fishnet installed

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2023-05-31 11:32:21 -04:00
parent 47b25269f1
commit a001fe1b04
1291 changed files with 126631 additions and 1 deletions

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namespace FishNet.Serializing
{
/// <summary>
/// How to pack data when using serialization.
/// </summary>
public enum AutoPackType
{
/// <summary>
/// Data will not be compressed.
/// </summary>
Unpacked = 0,
/// <summary>
/// Data will be compressed to use the least amount of data possible.
/// </summary>
Packed = 1,
/// <summary>
/// Data will be compressed but not as much as Packed.
/// </summary>
PackedLess = 2
}
}

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using FishNet.Utility.Constant;
using System;
using System.Runtime.CompilerServices;
[assembly: InternalsVisibleTo(UtilityConstants.CODEGEN_ASSEMBLY_NAME)]
namespace FishNet.Serializing.Helping
{
/// <summary>
/// Method is a comparer for a value type.
/// </summary>
public class CustomComparerAttribute : Attribute { }
/// <summary>
/// Method or type will be made public by codegen.
/// </summary>
internal class CodegenMakePublicAttribute : Attribute { }
/// <summary>
/// Field or type will be excluded from codegen serialization.
/// </summary>
public class CodegenExcludeAttribute : Attribute { }
/// <summary>
/// THIS DOES NOT DO ANYTHING AT THIS TIME.
/// It would do -> Type will be included in codegen serialization.
/// </summary>
internal class CodegenIncludeAttribute : Attribute { }
}

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using FishNet.Managing.Scened;
using FishNet.Managing.Server;
using FishNet.Object.Helping;
using FishNet.Transporting;
using UnityEngine;
namespace FishNet.Serializing.Helping
{
internal static class Broadcasts
{
/// <summary>
/// Writes a broadcast to writer.
/// </summary>
/// <typeparam name="T"></typeparam>
/// <param name="writer"></param>
/// <param name="message"></param>
/// <param name="channel"></param>
/// <returns></returns>
internal static PooledWriter WriteBroadcast<T>(PooledWriter writer, T message, Channel channel)
{
writer.WritePacketId(PacketId.Broadcast);
writer.WriteUInt16(typeof(T).FullName.GetStableHash16()); //muchlater codegen this to pass in hash. use technique similar to rpcs to limit byte/shorts.
//Write data to a new writer.
PooledWriter dataWriter = WriterPool.GetWriter();
dataWriter.Write<T>(message);
//Write length of data.
writer.WriteLength(dataWriter.Length);
//Write data.
writer.WriteArraySegment(dataWriter.GetArraySegment());
dataWriter.Dispose();
return writer;
}
}
}

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using System;
using System.Collections.Generic;
using UnityEngine.SceneManagement;
namespace FishNet.Serializing.Helping
{
public class GeneratedComparer<T>
{
/// <summary>
/// Compare if T is default.
/// </summary>
public static Func<T, bool> IsDefault { internal get; set; }
/// <summary>
/// Compare if T is the same as T2.
/// </summary>
public static Func<T, T, bool> Compare { internal get; set; }
}
public class Comparers
{
/// <summary>
/// Returns if A equals B using EqualityCompare.
/// </summary>
/// <typeparam name="T"></typeparam>
/// <param name="a"></param>
/// <param name="b"></param>
/// <returns></returns>
public static bool EqualityCompare<T>(T a, T b)
{
return EqualityComparer<T>.Default.Equals(a, b);
}
public static bool IsDefault<T>(T t)
{
return t.Equals(default(T));
}
public static bool IsEqualityCompareDefault<T>(T a)
{
return EqualityComparer<T>.Default.Equals(a, default(T));
}
}
internal class SceneComparer : IEqualityComparer<Scene>
{
public bool Equals(Scene a, Scene b)
{
if (!a.IsValid() || !b.IsValid())
return false;
if (a.handle != 0 || b.handle != 0)
return (a.handle == b.handle);
return (a.name == b.name);
}
public int GetHashCode(Scene obj)
{
return obj.GetHashCode();
}
}
}

