2018-06-07 13:41:08 +00:00
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#if ENABLE_UNET
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using System;
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namespace UnityEngine.Networking
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{
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2018-07-16 13:24:24 +00:00
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// vis2k: NetworkHash128 explanation
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// -> AssetDatabase.AssetPathToGUID returns a 32 length hex string
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// -> we take that string and save it as 16 bytes internally, so that we
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// don't have to convert it each time we send / receive it over the network.
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// -> Unity already has a 'Hash128' type that would be a perfect fit, but
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// NetworkWriter can't access it's internal bytes AND it isn't serialized
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// (hence saved) in prefabs at all.
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// -> Using a size 16 byte[] array seems obvious, but unfolding it with 16
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// separate bytes is a whole lot better:
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// + struct.Equals works by default, would have to overwrite it for byte[]
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// + uninitialized NetworkHash128 is always exactly 0,0,0,0...
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// but for byte[] it could be 'null', '[]', or '[0,0,0,...]', which adds
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// way too many edge cases when comparing or sending values
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// + NetworkWriter/Reader always know the exact size in advance. for
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// 'null' or '[]' support we'd need WriteBytesAndSize, hence
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// size+isNull = 3 bytes extra bandwidth each time
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// + using byte[] would also break all prefab's serializations. this is
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// never good, especially when going back and forth between original
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// HLAPI and this one
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// => this solution is actually very decent
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2018-06-07 13:41:08 +00:00
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[Serializable]
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public struct NetworkHash128
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{
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public byte i0;
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public byte i1;
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public byte i2;
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public byte i3;
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public byte i4;
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public byte i5;
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public byte i6;
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public byte i7;
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public byte i8;
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public byte i9;
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public byte i10;
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public byte i11;
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public byte i12;
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public byte i13;
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public byte i14;
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public byte i15;
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public bool IsValid()
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{
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return (i0 | i1 | i2 | i3 | i4 | i5 | i6 | i7 | i8 | i9 | i10 | i11 | i12 | i13 | i14 | i15) != 0;
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}
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2018-07-16 13:24:24 +00:00
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// convert 32 length hex string like "042acbef..." to byte array
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2018-07-16 13:49:13 +00:00
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// (each byte is represented with 2 characters, e.g. 0xFF => "FF")
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2018-06-07 13:41:08 +00:00
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public static NetworkHash128 Parse(string text)
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{
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2018-07-16 13:24:24 +00:00
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// AssetDatabase.AssetPathToGUID always returns 32 length strings
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if (text.Length != 32)
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2018-06-07 13:41:08 +00:00
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{
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2018-07-16 13:24:24 +00:00
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Debug.LogError("NetworkHash128.Parse expects a 32 characters long Guid instead of: " + text);
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return new NetworkHash128();
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2018-06-07 13:41:08 +00:00
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}
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2018-07-16 13:24:24 +00:00
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NetworkHash128 hash;
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hash.i0 = Convert.ToByte(text.Substring(0, 2), 16);
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hash.i1 = Convert.ToByte(text.Substring(2, 2), 16);
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hash.i2 = Convert.ToByte(text.Substring(4, 2), 16);
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hash.i3 = Convert.ToByte(text.Substring(6, 2), 16);
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hash.i4 = Convert.ToByte(text.Substring(8, 2), 16);
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hash.i5 = Convert.ToByte(text.Substring(10, 2), 16);
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hash.i6 = Convert.ToByte(text.Substring(12, 2), 16);
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hash.i7 = Convert.ToByte(text.Substring(14, 2), 16);
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hash.i8 = Convert.ToByte(text.Substring(16, 2), 16);
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hash.i9 = Convert.ToByte(text.Substring(18, 2), 16);
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hash.i10 = Convert.ToByte(text.Substring(20, 2), 16);
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hash.i11 = Convert.ToByte(text.Substring(22, 2), 16);
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hash.i12 = Convert.ToByte(text.Substring(24, 2), 16);
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hash.i13 = Convert.ToByte(text.Substring(26, 2), 16);
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hash.i14 = Convert.ToByte(text.Substring(28, 2), 16);
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hash.i15 = Convert.ToByte(text.Substring(30, 2), 16);
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2018-06-07 13:41:08 +00:00
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return hash;
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}
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public override string ToString()
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{
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return String.Format("{0:x2}{1:x2}{2:x2}{3:x2}{4:x2}{5:x2}{6:x2}{7:x2}{8:x2}{9:x2}{10:x2}{11:x2}{12:x2}{13:x2}{14:x2}{15:x2}",
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i0, i1, i2, i3, i4, i5, i6, i7, i8, i9, i10, i11, i12, i13, i14, i15);
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}
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}
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}
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#endif //ENABLE_UNET
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