Unity-WebSocket/Assets/FishNet/Runtime/Serializing/Reader.cs
2025-06-28 11:28:54 +03:30

1606 lines
52 KiB
C#

#if UNITY_EDITOR || DEVELOPMENT_BUILD
#define DEVELOPMENT
#endif
using FishNet.CodeGenerating;
using FishNet.Connection;
using FishNet.Documenting;
using FishNet.Managing;
using FishNet.Object;
using FishNet.Object.Prediction;
using FishNet.Serializing.Helping;
using FishNet.Transporting;
using FishNet.Utility;
using FishNet.Utility.Performance;
using GameKit.Dependencies.Utilities;
using System;
using System.Collections.Generic;
using System.IO;
using System.Runtime.CompilerServices;
using System.Text;
using UnityEngine;
[assembly: InternalsVisibleTo(UtilityConstants.GENERATED_ASSEMBLY_NAME)]
//Required for internal tests.
[assembly: InternalsVisibleTo(UtilityConstants.TEST_ASSEMBLY_NAME)]
namespace FishNet.Serializing
{
/// <summary>
/// Reads data from a buffer.
/// </summary>
public partial class Reader
{
#region Types.
public enum DataSource
{
Unset = 0,
Server = 1,
Client = 2,
}
#endregion
#region Public.
/// <summary>
/// Which part of the network the data came from.
/// </summary>
public DataSource Source = DataSource.Unset;
/// <summary>
/// Capacity of the buffer.
/// </summary>
public int Capacity => _buffer.Length;
/// <summary>
/// NetworkManager for this reader. Used to lookup objects.
/// </summary>
public NetworkManager NetworkManager;
/// <summary>
/// Offset within the buffer when the reader was created.
/// </summary>
public int Offset { get; private set; }
/// <summary>
/// Position for the next read.
/// </summary>
public int Position;
/// <summary>
/// Total number of bytes available within the buffer.
/// </summary>
public int Length { get; private set; }
/// <summary>
/// Bytes remaining to be read. This value is Length - Position.
/// </summary>
public int Remaining => ((Length + Offset) - Position);
#endregion
#region Internal.
/// <summary>
/// NetworkConnection that this data came from.
/// Value may not always be set.
/// </summary>
public NetworkConnection NetworkConnection { get; private set; }
#if DEVELOPMENT
/// <summary>
/// Last NetworkObject parsed.
/// </summary>
public static NetworkObject LastNetworkObject { get; private set; }
/// <summary>
/// Last NetworkBehaviour parsed.
/// </summary>
public static NetworkBehaviour LastNetworkBehaviour { get; private set; }
#endif
#endregion
#region Private.
/// <summary>
/// Data being read.
/// </summary>
private byte[] _buffer;
/// <summary>
/// Used to convert bytes to a string.
/// </summary>
private static readonly UTF8Encoding _encoding = new(encoderShouldEmitUTF8Identifier: false, throwOnInvalidBytes: true);
/// <summary>
/// Used to convert bytes to a GUID.
/// </summary>
private static readonly byte[] _guidBuffer = new byte[16];
#endregion
public Reader() { }
public Reader(byte[] bytes, NetworkManager networkManager, NetworkConnection networkConnection = null, DataSource source = DataSource.Unset)
{
Initialize(bytes, networkManager, networkConnection, source);
}
public Reader(ArraySegment<byte> segment, NetworkManager networkManager, NetworkConnection networkConnection = null, DataSource source = DataSource.Unset)
{
Initialize(segment, networkManager, networkConnection, source);
}
/// <summary>
/// Outputs reader to string.
/// </summary>
/// <returns></returns>
public override string ToString() => ToString(0, Length);
/// <summary>
/// Outputs reader to string starting at an index.
/// </summary>
/// <returns></returns>
public string ToString(int offset, int length)
{
return $"Position: {Position:0000}, Length: {Length:0000}, Buffer: {BitConverter.ToString(_buffer, offset, length)}.";
}
/// <summary>
/// Outputs reader to string.
/// </summary>
/// <returns></returns>
public string RemainingToString()
{
string buffer = (Remaining > 0) ? BitConverter.ToString(_buffer, Position, Remaining) : "null";
return $"Remaining: {Remaining}, Length: {Length}, Buffer: {buffer}.";
}
/// <summary>
/// Returns remaining data as an ArraySegment.
/// </summary>
/// <returns></returns>
public ArraySegment<byte> GetRemainingData()
{
if (Remaining == 0)
return default;
else
return new(_buffer, Position, Remaining);
}
/// <summary>
/// Initializes this reader with data.
/// </summary>
public void Initialize(ArraySegment<byte> segment, NetworkManager networkManager, DataSource source = DataSource.Unset)
{
Initialize(segment, networkManager, null, source);
}
/// <summary>
/// Initializes this reader with data.
/// </summary>
public void Initialize(ArraySegment<byte> segment, NetworkManager networkManager, NetworkConnection networkConnection = null, DataSource source = DataSource.Unset)
{
_buffer = segment.Array;
if (_buffer == null)
_buffer = new byte[0];
Position = segment.Offset;
Offset = segment.Offset;
Length = segment.Count;
NetworkManager = networkManager;
NetworkConnection = networkConnection;
Source = source;
}
/// <summary>
/// Initializes this reader with data.
/// </summary>
public void Initialize(byte[] bytes, NetworkManager networkManager, DataSource source = DataSource.Unset)
{
Initialize(new ArraySegment<byte>(bytes), networkManager, null, source);
}
/// <summary>
/// Initializes this reader with data.