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using System;
using UnityEngine;
namespace FishNet.Serializing.Helping
{
public static class Quaternion32Compression
{
private const float Maximum = +1.0f / 1.414214f;
private const int BitsPerAxis = 10;
private const int LargestComponentShift = BitsPerAxis * 3;
private const int AShift = BitsPerAxis * 2;
private const int BShift = BitsPerAxis * 1;
private const int IntScale = (1 << (BitsPerAxis - 1)) - 1;
private const int IntMask = (1 << BitsPerAxis) - 1;
public static uint Compress(Quaternion quaternion)
{
float absX = Mathf.Abs(quaternion.x);
float absY = Mathf.Abs(quaternion.y);
float absZ = Mathf.Abs(quaternion.z);
float absW = Mathf.Abs(quaternion.w);
ComponentType largestComponent = ComponentType.X;
float largestAbs = absX;
float largest = quaternion.x;
if (absY > largestAbs)
{
largestAbs = absY;
largestComponent = ComponentType.Y;
largest = quaternion.y;
}
if (absZ > largestAbs)
{
largestAbs = absZ;
largestComponent = ComponentType.Z;
largest = quaternion.z;
}
if (absW > largestAbs)
{
largestComponent = ComponentType.W;
largest = quaternion.w;
}
float a = 0;
float b = 0;
float c = 0;
switch (largestComponent)
{
case ComponentType.X:
a = quaternion.y;
b = quaternion.z;
c = quaternion.w;
break;
case ComponentType.Y:
a = quaternion.x;
b = quaternion.z;
c = quaternion.w;
break;
case ComponentType.Z:
a = quaternion.x;
b = quaternion.y;
c = quaternion.w;
break;
case ComponentType.W:
a = quaternion.x;
b = quaternion.y;
c = quaternion.z;
break;
}
if (largest < 0)
{
a = -a;
b = -b;
c = -c;
}
uint integerA = ScaleToUint(a);
uint integerB = ScaleToUint(b);
uint integerC = ScaleToUint(c);
return (((uint)largestComponent) << LargestComponentShift) | (integerA << AShift) | (integerB << BShift) | integerC;
}
private static uint ScaleToUint(float v)
{
float normalized = v / Maximum;
return (uint)Mathf.RoundToInt(normalized * IntScale) & IntMask;
}
private static float ScaleToFloat(uint v)
{
float unscaled = v * Maximum / IntScale;
if (unscaled > Maximum)
unscaled -= Maximum * 2;
return unscaled;
}
public static Quaternion Decompress(uint compressed)
{
var largestComponentType = (ComponentType)(compressed >> LargestComponentShift);
uint integerA = (compressed >> AShift) & IntMask;
uint integerB = (compressed >> BShift) & IntMask;
uint integerC = compressed & IntMask;
float a = ScaleToFloat(integerA);
float b = ScaleToFloat(integerB);
float c = ScaleToFloat(integerC);
Quaternion rotation;
switch (largestComponentType)
{
case ComponentType.X:
// (?) y z w
rotation.y = a;
rotation.z = b;
rotation.w = c;
rotation.x = Mathf.Sqrt(1 - rotation.y * rotation.y
- rotation.z * rotation.z
- rotation.w * rotation.w);
break;
case ComponentType.Y:
// x (?) z w
rotation.x = a;
rotation.z = b;
rotation.w = c;
rotation.y = Mathf.Sqrt(1 - rotation.x * rotation.x
- rotation.z * rotation.z
- rotation.w * rotation.w);
break;
case ComponentType.Z:
// x y (?) w
rotation.x = a;
rotation.y = b;
rotation.w = c;
rotation.z = Mathf.Sqrt(1 - rotation.x * rotation.x
- rotation.y * rotation.y
- rotation.w * rotation.w);
break;
case ComponentType.W:
// x y z (?)
rotation.x = a;
rotation.y = b;
rotation.z = c;
rotation.w = Mathf.Sqrt(1 - rotation.x * rotation.x
- rotation.y * rotation.y
- rotation.z * rotation.z);
break;
default:
// Should never happen!
throw new ArgumentOutOfRangeException("Unknown rotation component type: " +
largestComponentType);
}
return rotation;
}
}
}

