSafe(out value);
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public void SerializeValue(ref Vector3Int[] value) => m_Reader.ReadValueSafe(out value);
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public void SerializeValue(ref Vector4 value) => m_Reader.ReadValueSafe(out value);
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public void SerializeValue(ref Vector4[] value) => m_Reader.ReadValueSafe(out value);
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public void SerializeValue(ref Quaternion value) => m_Reader.ReadValueSafe(out value);
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public void SerializeValue(ref Quaternion[] value) => m_Reader.ReadValueSafe(out value);
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public void SerializeValue(ref Color value) => m_Reader.ReadValueSafe(out value);
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public void SerializeValue(ref Color[] value) => m_Reader.ReadValueSafe(out value);
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public void SerializeValue(ref Color32 value) => m_Reader.ReadValueSafe(out value);
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public void SerializeValue(ref Color32[] value) => m_Reader.ReadValueSafe(out value);
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public void SerializeValue(ref Ray value) => m_Reader.ReadValueSafe(out value);
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public void SerializeValue(ref Ray[] value) => m_Reader.ReadValueSafe(out value);
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public void SerializeValue(ref Ray2D value) => m_Reader.ReadValueSafe(out value);
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public void SerializeValue(ref Ray2D[] value) => m_Reader.ReadValueSafe(out value);
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public void SerializeNetworkSerializable<T>(ref T value) where T : INetworkSerializable, new() => m_Reader.ReadNetworkSerializable(out value);
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public bool PreCheck(int amount)
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{
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return m_Reader.TryBeginRead(amount);
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}
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public void SerializeValuePreChecked(ref string s, bool oneByteChars = false) => m_Reader.ReadValue(out s, oneByteChars);
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public void SerializeValuePreChecked(ref byte value) => m_Reader.ReadByte(out value);
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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_Reader.ReadValue(out value);
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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_Reader.ReadValue(out value);
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public void SerializeValuePreChecked<T>(ref T value, FastBufferWriter.ForEnums unused = default) where T : unmanaged, Enum => m_Reader.ReadValue(out value);
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public void SerializeValuePreChecked<T>(ref T[] value, FastBufferWriter.ForEnums unused = default) where T : unmanaged, Enum => m_Reader.ReadValue(out value);
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public void SerializeValuePreChecked<T>(ref T value, FastBufferWriter.ForStructs unused = default) where T : unmanaged, INetworkSerializeByMemcpy => m_Reader.ReadValue(out value);
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public void SerializeValuePreChecked<T>(ref T[] value, FastBufferWriter.ForStructs unused = default) where T : unmanaged, INetworkSerializeByMemcpy => m_Reader.ReadValue(out value);
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public void SerializeValuePreChecked<T>(ref T value, FastBufferWriter.ForFixedStrings unused = default)
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where T : unmanaged, INativeList<byte>, IUTF8Bytes => m_Reader.ReadValue(out value);
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public void SerializeValuePreChecked(ref Vector2 value) => m_Reader.ReadValue(out value);
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public void SerializeValuePreChecked(ref Vector2[] value) => m_Reader.ReadValue(out value);
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public void SerializeValuePreChecked(ref Vector3 value) => m_Reader.ReadValue(out value);
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public void SerializeValuePreChecked(ref Vector3[] value) => m_Reader.ReadValue(out value);
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public void SerializeValuePreChecked(ref Vector2Int value) => m_Reader.ReadValue(out value);
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public void SerializeValuePreChecked(ref Vector2Int[] value) => m_Reader.ReadValue(out value);
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public void SerializeValuePreChecked(ref Vector3Int value) => m_Reader.ReadValue(out value);
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public void SerializeValuePreChecked(ref Vector3Int[] value) => m_Reader.ReadValue(out value);
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public void SerializeValuePreChecked(ref Vector4 value) => m_Reader.ReadValue(out value);
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public void SerializeValuePreChecked(ref Vector4[] value) => m_Reader.ReadValue(out value);
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public void SerializeValuePreChecked(ref Quaternion value) => m_Reader.ReadValue(out value);
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public void SerializeValuePreChecked(ref Quaternion[] value) => m_Reader.ReadValue(out value);
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public void SerializeValuePreChecked(ref Color value) => m_Reader.ReadValue(out value);
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public void SerializeValuePreChecked(ref Color[] value) => m_Reader.ReadValue(out value);
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public void SerializeValuePreChecked(ref Color32 value) => m_Reader.ReadValue(out value);
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public void SerializeValuePreChecked(ref Color32[] value) => m_Reader.ReadValue(out value);
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public void SerializeValuePreChecked(ref Ray value) => m_Reader.ReadValue(out value);
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public void SerializeValuePreChecked(ref Ray[] value) => m_Reader.ReadValue(out value);
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public void SerializeValuePreChecked(ref Ray2D value) => m_Reader.ReadValue(out value);
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public void SerializeValuePreChecked(ref Ray2D[] value) => m_Reader.ReadValue(out value);
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}
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}
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