/// </summary>
public void Initialize(byte[] bytes, NetworkManager networkManager, NetworkConnection networkConnection = null, DataSource source = DataSource.Unset)
{
Initialize(new ArraySegment<byte>(bytes), networkManager, networkConnection, source);
}
/// <summary>
/// Reads length. This method is used to make debugging easier.
/// </summary>
internal int ReadLength()
{
return ReadInt32();
}
/// <summary>
/// Reads a packetId.
/// </summary>
internal PacketId ReadPacketId()
{
return (PacketId)ReadUInt16Unpacked();
}
/// <summary>
/// Returns a ushort without advancing the reader.
/// </summary>
/// <returns></returns>
internal PacketId PeekPacketId()
{
int currentPosition = Position;
PacketId result = ReadPacketId();
Position = currentPosition;
return result;
}
/// <summary>
/// Returns the next byte to be read.
/// </summary>
/// <returns></returns>
internal byte PeekUInt8()
{
return _buffer[Position];
}
/// <summary>
/// Skips a number of bytes in the reader.
/// </summary>
/// <param name="value">Number of bytes to skip.</param>
public void Skip(int value)
{
if (value < 1 || Remaining < value)
return;
Position += value;
}
/// <summary>
/// Clears remaining bytes to be read.
/// </summary>
public void Clear()
{
if (Remaining > 0)
Skip(Remaining);
}
/// <summary>
/// Returns the buffer as an ArraySegment.
/// </summary>
/// <returns></returns>
public ArraySegment<byte> GetArraySegmentBuffer()
{
return new(_buffer, Offset, Length);
}
[Obsolete("Use GetBuffer.")] //Remove V5
public byte[] GetByteBuffer() => GetBuffer();
/// <summary>
/// Returns the buffer as bytes. This does not trim excessive bytes.
/// </summary>
/// <returns></returns>
public byte[] GetBuffer()
{
return _buffer;
}
[Obsolete("Use GetBufferAllocated().")] //Remove V5
public byte[] GetByteBufferAllocated() => GetBufferAllocated();
/// <summary>
/// Returns the buffer as bytes and allocates into a new array.
/// </summary>
/// <returns></returns>
[Obsolete("Use GetBufferAllocated().")] //Remove V5
public byte[] GetBufferAllocated()
{
byte[] result = new byte[Length];
Buffer.BlockCopy(_buffer, Offset, result, 0, Length);
return result;
}
/// <summary>
/// BlockCopies data from the reader to target and advances reader.
/// </summary>
/// <param name="target"></param>
/// <param name="targetOffset"></param>
/// <param name="count"></param>
public void BlockCopy(ref byte[] target, int targetOffset, int count)
{
Buffer.BlockCopy(_buffer, Position, target, targetOffset, count);
Position += count;
}
[Obsolete("Use ReadUInt8Unpacked.")] //Remove in V5.
public byte ReadByte() => ReadUInt8Unpacked();
/// <summary>
/// Reads a byte.
/// </summary>
/// <returns></returns>
[DefaultReader]
public byte ReadUInt8Unpacked()
{
byte r = _buffer[Position];
Position += 1;
return r;
}
[Obsolete("Use ReadUInt8ArrayAllocated.")]
public byte[] ReadBytesAllocated(int count) => ReadUInt8ArrayAllocated(count);
[Obsolete("Use ReadUInt8Array.")]
public void ReadBytes(ref byte[] buffer, int count) => ReadUInt8Array(ref buffer, count);
/// <summary>
/// Read bytes from position into target.
/// </summary>
/// <param name="buffer">Buffer to read bytes into.</param>
/// <param name="count">Number of bytes to read.</param>
public void ReadUInt8Array(ref byte[] buffer, int count)
{
if (buffer == null)
NetworkManager.LogError($"Buffer cannot be null.");
else if (count > buffer.Length)
NetworkManager.LogError($"Count of {count} exceeds target length of {buffer.Length}.");
else
BlockCopy(ref buffer, 0, count);
}
/// <summary>
/// Creates an ArraySegment by reading a number of bytes from position.
/// </summary>
/// <param name="count"></param>
/// <returns></returns>
public ArraySegment<byte> ReadArraySegment(int count)
{
if (count < 0)
{
NetworkManager.Log($"ArraySegment count cannot be less than 0.");
//Purge renaming and return default.
Position += Remaining;
return default;
}
ArraySegment<byte> result = new(_buffer, Position, count);
Position += count;
return result;
}
[Obsolete("Use ReadInt8Unpacked.")] //Remove in V5.
public sbyte ReadSByte() => ReadInt8Unpacked();
/// <summary>
/// Reads a sbyte.
/// </summary>
/// <returns></returns>
[DefaultReader]
public sbyte ReadInt8Unpacked() => (sbyte)ReadUInt8Unpacked();
/// <summary>
/// Reads a char.
/// </summary>
/// <returns></returns>
[DefaultReader]
public char ReadChar() => (char)ReadUInt16();
/// <summary>
/// Reads a boolean.
/// </summary>
/// <returns></returns>
[DefaultReader]
public bool ReadBoolean()
{
byte result = ReadUInt8Unpacked();
return (result == 1) ? true : false;
}
/// <summary>
/// Reads an int16.
/// </summary>
/// <returns></returns>
public ushort ReadUInt16Unpacked()
{
ushort result = 0;
result |= _buffer[Position++];
result |= (ushort)(_buffer[Position++] << 8);
return result;
}
/// <summary>
/// Reads an int16.