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using System;
using UnityEngine;
namespace FishNet.Serializing.Helping
{
/// <summary>
/// Credit to https://github.com/viliwonka
/// https://github.com/FirstGearGames/FishNet/pull/23
/// </summary>
public static class Quaternion64Compression
{
// 64 bit quaternion compression
// [4 bits] largest component
// [21 bits] higher res
// [21 bits] higher res
// [20 bits] higher res
// sum is 64 bits
private const float Maximum = +1.0f / 1.414214f;
private const int BitsPerAxis_H = 21; // higher res, 21 bits
private const int BitsPerAxis_L = 20; // lower res, 20 bits
private const int LargestComponentShift = BitsPerAxis_H * 2 + BitsPerAxis_L * 1;
private const int AShift = BitsPerAxis_H + BitsPerAxis_L;
private const int BShift = BitsPerAxis_L;
private const int IntScale_H = (1 << (BitsPerAxis_H - 1)) - 1;
private const int IntMask_H = (1 << BitsPerAxis_H) - 1;
private const int IntScale_L = (1 << (BitsPerAxis_L - 1)) - 1;
private const int IntMask_L = (1 << BitsPerAxis_L) - 1;
public static ulong Compress(Quaternion quaternion)
{
float absX = Mathf.Abs(quaternion.x);
float absY = Mathf.Abs(quaternion.y);
float absZ = Mathf.Abs(quaternion.z);
float absW = Mathf.Abs(quaternion.w);
ComponentType largestComponent = ComponentType.X;
float largestAbs = absX;
float largest = quaternion.x;
if (absY > largestAbs)
{
largestAbs = absY;
largestComponent = ComponentType.Y;
largest = quaternion.y;
}
if (absZ > largestAbs)
{
largestAbs = absZ;
largestComponent = ComponentType.Z;
largest = quaternion.z;
}
if (absW > largestAbs)
{
largestComponent = ComponentType.W;
largest = quaternion.w;
}
float a = 0;
float b = 0;
float c = 0;
switch (largestComponent)
{
case ComponentType.X:
a = quaternion.y;
b = quaternion.z;
c = quaternion.w;
break;
case ComponentType.Y:
a = quaternion.x;
b = quaternion.z;
c = quaternion.w;
break;
case ComponentType.Z:
a = quaternion.x;
b = quaternion.y;
c = quaternion.w;
break;
case ComponentType.W:
a = quaternion.x;
b = quaternion.y;
c = quaternion.z;
break;
}
if (largest < 0)
{
a = -a;
b = -b;
c = -c;
}
ulong integerA = ScaleToUint_H(a);
ulong integerB = ScaleToUint_H(b);
ulong integerC = ScaleToUint_L(c);
return (((ulong)largestComponent) << LargestComponentShift) | (integerA << AShift) | (integerB << BShift) | integerC;
}
private static ulong ScaleToUint_H(float v)
{
float normalized = v / Maximum;
return (ulong)Mathf.RoundToInt(normalized * IntScale_H) & IntMask_H;
}
private static ulong ScaleToUint_L(float v)
{
float normalized = v / Maximum;
return (ulong)Mathf.RoundToInt(normalized * IntScale_L) & IntMask_L;
}
private static float ScaleToFloat_H(ulong v)
{
float unscaled = v * Maximum / IntScale_H;
if (unscaled > Maximum)
unscaled -= Maximum * 2;
return unscaled;
}
private static float ScaleToFloat_L(ulong v)
{
float unscaled = v * Maximum / IntScale_L;
if (unscaled > Maximum)
unscaled -= Maximum * 2;
return unscaled;
}
public static Quaternion Decompress(ulong compressed)
{
var largestComponentType = (ComponentType)(compressed >> LargestComponentShift);
ulong integerA = (compressed >> AShift) & IntMask_H;
ulong integerB = (compressed >> BShift) & IntMask_H;
ulong integerC = compressed & IntMask_L;
float a = ScaleToFloat_H(integerA);
float b = ScaleToFloat_H(integerB);
float c = ScaleToFloat_L(integerC);
Quaternion rotation;
switch (largestComponentType)
{
case ComponentType.X:
// (?) y z w
rotation.y = a;
rotation.z = b;
rotation.w = c;
rotation.x = Mathf.Sqrt(1 - rotation.y * rotation.y
- rotation.z * rotation.z
- rotation.w * rotation.w);
break;
case ComponentType.Y:
// x (?) z w
rotation.x = a;
rotation.z = b;
rotation.w = c;
rotation.y = Mathf.Sqrt(1 - rotation.x * rotation.x
- rotation.z * rotation.z
- rotation.w * rotation.w);
break;
case ComponentType.Z:
// x y (?) w
rotation.x = a;
rotation.y = b;
rotation.w = c;
rotation.z = Mathf.Sqrt(1 - rotation.x * rotation.x
- rotation.y * rotation.y
- rotation.w * rotation.w);
break;
case ComponentType.W:
// x y z (?)
rotation.x = a;
rotation.y = b;
rotation.z = c;
rotation.w = Mathf.Sqrt(1 - rotation.x * rotation.x
- rotation.y * rotation.y
- rotation.z * rotation.z);
break;
default:
// Should never happen!
throw new ArgumentOutOfRangeException("Unknown rotation component type: " +
largestComponentType);
}
return rotation;
}
}
}

