#if ENABLE_UNET using System; using System.IO; namespace UnityEngine.Networking { // Binary stream Writer. Supports simple types, buffers, arrays, structs, and nested types public class NetworkWriter { // create writer immediately with it's own buffer so no one can mess with it and so that we can resize it. public BinaryWriter writer = new BinaryWriter(new MemoryStream()); // 'int' is the best type for .Position. 'short' is too small if we send >32kb which would result in negative .Position // -> converting long to int is fine until 2GB of data (MAX_INT), so we don't have to worry about overflows here public int Position { get { return (int)writer.BaseStream.Position; } set { writer.BaseStream.Position = value; } } // MemoryStream.ToArray() ignores .Position, but HLAPI's .ToArray() expects only the valid data until .Position. // .ToArray() is often used for payloads or sends, we don't unnecessary old data in there (bandwidth etc.) // Example: // HLAPI writes 10 bytes, sends them // HLAPI sets .Position = 0 // HLAPI writes 5 bytes, sends them // => .ToArray() would return 10 bytes because of the first write, which is exactly what we don't want. public byte[] ToArray() { byte[] slice = new byte[Position]; Array.Copy(((MemoryStream)writer.BaseStream).ToArray(), slice, Position); return slice; } public void Write(byte value) { writer.Write(value); } public void Write(sbyte value) { writer.Write(value); } public void Write(char value) { writer.Write(value); } public void Write(bool value) { writer.Write(value); } public void Write(short value) { writer.Write(value); } public void Write(ushort value) { writer.Write(value); } public void Write(int value) { writer.Write(value); } public void Write(uint value) { writer.Write(value); } public void Write(long value) { writer.Write(value); } public void Write(ulong value) { writer.Write(value); } public void Write(float value) { writer.Write(value); } public void Write(double value) { writer.Write(value); } public void Write(decimal value) { writer.Write(value); } public void Write(string value) { // BinaryWriter doesn't support null strings, so let's write an extra boolean for that // (note: original HLAPI would write "" for null strings, but if a string is null on the server then it // should also be null on the client) writer.Write(value != null); if (value != null) writer.Write(value); } // for byte arrays with consistent size, where the reader knows how many to read // (like a packet opcode that's always the same) public void Write(byte[] buffer, int offset, int count) { // no null check because we would need to write size info for that too (hence WriteBytesAndSize) writer.Write(buffer, offset, count); } // for byte arrays with dynamic size, where the reader doesn't know how many will come // (like an inventory with different items etc.) public void WriteBytesAndSize(byte[] buffer, int offset, int count) { // null is supported because [SyncVar]s might be structs with null byte[] arrays // (writing a size=0 empty array is not the same, the server and client would be out of sync) // (using size=-1 for null would limit max size to 32kb instead of 64kb) if (buffer == null) { writer.Write(false); // notNull? return; } if (count > UInt16.MaxValue) { if (LogFilter.logError) { Debug.LogError("NetworkWriter WriteBytesAndSize: size is too large (" + count + ") bytes. The maximum buffer size is " + UInt16.MaxValue + " bytes."); } return; } writer.Write(true); // notNull? writer.Write((UInt16)count); writer.Write(buffer, offset, count); } // UNETWeaver needs a write function with just one byte[] parameter // (we don't name it .Write(byte[]) because it's really a WriteBytesAndSize since we write size / null info too) public void WriteBytesAndSize(byte[] buffer) { // buffer might be null, so we can't use .Length in that case WriteBytesAndSize(buffer, 0, buffer != null ? buffer.Length : 0); } // http://sqlite.org/src4/doc/trunk/www/varint.wiki public void WritePackedUInt32(UInt32 value) { if (value <= 240) { Write((byte)value); return; } if (value <= 2287) { Write((byte)((value - 240) / 256 + 241)); Write((byte)((value - 240) % 256)); return; } if (value <= 67823) { Write((byte)249); Write((byte)((value - 2288) / 256)); Write((byte)((value - 2288) % 256)); return; } if (value <= 16777215) { Write((byte)250); Write((byte)(value & 0xFF)); Write((byte)((value >> 8) & 0xFF)); Write((byte)((value >> 16) & 0xFF)); return; } // all other values