/// </summary>
/// <returns></returns>
//todo: should be using ReadPackedWhole but something relying on unpacked short/ushort is being written packed, corrupting packets.
[DefaultReader]
public ushort ReadUInt16() => ReadUInt16Unpacked();
/// <summary>
/// Reads a uint16.
/// </summary>
/// <returns></returns>
//todo: should be using ReadPackedWhole but something relying on unpacked short/ushort is being written packed, corrupting packets.
public short ReadInt16Unpacked() => (short)ReadUInt16Unpacked();
/// <summary>
/// Reads a uint16.
/// </summary>
/// <returns></returns>
//todo: should be using ReadPackedWhole but something relying on unpacked short/ushort is being written packed, corrupting packets.
[DefaultReader]
public short ReadInt16() => (short)ReadUInt16Unpacked();
/// <summary>
/// Reads an int32.
/// </summary>
/// <returns></returns>
public uint ReadUInt32Unpacked()
{
uint result = 0;
result |= _buffer[Position++];
result |= (uint)_buffer[Position++] << 8;
result |= (uint)_buffer[Position++] << 16;
result |= (uint)_buffer[Position++] << 24;
return result;
}
/// <summary>
/// Reads an int32.
/// </summary>
/// <returns></returns>
[DefaultReader]
public uint ReadUInt32() => (uint)ReadUnsignedPackedWhole();
/// <summary>
/// Reads a uint32.
/// </summary>
/// <returns></returns>
public int ReadInt32Unpacked() => (int)ReadUInt32Unpacked();
/// <summary>
/// Reads a uint32.
/// </summary>
/// <returns></returns>
[DefaultReader]
public int ReadInt32() => (int)ReadSignedPackedWhole();
/// <summary>
/// Reads a uint64.
/// </summary>
/// <returns></returns>
public long ReadInt64Unpacked() => (long)ReadUInt64Unpacked();
/// <summary>
/// Reads a uint64.
/// </summary>
/// <returns></returns>
[DefaultReader]
public long ReadInt64() => (long)ReadSignedPackedWhole();
/// <summary>
/// Reads an int64.
/// </summary>
/// <returns></returns>
public ulong ReadUInt64Unpacked()
{
ulong result = 0;
result |= _buffer[Position++];
result |= (ulong)_buffer[Position++] << 8;
result |= (ulong)_buffer[Position++] << 16;
result |= (ulong)_buffer[Position++] << 24;
result |= (ulong)_buffer[Position++] << 32;
result |= (ulong)_buffer[Position++] << 40;
result |= (ulong)_buffer[Position++] << 48;
result |= (ulong)_buffer[Position++] << 56;
return result;
}
/// <summary>
/// Reads an int64.
/// </summary>
/// <returns></returns>
[DefaultReader]
public ulong ReadUInt64() => ReadUnsignedPackedWhole();
/// <summary>
/// Reads a single.
/// </summary>
/// <returns></returns>
public float ReadSingleUnpacked()
{
UIntFloat converter = new();
converter.UIntValue = ReadUInt32Unpacked();
return converter.FloatValue;
}
/// <summary>
/// Reads a single.
/// </summary>
/// <returns></returns>
[DefaultReader]
public float ReadSingle() => ReadSingleUnpacked();
/// <summary>
/// Reads a double.
/// </summary>
/// <returns></returns>
public double ReadDoubleUnpacked()
{
UIntDouble converter = new();
converter.LongValue = ReadUInt64Unpacked();
return converter.DoubleValue;
}
/// <summary>
/// Reads a double.
/// </summary>
/// <returns></returns>
[DefaultReader]
public double ReadDouble() => ReadDoubleUnpacked();
/// <summary>
/// Reads a decimal.
/// </summary>
/// <returns></returns>
public decimal ReadDecimalUnpacked()
{
UIntDecimal converter = new();
converter.LongValue1 = ReadUInt64Unpacked();
converter.LongValue2 = ReadUInt64Unpacked();
return converter.DecimalValue;
}
/// <summary>
/// Reads a decimal.
/// </summary>
/// <returns></returns>
[DefaultReader]
public decimal ReadDecimal() => ReadDecimalUnpacked();
[Obsolete("use ReadStringAllocated.")]
public string ReadString() => ReadStringAllocated();
/// <summary>
/// Reads a string.
/// </summary>
/// <returns></returns>
[DefaultReader]
public string ReadStringAllocated()
{
int length = ReadInt32();
//Null string.
if (length == Writer.UNSET_COLLECTION_SIZE_VALUE)
return null;
if (length == 0)
return string.Empty;
if (!CheckAllocationAttack(length))
return string.Empty;
ArraySegment<byte> data = ReadArraySegment(length);
return data.Array.ToString(data.Offset, data.Count);
}
[Obsolete("Use ReadUInt8ArrayAndSizeAllocated.")]
public byte[] ReadBytesAndSizeAllocated() => ReadUInt8ArrayAndSizeAllocated();
/// <summary>
/// Creates a byte array and reads bytes and size into it.
/// </summary>
/// <returns></returns>
[DefaultReader]
public byte[] ReadUInt8ArrayAndSizeAllocated()
{
int size = ReadInt32();
if (size == Writer.UNSET_COLLECTION_SIZE_VALUE)
return null;
return ReadUInt8ArrayAllocated(size);
}
[Obsolete("Use ReadUInt8ArrayAndSize.")]
public int ReadBytesAndSize(ref byte[] target) => ReadUInt8ArrayAndSize(ref target);
/// <summary>
/// Reads bytes and size and copies results into target. Returns UNSET if null was written.