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using System;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using UnityEngine;
namespace FishNet.Serializing.Helping
{
/// <summary>
/// Static class used for fast conversion of quaternion structs. Not thread safe!
/// </summary>
[StructLayout(LayoutKind.Explicit)]
public struct QuaternionConverter
{
// [FieldOffset(0)]
// public Quaternion Q;
// [FieldOffset(0)]
// public Quaternion64 Q64;
// [FieldOffset(0)]
// public Quaternion128 Q128;
// public static QuaternionConverter StaticRef = new QuaternionConverter();
// [MethodImpl(MethodImplOptions.AggressiveInlining)]
// public static Quaternion64 QtoQ64(Quaternion quaternion64)
// {
// StaticRef.Q = quaternion64;
// return StaticRef.Q64;
// }
// [MethodImpl(MethodImplOptions.AggressiveInlining)]
// public static Quaternion Q64toQ(Quaternion64 quaternion)
// {
// StaticRef.Q64 = quaternion;
// return StaticRef.Q;
// }
// [MethodImpl(MethodImplOptions.AggressiveInlining)]
// public static Quaternion128 QtoQ128(Quaternion quaternion128)
// {
// StaticRef.Q = quaternion128;
// return StaticRef.Q128;
// }
// [MethodImpl(MethodImplOptions.AggressiveInlining)]
// public static Quaternion Q128toQ(Quaternion128 quaternion)
// {
// StaticRef.Q128 = quaternion;
// return StaticRef.Q;
// }
//}
//public struct Quaternion64
//{
// public float x;
// public float y;
// public float z;
// public float w;
// public Quaternion64(float x, float y, float z, float w)
// {
// this.x = x;
// this.y = y;
// this.z = z;
// this.w = w;
// }
// public Quaternion64(Quaternion q)
// {
// this.x = q.x;
// this.y = q.y;
// this.z = q.z;
// this.w = q.w;
// }
// /*[MethodImpl(MethodImplOptions.AggressiveInlining)]
// public static implicit operator Quaternion64(Quaternion q) => new Quaternion64(q);
// [MethodImpl(MethodImplOptions.AggressiveInlining)]
// public static implicit operator Quaternion(Quaternion64 q) => new Quaternion(q.x, q.y, q.z, q.w);*/
//}
//public struct Quaternion128
//{
// public float x;
// public float y;
// public float z;
// public float w;
// public Quaternion128(float x, float y, float z, float w)
// {
// this.x = x;
// this.y = y;
// this.z = z;
// this.w = w;
// }
// public Quaternion128(Quaternion q)
// {
// x = q.x;
// y = q.y;
// z = q.z;
// w = q.w;
// }
// [MethodImpl(MethodImplOptions.AggressiveInlining)]
// public static implicit operator Quaternion128(Quaternion q) => new Quaternion128(q);
// [MethodImpl(MethodImplOptions.AggressiveInlining)]
// public static implicit operator Quaternion(Quaternion128 q) => new Quaternion(q.x, q.y, q.z, q.w);
//}
/// <summary>
/// Credit to this man for converting gaffer games c code to c#
/// https://gist.github.com/fversnel/0497ad7ab3b81e0dc1dd
/// </summary>
}
public enum ComponentType : uint
{
X = 0,
Y = 1,
Z = 2,
W = 3
}
}

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using System.Runtime.InteropServices;
namespace FishNet.Serializing.Helping
{
// -- helpers for float conversion without allocations --
[StructLayout(LayoutKind.Explicit)]
internal struct UIntFloat
{
[FieldOffset(0)]
public float FloatValue;
[FieldOffset(0)]
public uint UIntValue;
}
[StructLayout(LayoutKind.Explicit)]
internal struct UIntDouble
{
[FieldOffset(0)]
public double DoubleValue;
[FieldOffset(0)]
public ulong LongValue;
}
[StructLayout(LayoutKind.Explicit)]
internal struct UIntDecimal
{
[FieldOffset(0)]
public ulong LongValue1;
[FieldOffset(8)]
public ulong LongValue2;
[FieldOffset(0)]
public decimal DecimalValue;
}
}