of uint Write((byte)251); Write((byte)(value & 0xFF)); Write((byte)((value >> 8) & 0xFF)); Write((byte)((value >> 16) & 0xFF)); Write((byte)((value >> 24) & 0xFF)); } public void WritePackedUInt64(UInt64 value) { if (value <= 240) { Write((byte)value); return; } if (value <= 2287) { Write((byte)((value - 240) / 256 + 241)); Write((byte)((value - 240) % 256)); return; } if (value <= 67823) { Write((byte)249); Write((byte)((value - 2288) / 256)); Write((byte)((value - 2288) % 256)); return; } if (value <= 16777215) { Write((byte)250); Write((byte)(value & 0xFF)); Write((byte)((value >> 8) & 0xFF)); Write((byte)((value >> 16) & 0xFF)); return; } if (value <= 4294967295) { Write((byte)251); Write((byte)(value & 0xFF)); Write((byte)((value >> 8) & 0xFF)); Write((byte)((value >> 16) & 0xFF)); Write((byte)((value >> 24) & 0xFF)); return; } if (value <= 1099511627775) { Write((byte)252); Write((byte)(value & 0xFF)); Write((byte)((value >> 8) & 0xFF)); Write((byte)((value >> 16) & 0xFF)); Write((byte)((value >> 24) & 0xFF)); Write((byte)((value >> 32) & 0xFF)); return; } if (value <= 281474976710655) { Write((byte)253); Write((byte)(value & 0xFF)); Write((byte)((value >> 8) & 0xFF)); Write((byte)((value >> 16) & 0xFF)); Write((byte)((value >> 24) & 0xFF)); Write((byte)((value >> 32) & 0xFF)); Write((byte)((value >> 40) & 0xFF)); return; } if (value <= 72057594037927935) { Write((byte)254); Write((byte)(value & 0xFF)); Write((byte)((value >> 8) & 0xFF)); Write((byte)((value >> 16) & 0xFF)); Write((byte)((value >> 24) & 0xFF)); Write((byte)((value >> 32) & 0xFF)); Write((byte)((value >> 40) & 0xFF)); Write((byte)((value >> 48) & 0xFF)); return; } // all others { Write((byte)255); Write((byte)(value & 0xFF)); Write((byte)((value >> 8) & 0xFF)); Write((byte)((value >> 16) & 0xFF)); Write((byte)((value >> 24) & 0xFF)); Write((byte)((value >> 32) & 0xFF)); Write((byte)((value >> 40) & 0xFF)); Write((byte)((value >> 48) & 0xFF)); Write((byte)((value >> 56) & 0xFF)); } } public void Write(NetworkInstanceId value) { WritePackedUInt32(value.Value); } public void Write(NetworkSceneId value) { WritePackedUInt32(value.Value); } public void Write(Vector2 value) { Write(value.x); Write(value.y); } public void Write(Vector3 value) { Write(value.x); Write(value.y); Write(value.z); } public void Write(Vector4 value) { Write(value.x); Write(value.y); Write(value.z); Write(value.w); } public void Write(Color value) { Write(value.r); Write(value.g); Write(value.b); Write(value.a); } public void Write(Color32 value) { Write(value.r); Write(value.g); Write(value.b); Write(value.a); } public void Write(Quaternion value) { Write(value.x); Write(value.y); Write(value.z); Write(value.w); } public void Write(Rect value) { Write(value.xMin); Write(value.yMin); Write(value.width); Write(value.height); } public void Write(Plane value) { Write(value.normal); Write(value.distance); } public void Write(Ray value) { Write(value.direction); Write(value.origin); } public void Write(Matrix4x4 value) { Write(value.m00); Write(value.m01); Write(value.m02); Write(value.m03); Write(value.m10); Write(value.m11); Write(value.m12); Write(value.m13); Write(value.m20); Write(value.m21); Write(value.m22); Write(value.m23); Write(value.m30); Write(value.m31); Write(value.m32); Write(value.m33); } public void Write(NetworkHash128 value) { Write(value.i0); Write(value.i1); Write(value.i2); Write(value.i3); Write(value.i4); Write(value.i5); Write(value.i6); Write(value.i7); Write(value.i8); Write(value.i9); Write(value.i10); Write(value.i11); Write(value.i12); Write(value.i13); Write(value.i14); Write(value.i15); } public void Write(NetworkIdentity value) { if (value == null) { WritePackedUInt32(0); return; } Write(value.netId); } public void Write(Transform value) { if (value == null || value.gameObject == null) { WritePackedUInt32(0); return; } var uv = value.gameObject.GetComponent(); if (uv != null) { Write(uv.netId); } else { if (LogFilter.logWarn) { Debug.LogWarning("NetworkWriter " + value + " has no NetworkIdentity"); } WritePackedUInt32(0); } } public void Write(GameObject value) { if (value == null) { WritePackedUInt32(0); return; } var uv = value.GetComponent(); if (uv != null) { Write(uv.netId); } else { if (LogFilter.logWarn) { Debug.LogWarning("NetworkWriter " + value + " has no NetworkIdentity"); } WritePackedUInt32(0); } } public void Write(MessageBase msg) { msg.Serialize(this); } }; } #endif //ENABLE_UNET