/// </summary>
/// <returns>Bytes read.</returns>
public int ReadUInt8ArrayAndSize(ref byte[] target)
{
int size = ReadInt32();
if (size > 0)
ReadUInt8Array(ref target, size);
return size;
}
/// <summary>
/// Reads bytes and size and returns as an ArraySegment.
/// </summary>
/// <returns></returns>
[DefaultReader]
public ArraySegment<byte> ReadArraySegmentAndSize()
{
int size = ReadInt32();
/* UNSET would be written for null. But since
* ArraySegments cannot be null return default if
* length is unset or 0. */
if (size == Writer.UNSET_COLLECTION_SIZE_VALUE)
return default;
return ReadArraySegment(size);
}
/// <summary>
/// Reads a Vector2.
/// </summary>
/// <returns></returns>
public Vector2 ReadVector2Unpacked() => new(ReadSingleUnpacked(), ReadSingleUnpacked());
/// <summary>
/// Reads a Vector2.
/// </summary>
/// <returns></returns>
[DefaultReader]
public Vector2 ReadVector2() => ReadVector2Unpacked();
/// <summary>
/// Reads a Vector3.
/// </summary>
/// <returns></returns>
public Vector3 ReadVector3Unpacked() => new(ReadSingleUnpacked(), ReadSingleUnpacked(), ReadSingleUnpacked());
/// <summary>
/// Reads a Vector3.
/// </summary>
/// <returns></returns>
[DefaultReader]
public Vector3 ReadVector3() => ReadVector3Unpacked();
/// <summary>
/// Reads a Vector4.
/// </summary>
/// <returns></returns>
public Vector4 ReadVector4Unpacked() => new(ReadSingleUnpacked(), ReadSingleUnpacked(), ReadSingleUnpacked(), ReadSingleUnpacked());
/// <summary>
/// Reads a Vector4.
/// </summary>
/// <returns></returns>
[DefaultReader]
public Vector4 ReadVector4() => ReadVector4Unpacked();
/// <summary>
/// Reads a Vector2Int.
/// </summary>
/// <returns></returns>
public Vector2Int ReadVector2IntUnpacked() => new(ReadInt32Unpacked(), ReadInt32Unpacked());
/// <summary>
/// Reads a Vector2Int.
/// </summary>
/// <returns></returns>
[DefaultReader]
public Vector2Int ReadVector2Int() => new((int)ReadSignedPackedWhole(), (int)ReadSignedPackedWhole());
/// <summary>
/// Reads a Vector3Int.
/// </summary>
/// <returns></returns>
public Vector3Int ReadVector3IntUnpacked() => new(ReadInt32Unpacked(), ReadInt32Unpacked(), ReadInt32Unpacked());
/// <summary>
/// Reads a Vector3Int.
/// </summary>
/// <returns></returns>
[DefaultReader]
public Vector3Int ReadVector3Int() => new((int)ReadSignedPackedWhole(), (int)ReadSignedPackedWhole(), (int)ReadSignedPackedWhole());
/// <summary>
/// Reads a color.
/// </summary>
/// <returns></returns>
public Color ReadColorUnpacked()
{
float r = ReadSingleUnpacked();
float g = ReadSingleUnpacked();
float b = ReadSingleUnpacked();
float a = ReadSingleUnpacked();
return new(r, g, b, a);
}
/// <summary>
/// Reads a color.
/// </summary>
/// <returns></returns>
[DefaultReader]
public Color ReadColor()
{
float r = (float)(ReadUInt8Unpacked() / 100f);
float g = (float)(ReadUInt8Unpacked() / 100f);
float b = (float)(ReadUInt8Unpacked() / 100f);
float a = (float)(ReadUInt8Unpacked() / 100f);
return new(r, g, b, a);
}
/// <summary>
/// Reads a Color32.
/// </summary>
/// <returns></returns>
[DefaultReader]
public Color32 ReadColor32() => new(ReadUInt8Unpacked(), ReadUInt8Unpacked(), ReadUInt8Unpacked(), ReadUInt8Unpacked());
/// <summary>
/// Reads a Quaternion.
/// </summary>
/// <returns></returns>
public Quaternion ReadQuaternionUnpacked() => new(ReadSingleUnpacked(), ReadSingleUnpacked(), ReadSingleUnpacked(), ReadSingleUnpacked());
/// <summary>
/// Reads a Quaternion.
/// </summary>
/// <returns></returns>
public Quaternion ReadQuaternion64()
{
ulong result = ReadUInt64Unpacked();
return Quaternion64Compression.Decompress(result);
}
/// <summary>
/// Reads a Quaternion.
/// </summary>
/// <returns></returns>
[DefaultReader]
public Quaternion ReadQuaternion32()
{
return Quaternion32Compression.Decompress(this);
}
/// <summary>
/// Reads a Quaternion.
/// </summary>
/// <returns></returns>
internal Quaternion ReadQuaternion(AutoPackType autoPackType)
{
switch (autoPackType)
{
case AutoPackType.Packed:
return ReadQuaternion32();
case AutoPackType.PackedLess:
return ReadQuaternion64();
default:
return ReadQuaternionUnpacked();
}
}
/// <summary>
/// Reads a Rect.
/// </summary>
/// <returns></returns>
public Rect ReadRectUnpacked() => new(ReadSingleUnpacked(), ReadSingleUnpacked(), ReadSingleUnpacked(), ReadSingleUnpacked());
/// <summary>
/// Reads a Rect.