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using FishNet.Connection;
using FishNet.Documenting;
using FishNet.Object;
using FishNet.Serializing.Helping;
using FishNet.Transporting;
using System;
using UnityEngine;
namespace FishNet.Serializing
{
/// <summary>
/// Extensions to Read methods. Used by Read<T>.
/// </summary>
[APIExclude]
public static class ReaderExtensions
{
}
}

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using FishNet.Managing;
using System;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
namespace FishNet.Serializing
{
/// <summary>
/// Reader which is reused to save on garbage collection and performance.
/// </summary>
public sealed class PooledReader : Reader, IDisposable
{
internal PooledReader(byte[] bytes, NetworkManager networkManager) : base(bytes, networkManager) { }
internal PooledReader(ArraySegment<byte> segment, NetworkManager networkManager) : base(segment, networkManager) { }
public void Dispose() => ReaderPool.Recycle(this);
}
/// <summary>
/// Collection of PooledReader. Stores and gets PooledReader.
/// </summary>
public static class ReaderPool
{
#region Private.
/// <summary>
/// Pool of readers.
/// </summary>
private static readonly Stack<PooledReader> _pool = new Stack<PooledReader>();
#endregion
/// <summary>
/// Get the next reader in the pool
/// <para>If pool is empty, creates a new Reader</para>
/// </summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static PooledReader GetReader(byte[] bytes, NetworkManager networkManager)
{
return GetReader(new ArraySegment<byte>(bytes), networkManager);
}
/// <summary>
/// Get the next reader in the pool or creates a new one if none are available.
/// </summary>
public static PooledReader GetReader(ArraySegment<byte> segment, NetworkManager networkManager)
{
PooledReader result;
if (_pool.Count > 0)
{
result = _pool.Pop();
result.Initialize(segment, networkManager);
}
else
{
result = new PooledReader(segment, networkManager);
}
return result;
}
/// <summary>
/// Puts reader back into pool
/// <para>When pool is full, the extra reader is left for the GC</para>
/// </summary>
public static void Recycle(PooledReader reader)
{
_pool.Push(reader);
}
}
}

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using FishNet.Documenting;
using System;
using System.Text;
namespace FishNet.Serializing
{
/// <summary>
/// Writes data to a buffer.
/// </summary>
[APIExclude]
internal class ReaderStatics
{
/* Since serializing occurs on the main thread this value may
* be shared among all readers. //multithread
*/
#region Private.
/// <summary>
/// Buffer to copy Guids into.
/// </summary>
private static byte[] _guidBuffer = new byte[16];
/// <summary>
/// Used to encode strings.
/// </summary>
private static readonly UTF8Encoding _encoding = new UTF8Encoding(false, true);
#endregion
/// <summary>
/// Gets the GUID Buffer.
/// </summary>
/// <returns></returns>
public static byte[] GetGuidBuffer()
{
return _guidBuffer;
}
/// <summary>
/// Returns a string from data.
/// </summary>
public static string GetString(ArraySegment<byte> data)
{
return _encoding.GetString(data.Array, data.Offset, data.Count);
}
}
}

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using System.Collections.Generic;
using UnityEngine.SceneManagement;
namespace FishNet.Serializing.Helping
{
internal sealed class SceneHandleEqualityComparer : EqualityComparer<Scene>
{
public override bool Equals(Scene a, Scene b)
{
return (a.handle == b.handle);
}
public override int GetHashCode(Scene obj)
{
return obj.handle;
}
}
}

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namespace FishNet.Serializing
{
[System.Serializable]
internal class TransformPackingData
{
public AutoPackType Position = AutoPackType.Packed;
public AutoPackType Rotation = AutoPackType.Packed;
public AutoPackType Scale = AutoPackType.Packed;
}
}

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using FishNet.Connection;
using FishNet.Documenting;
using FishNet.Object;
using FishNet.Serializing.Helping;
using FishNet.Transporting;
using System;
using System.Collections.Generic;
using UnityEngine;
namespace FishNet.Serializing
{
/// <summary>
/// Extensions to Write methods. Used by Write<T>.
/// </summary>
[APIExclude]
public static class WriterExtensions
{
/// <summary>
/// Types which are are set to auto pack by default.
/// </summary>
internal static HashSet<System.Type> DefaultPackedTypes = new HashSet<System.Type>();
static WriterExtensions()
{
DefaultPackedTypes.Add(typeof(int));
DefaultPackedTypes.Add(typeof(uint));
DefaultPackedTypes.Add(typeof(long));
DefaultPackedTypes.Add(typeof(ulong));
DefaultPackedTypes.Add(typeof(Color));
DefaultPackedTypes.Add(typeof(Vector2Int));
DefaultPackedTypes.Add(typeof(Vector3Int));
DefaultPackedTypes.Add(typeof(Quaternion));
}
/// <summary>
/// Writes value to dst without error checking.
/// </summary>
[CodegenExclude]
internal static void WriteUInt32(byte[] dst, uint value, ref int position)
{
dst[position++] = (byte)value;
dst[position++] = (byte)(value >> 8);
dst[position++] = (byte)(value >> 16);
dst[position++] = (byte)(value >> 24);
}
/// <summary>
/// Writes value to dst without error checking.
/// </summary>
[CodegenExclude]
internal static void WriteUInt64(byte[] dst, ulong value, ref int position)
{
dst[position++] = (byte)value;
dst[position++] = (byte)(value >> 8);
dst[position++] = (byte)(value >> 16);
dst[position++] = (byte)(value >> 24);
dst[position++] = (byte)(value >> 32);
dst[position++] = (byte)(value >> 40);
dst[position++] = (byte)(value >> 48);
dst[position++] = (byte)(value >> 56);
}
//public static void WriteDictionary<TKey, TValue>(this Writer writer, Dictionary<TKey, TValue> dict) => writer.WriteDictionary(dict);
//public static void WriteByte(this Writer writer, byte value) => writer.WriteByte(value);
//[CodegenExclude]
//public static void WriteBytes(this Writer writer, byte[] buffer, int offset, int count) => writer.WriteBytes(buffer, offset, count);
//[CodegenExclude]
//public static void WriteBytesAndSize(this Writer writer, byte[] buffer, int offset, int count) => writer.WriteBytesAndSize(buffer, offset, count);
//public static void WriteBytesAndSize(this Writer writer, byte[] value) => writer.WriteBytesAndSize(value);
//public static void WriteSByte(this Writer writer, sbyte value) => writer.WriteSByte(value);
//public static void WriteChar(this Writer writer, char value) => writer.WriteChar(value);
//public static void WriteBoolean(this Writer writer, bool value) => writer.WriteBoolean(value);
//public static void WriteUInt16(this Writer writer, ushort value) => writer.WriteUInt16(value);
//public static void WriteInt16(this Writer writer, short value) => writer.WriteInt16(value);
//public static void WriteInt32(this Writer writer, int value, AutoPackType packType = AutoPackType.Packed) => writer.WriteInt32(value, packType);
//public static void WriteUInt32(this Writer writer, uint value, AutoPackType packType = AutoPackType.Packed) => writer.WriteUInt32(value, packType);
//public static void WriteInt64(this Writer writer, long value, AutoPackType packType = AutoPackType.Packed) => writer.WriteInt64(value, packType);
//public static void WriteUInt64(this Writer writer, ulong value, AutoPackType packType = AutoPackType.Packed) => writer.WriteUInt64(value, packType);
//public static void WriteSingle(this Writer writer, float value, AutoPackType packType = AutoPackType.Unpacked) => writer.WriteSingle(value, packType);
//public static void WriteDouble(this Writer writer, double value) => writer.WriteDouble(value);
//public static void WriteDecimal(this Writer writer, decimal value) => writer.WriteDecimal(value);
//public static void WriteString(this Writer writer, string value) => writer.WriteString(value);
//public static void WriteArraySegmentAndSize(this Writer writer, ArraySegment<byte> value) => writer.WriteArraySegmentAndSize(value);
//[CodegenExclude]
//public static void WriteArraySegment(this Writer writer, ArraySegment<byte> value) => writer.WriteArraySegment(value);
//public static void WriteVector2(this Writer writer, Vector2 value) => writer.WriteVector2(value);
//public static void WriteVector3(this Writer writer, Vector3 value) => writer.WriteVector3(value);
//public static void WriteVector4(this Writer writer, Vector4 value) => writer.WriteVector4(value);
//public static void WriteVector2Int(this Writer writer, Vector2Int value, AutoPackType packType = AutoPackType.Packed) => writer.WriteVector2Int(value, packType);
//public static void WriteVector3Int(this Writer writer, Vector3Int value, AutoPackType packType = AutoPackType.Packed) => writer.WriteVector3Int(value, packType);
//public static void WriteColor(this Writer writer, Color value, AutoPackType packType) => writer.WriteColor(value, packType);
//public static void WriteColor32(this Writer writer, Color32 value) => writer.WriteColor32(value);
//public static void WriteQuaternion(this Writer writer, Quaternion value, AutoPackType packType = AutoPackType.Packed) => writer.WriteQuaternion(value, packType);
//public static void WriteRect(this Writer writer, Rect value) => writer.WriteRect(value);
//public static void WritePlane(this Writer writer, Plane value) => writer.WritePlane(value);
//public static void WriteRay(this Writer writer, Ray value) => writer.WriteRay(value);
//public static void WriteRay2D(this Writer writer, Ray2D value) => writer.WriteRay2D(value);
//public static void WriteMatrix4x4(this Writer writer, Matrix4x4 value) => writer.WriteMatrix4x4(value);
//public static void WriteGuidAllocated(this Writer writer, System.Guid value) => writer.WriteGuidAllocated(value);
//public static void WriteGameObject(this Writer writer, GameObject value) => writer.WriteGameObject(value);
//public static void WriteTransform(this Writer writer, Transform value) => writer.WriteTransform(value);
//public static void WriteNetworkObject(this Writer writer, NetworkObject value) => writer.WriteNetworkObject(value);
//public static void WriteNetworkBehaviour(this Writer writer, NetworkBehaviour value) => writer.WriteNetworkBehaviour(value);
//public static void WriteChannel(this Writer writer, Channel value) => writer.WriteChannel(value);
//public static void WriteNetworkConnection(this Writer writer, NetworkConnection value) => writer.WriteNetworkConnection(value);
//[CodegenExclude]
//public static void Write<T>(this Writer writer, T value) => writer.Write<T>(value);
}
}