/// </summary>
/// <returns></returns>
[DefaultReader]
public Rect ReadRect() => ReadRectUnpacked();
/// <summary>
/// Plane.
/// </summary>
/// <returns></returns>
public Plane ReadPlaneUnpacked() => new(ReadVector3Unpacked(), ReadSingleUnpacked());
/// <summary>
/// Plane.
/// </summary>
/// <returns></returns>
[DefaultReader]
public Plane ReadPlane() => ReadPlaneUnpacked();
/// <summary>
/// Reads a Ray.
/// </summary>
/// <returns></returns>
public Ray ReadRayUnpacked()
{
Vector3 position = ReadVector3Unpacked();
Vector3 direction = ReadVector3Unpacked();
return new(position, direction);
}
/// <summary>
/// Reads a Ray.
/// </summary>
/// <returns></returns>
[DefaultReader]
public Ray ReadRay() => ReadRayUnpacked();
/// <summary>
/// Reads a Ray.
/// </summary>
/// <returns></returns>
public Ray2D ReadRay2DUnpacked()
{
Vector3 position = ReadVector2Unpacked();
Vector2 direction = ReadVector2Unpacked();
return new(position, direction);
}
/// <summary>
/// Reads a Ray.
/// </summary>
/// <returns></returns>
[DefaultReader]
public Ray2D ReadRay2D() => ReadRay2DUnpacked();
/// <summary>
/// Reads a Matrix4x4.
/// </summary>
/// <returns></returns>
public Matrix4x4 ReadMatrix4x4Unpacked()
{
Matrix4x4 result = new()
{
m00 = ReadSingleUnpacked(),
m01 = ReadSingleUnpacked(),
m02 = ReadSingleUnpacked(),
m03 = ReadSingleUnpacked(),
m10 = ReadSingleUnpacked(),
m11 = ReadSingleUnpacked(),
m12 = ReadSingleUnpacked(),
m13 = ReadSingleUnpacked(),
m20 = ReadSingleUnpacked(),
m21 = ReadSingleUnpacked(),
m22 = ReadSingleUnpacked(),
m23 = ReadSingleUnpacked(),
m30 = ReadSingleUnpacked(),
m31 = ReadSingleUnpacked(),
m32 = ReadSingleUnpacked(),
m33 = ReadSingleUnpacked()
};
return result;
}
/// <summary>
/// Reads a Matrix4x4.
/// </summary>
/// <returns></returns>
[DefaultReader]
public Matrix4x4 ReadMatrix4x4() => ReadMatrix4x4Unpacked();
/// <summary>
/// Creates a new byte array and reads bytes into it.
/// </summary>
/// <param name="count"></param>
/// <returns></returns>
public byte[] ReadUInt8ArrayAllocated(int count)
{
if (count < 0)
{
NetworkManager.Log($"Bytes count cannot be less than 0.");
//Purge renaming and return default.
Position += Remaining;
return default;
}
byte[] bytes = new byte[count];
ReadUInt8Array(ref bytes, count);
return bytes;
}
/// <summary>
/// Reads a Guid.
/// </summary>
/// <returns></returns>
[DefaultReader]
public System.Guid ReadGuid()
{
byte[] buffer = _guidBuffer;
ReadUInt8Array(ref buffer, 16);
return new(buffer);
}
/// <summary>
/// Reads a tick without packing.
/// </summary>
public uint ReadTickUnpacked() => ReadUInt32Unpacked();
/// <summary>
/// Reads a GameObject.
/// </summary>
/// <returns></returns>
[DefaultReader]
public GameObject ReadGameObject()
{
byte writtenType = ReadUInt8Unpacked();
GameObject result;
//Do nothing for 0, as it indicates null.
if (writtenType == 0)
{
result = null;
}
//1 indicates a networkObject.
else if (writtenType == 1)
{
NetworkObject nob = ReadNetworkObject();
result = (nob == null) ? null : nob.gameObject;
}
//2 indicates a networkBehaviour.
else if (writtenType == 2)
{
NetworkBehaviour nb = ReadNetworkBehaviour();
result = (nb == null) ? null : nb.gameObject;
}
else
{
result = null;
NetworkManager.LogError($"Unhandled ReadGameObject type of {writtenType}.");
}
return result;
}
/// <summary>
/// Reads a Transform.
/// </summary>
/// <returns></returns>
[DefaultReader]
public Transform ReadTransform()
{
NetworkObject nob = ReadNetworkObject();
return (nob == null) ? null : nob.transform;
}
/// <summary>
/// Reads a NetworkObject.
/// </summary>
/// <returns></returns>
[DefaultReader]
public NetworkObject ReadNetworkObject() => ReadNetworkObject(out _);
/// <summary>
/// Reads a NetworkObject.
/// </summary>
/// <returns></returns>
public NetworkObject ReadNetworkObject(bool logException) => ReadNetworkObject(out _, null, logException);
/// <summary>
/// Reads a NetworkObject.
/// </summary>
/// <param name="readSpawningObjects">Objects which have been read to be spawned this tick, but may not have spawned yet.</param>
/// <returns></returns>
public NetworkObject ReadNetworkObject(out int objectOrPrefabId, HashSet<int> readSpawningObjects = null, bool logException = true)
{
#if DEVELOPMENT
LastNetworkBehaviour = null;
#endif
objectOrPrefabId = ReadNetworkObjectId();
bool isSpawned;
/* UNSET indicates that the object
* is null or no PrefabId is set.
* PrefabIds are set in Awake within
* the NetworkManager so that should
* never happen so long as nob isn't null. */
if (objectOrPrefabId == NetworkObject.UNSET_OBJECTID_VALUE)
return null;
else
isSpawned = ReadBoolean();
bool isServer = NetworkManager.ServerManager.Started;
bool isClient = NetworkManager.ClientManager.Started;
NetworkObject result;
//Is spawned.
if (isSpawned)
{
result = null;
/* Try to get the object client side first if client
* is running. When acting as a host generally the object
* will be available in the server and client list
* but there can be occasions where the server side
* deinitializes the object, making it unavailable, while
* it is still available in the client side. Since FishNet doesn't
* use a fake host connection like some lesser solutions the client
* has to always be treated as it's own entity. */
if (isClient)
NetworkManager.ClientManager.Objects.Spawned.TryGetValueIL2CPP(objectOrPrefabId, out result);
//If not found on client and server is running then try server.
if (result == null && isServer)
NetworkManager.ServerManager.Objects.Spawned.TryGetValueIL2CPP(objectOrPrefabId, out result);
if (result == null && !isServer)
{
if (logException && (readSpawningObjects == null || !readSpawningObjects.Contains(objectOrPrefabId)))
NetworkManager.LogWarning($"Spawned NetworkObject was expected to exist but does not for Id {objectOrPrefabId}. This may occur if you sent a NetworkObject reference which does not exist, be it destroyed or if the client does not have visibility.");
}
}
//Not spawned.
else
{
//Only look up asServer if not client, otherwise use client.
bool asServer = !isClient;
//Look up prefab.
result = NetworkManager.GetPrefab(objectOrPrefabId, asServer);
}
#if DEVELOPMENT
LastNetworkObject = result;
#endif
return result;
}
/// <summary>
/// Reads a NetworkObjectId and nothing else.
/// </summary>
/// <returns></returns>
public int ReadNetworkObjectId() => (int)ReadSignedPackedWhole();
/// <summary>
/// Reads the Id for a NetworkObject and outputs spawn settings.
/// </summary>
/// <returns></returns>
internal int ReadNetworkObjectForSpawn(out int initializeOrder, out ushort collectionid)
{
int objectId = ReadNetworkObjectId();
collectionid = ReadUInt16();
initializeOrder = ReadInt32();
return objectId;
}
/// <summary>
/// Reads the Id for a NetworkObject and outputs despawn settings.
/// </summary>
/// <returns></returns>
internal int ReadNetworkObjectForDespawn(out DespawnType dt)
{
int objectId = ReadNetworkObjectId();
dt = (DespawnType)ReadUInt8Unpacked();
return objectId;
}
/// <summary>
/// Reads a NetworkBehaviourId and ObjectId.
/// </summary>
/// <returns></returns>
internal byte ReadNetworkBehaviourId(out int objectId)
{
objectId = ReadNetworkObjectId();
if (objectId != NetworkObject.UNSET_OBJECTID_VALUE)
return ReadUInt8Unpacked();
else
return 0;
}
/// <summary>
/// Reads a NetworkBehaviour.
/// </summary>
/// <param name="readSpawningObjects">Objects which have been read to be spawned this tick, but may not have spawned yet.</param>
/// <returns></returns>
public NetworkBehaviour ReadNetworkBehaviour(out int objectId, out byte componentIndex, HashSet<int> readSpawningObjects = null, bool logException = true)
{
NetworkObject nob = ReadNetworkObject(out objectId, readSpawningObjects, logException);
componentIndex = ReadUInt8Unpacked();
NetworkBehaviour result;
if (nob == null)
{
result = null;
}
else
{
if (componentIndex >= nob.NetworkBehaviours.Count)
{
NetworkManager.LogError($"ComponentIndex of {componentIndex} is out of bounds on {nob.gameObject.name} [id {nob.ObjectId}]. This may occur if you have modified your gameObject/prefab without saving it, or the scene.");
result = null;
}
else
{
result = nob.NetworkBehaviours[componentIndex];
}
}
#if DEVELOPMENT
LastNetworkBehaviour = result;
#endif
return result;
}
/// <summary>
/// Reads a NetworkBehaviour.
/// </summary>
/// <returns></returns>
[DefaultReader]
public NetworkBehaviour ReadNetworkBehaviour()
{
return ReadNetworkBehaviour(out _, out _);
}
public NetworkBehaviour ReadNetworkBehaviour(bool logException)
{
return ReadNetworkBehaviour(out _, out _, null, logException);
}
/// <summary>
/// Reads a NetworkBehaviourId.
/// </summary>
public byte ReadNetworkBehaviourId() => ReadUInt8Unpacked();
/// <summary>
/// Reads a DateTime.
/// </summary>
/// <param name="dt"></param>
[DefaultReader]
public DateTime ReadDateTime()
{
long value = (long)ReadSignedPackedWhole();
DateTime result = DateTime.FromBinary(value);
return result;
}
/// <summary>
/// Reads a transport channel.
/// </summary>
/// <param name="channel"></param>
[DefaultReader]
public Channel ReadChannel()
{
return (Channel)ReadUInt8Unpacked();
}
/// <summary>
/// Reads the Id for a NetworkConnection.
/// </summary>
/// <returns></returns>
public int ReadNetworkConnectionId() => (int)ReadSignedPackedWhole();
/// <summary>
/// Reads a LayerMask.
/// </summary>
/// <returns></returns>
[DefaultReader]
public LayerMask ReadLayerMask()
{
int layerValue = (int)ReadSignedPackedWhole();
return (LayerMask)layerValue;
}
/// <summary>
/// Reads a NetworkConnection.
/// </summary>
/// <param name="conn"></param>
[DefaultReader]
public NetworkConnection ReadNetworkConnection()
{
int value = ReadNetworkConnectionId();
if (value == NetworkConnection.UNSET_CLIENTID_VALUE)
{
return FishNet.Managing.NetworkManager.EmptyConnection;
}
else
{
//Prefer server.
if (NetworkManager.IsServerStarted)
{
NetworkConnection result;
if (NetworkManager.ServerManager.Clients.TryGetValueIL2CPP(value, out result))
{
return result;
}
//If also client then try client side data.
else if (NetworkManager.IsClientStarted)
{
//If found in client collection then return.
if (NetworkManager.ClientManager.Clients.TryGetValueIL2CPP(value, out result))
return result;
/* Otherwise make a new instance.
* We do not know if this is for the server or client so
* initialize it either way. Connections rarely come through
* without being in server/client side collection. */
else
return new(NetworkManager, value, -1, true);
}
//Only server and not found.
else
{
NetworkManager.LogWarning($"Unable to find connection for read Id {value}. An empty connection will be returned.");
return FishNet.Managing.NetworkManager.EmptyConnection;
}
}
//Try client side, will only be able to fetch against local connection.
else
{
//If value is self then return self.
if (value == NetworkManager.ClientManager.Connection.ClientId)
return NetworkManager.ClientManager.Connection;
//Try client side dictionary.
else if (NetworkManager.ClientManager.Clients.TryGetValueIL2CPP(value, out NetworkConnection result))
return result;
/* Otherwise make a new instance.
* We do not know if this is for the server or client so
* initialize it either way. Connections rarely come through
* without being in server/client side collection. */
else
return new(NetworkManager, value, -1, true);
}
}
}
/// <summary>
/// Reads TransformProperties.
/// </summary>
[DefaultReader]
public TransformProperties ReadTransformProperties()
{
Vector3 position = ReadVector3();
Quaternion rotation = ReadQuaternion32();
Vector3 scale = ReadVector3();
return new(position, rotation, scale);
}
/// <summary>
/// Checks if the size could possibly be an allocation attack.
/// </summary>
/// <param name="size"></param>
private bool CheckAllocationAttack(int size)
{
/* Possible attacks. Impossible size, or size indicates
* more elements in collection or more bytes needed
* than what bytes are available. */
if (size != Writer.UNSET_COLLECTION_SIZE_VALUE && size < 0)
{
NetworkManager.LogError($"Size of {size} is invalid.");
return false;
}
if (size > Remaining)
{
NetworkManager.LogError($"Read size of {size} is larger than remaining data of {Remaining}.");
return false;
}
//Checks pass.
return true;
}
/// <summary>
/// Reads a state update packet.
/// </summary>
/// <param name="tick"></param>
internal void ReadStateUpdatePacket(out uint clientTick)
{
clientTick = ReadTickUnpacked();
}
#region Packed readers.
/// <summary>
/// ZigZag decode an integer. Move the sign bit back to the left.
/// </summary>
public ulong ZigZagDecode(ulong value)
{
ulong sign = value << 63;
if (sign > 0)
return ~(value >> 1) | sign;
return value >> 1;
}
/// <summary>
/// Reads a packed whole number and applies zigzag decoding.
/// </summary>
public long ReadSignedPackedWhole() => (long)ZigZagDecode(ReadUnsignedPackedWhole());
/// <summary>
/// Reads a packed whole number.
/// </summary>
public ulong ReadUnsignedPackedWhole()
{
int shift = 0;
ulong value = 0;
/* Maximum number of bytes for ulong.
* Prevents endless loop. Should not be neccessary but is a nice precaution. */
int maximumIterations = 10;
int iterations = 0;
int bufferLength = GetBuffer().Length;
while (iterations < maximumIterations)
{
if (Position >= bufferLength)
{
NetworkManager.LogError($"Read position of {Position} is beyond reader's buffer length of {bufferLength}.");
return 0;
}
byte currentByte = _buffer[Position++];
value |= (ulong)(currentByte & 0x7F) << shift;
if ((currentByte & 0x80) == 0)
break;
shift += 7;
iterations++;
}
return value;
}
#endregion
#region Generators.
/// <summary>
/// Reads a reconcile.
/// </summary>
/// <typeparam name="T"></typeparam>
/// <returns></returns>
internal T ReadReconcile<T>() => Read<T>();
/// <summary>
/// Reads a replicate along with it's past replicates into a collection.
/// </summary>
internal List<ReplicateDataContainer<T>> ReadReplicate<T>(uint tick) where T : IReplicateData, new()
{
List<ReplicateDataContainer<T>> collection = CollectionCaches<ReplicateDataContainer<T>>.RetrieveList();
//Number of entries written.
int count = (int)ReadUInt8Unpacked();
if (count <= 0)
{
NetworkManager.Log($"Replicate count cannot be 0 or less.");
//Purge renaming and return default.
Position += Remaining;
return collection;
}
/* Subtract count total minus 1
* from starting tick. This sets the tick to what the first entry would be.
* EG packet came in as tick 100, so that was passed as tick.
* if there are 3 replicates then 2 would be subtracted (count - 1).
* The new tick would be 98.
* Ticks would be assigned to read values from oldest to
* newest as 98, 99, 100. Which is the correct result. In order for this to
* work properly past replicates cannot skip ticks. This will be ensured
* in another part of the code. */
tick -= (uint)(count - 1);
for (int i = 0; i < count; i++)
{
ReplicateDataContainer<T> value = ReadReplicateData<T>(tick + (uint)i);
//Assign to collection.
collection.Add(value);
}
return collection;
}
/// <summary>
/// Reads a ReplicateData and applies tick and channel.
/// </summary>
private ReplicateDataContainer<T> ReadReplicateData<T>(uint tick) where T : IReplicateData, new()
{
T data = Read<T>();
Channel c = ReadChannel();
return new(data, c, tick, isCreated: true);
}
/// <summary>
/// Reads a collection using a collection from caches.
/// </summary>
public Dictionary<TKey, TValue> ReadDictionary<TKey, TValue>()
{
int count = (int)ReadSignedPackedWhole();
//Null collection.
if (count == Writer.UNSET_COLLECTION_SIZE_VALUE)
return null;
Dictionary<TKey, TValue> collection = CollectionCaches<TKey, TValue>.RetrieveDictionary();
ReadDictionary<TKey, TValue>(count, collection);
return collection;
}
/// <summary>
/// Reads a collection.
/// </summary>
[Obsolete("Use ReadDictionary.")]
public Dictionary<TKey, TValue> ReadDictionaryAllocated<TKey, TValue>() => ReadDictionary<TKey, TValue>();
/// <summary>
/// Reads into collection and returns item count read.
/// </summary>
/// <param name="collection"></param>
/// <param name="allowNullification">True to allow the referenced collection to be nullified when receiving a null collection read.</param>
/// <returns>Number of values read into the collection. UNSET is returned if the collection were read as null.</returns>
public int ReadDictionary<TKey, TValue>(ref Dictionary<TKey, TValue> collection, bool allowNullification = false)
{
int count = (int)ReadSignedPackedWhole();
//Null collection.
if (count == Writer.UNSET_COLLECTION_SIZE_VALUE)
{
if (allowNullification)
collection = null;
return count;
}
ReadDictionary<TKey, TValue>(count, collection);
return count;
}
/// <summary>
/// Reads into a collection.
/// </summary>
private void ReadDictionary<TKey, TValue>(int count, Dictionary<TKey, TValue> collection)
{
if (count < 0)
{
NetworkManager.LogError($"Collection count cannot be less than 0.");
//Purge renaming and return default.
Position += Remaining;
return;
}
if (collection == null)
collection = new(count);
else
collection.Clear();
for (int i = 0; i < count; i++)
{
TKey key = Read<TKey>();
TValue value = Read<TValue>();
collection.Add(key, value);
}
}
/// <summary>
/// Reads a collection using a collection from caches.
/// </summary>
public List<T> ReadList<T>()
{
int count = (int)ReadSignedPackedWhole();
//Null collection.
if (count == Writer.UNSET_COLLECTION_SIZE_VALUE)
return null;
List<T> result = CollectionCaches<T>.RetrieveList();
ReadList(count, result);
return result;
}
/// <summary>
/// Reads a collection with allocations.
/// </summary>
[Obsolete("Use ReadList.")]
public List<T> ReadListAllocated<T>() => ReadList<T>();
/// <summary>
/// Reads into collection and returns item count read.
/// </summary>
/// <param name="collection"></param>
/// <param name="allowNullification">True to allow the referenced collection to be nullified when receiving a null collection read.</param>
/// <returns>Number of values read into the collection. UNSET is returned if the collection were read as null.</returns>
public int ReadList<T>(ref List<T> collection, bool allowNullification = false)
{
int count = (int)ReadSignedPackedWhole();
//Null collection.
if (count == Writer.UNSET_COLLECTION_SIZE_VALUE)
{
if (allowNullification)
collection = null;
return count;
}
ReadList<T>(count, collection);
return count;
}
/// <summary>
/// Reads into a collection.
/// </summary>
private void ReadList<T>(int count, List<T> collection)
{
if (count < 0)
{
NetworkManager.LogError($"List count cannot be less than 0.");
//Purge renaming and return default.
Position += Remaining;
return;
}
if (collection == null)
collection = new(count);
else
collection.Clear();
for (int i = 0; i < count; i++)
collection.Add(Read<T>());
}
/// <summary>
/// Reads a collection.
/// </summary>
public T[] ReadArrayAllocated<T>()
{
T[] result = null;
ReadArray(ref result);
return result;
}
/// <summary>
/// Reads into collection and returns amount read.
/// </summary>
/// <typeparam name="T"></typeparam>
/// <param name="collection"></param>
/// <returns></returns>
public int ReadArray<T>(ref T[] collection)
{
int count = (int)ReadSignedPackedWhole();
if (count == Writer.UNSET_COLLECTION_SIZE_VALUE)
return 0;
if (count == 0)
{
if (collection == null)
collection = new T[0];
return 0;
}
if (count < 0)
{
NetworkManager.Log($"Array count cannot be less than 0.");
//Purge renaming and return default.
Position += Remaining;
return default;
}
//Initialize buffer if not already done.
if (collection == null)
collection = new T[count];
else if (collection.Length < count)
Array.Resize(ref collection, count);
for (int i = 0; i < count; i++)
collection[i] = Read<T>();
return count;
}
/// <summary>
/// Reads any supported type as packed.
/// </summary>
public T Read<T>()
{
Func<Reader, T> del = GenericReader<T>.Read;
if (del == null)
{
NetworkManager.LogError($"Read method not found for {typeof(T).FullName}. Use a supported type or create a custom serializer.");
return default;
}
else
{
return del.Invoke(this);
}
}
#endregion
}
}