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using FishNet.Managing;
using System;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
namespace FishNet.Serializing
{
/// <summary>
/// Writer which is reused to save on garbage collection and performance.
/// </summary>
public sealed class PooledWriter : Writer, IDisposable
{
public void Dispose() => WriterPool.Recycle(this);
public void DisposeLength() => WriterPool.RecycleLength(this);
}
/// <summary>
/// Collection of PooledWriter. Stores and gets PooledWriter.
/// </summary>
public static class WriterPool
{
#region Private.
/// <summary>
/// Pool of writers where length is the minimum and increased at runtime.
/// </summary>
private static readonly Stack<PooledWriter> _pool = new Stack<PooledWriter>();
/// <summary>
/// Pool of writers where length is of minimum key and may be increased at runtime.
/// </summary>
private static readonly Dictionary<int, Stack<PooledWriter>> _lengthPool = new Dictionary<int, Stack<PooledWriter>>();
#endregion
#region Const.
/// <summary>
/// Length of each bracket when using the length based writer pool.
/// </summary>
internal const int LENGTH_BRACKET = 1000;
#endregion
/// <summary>
/// Gets a writer from the pool.
/// </summary>
public static PooledWriter GetWriter(NetworkManager networkManager)
{
PooledWriter result = (_pool.Count > 0) ? _pool.Pop() : new PooledWriter();
result.Reset(networkManager);
return result;
}
/// <summary>
/// Gets a writer from the pool.
/// </summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static PooledWriter GetWriter()
{
return GetWriter(null);
}
/// <summary>
/// Gets which index to use for length based pooled readers based on length.
/// </summary>
private static int GetDictionaryIndex(int length)
{
return (length / LENGTH_BRACKET);
}
/// <summary>
/// Gets the next writer in the pool of minimum length.
/// </summary>
/// <param name="length">Minimum length the writer buffer must be.</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static PooledWriter GetWriter(int length)
{
return GetWriter(null, length);
}
/// <summary>
/// Gets the next writer in the pool of minimum length.
/// </summary>
/// <param name="length">Minimum length the writer buffer must be.</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static PooledWriter GetWriter(NetworkManager networkManager, int length)
{
//Ensure length is the minimum.
if (length < LENGTH_BRACKET)
length = LENGTH_BRACKET;
/* The index returned will be for writers which have
* length as a minimum capacity.
* EG: if length is 1200 / 1000 (length_bracket) result
* will be index 1. Index 0 will be up to 1000, while
* index 1 will be up to 2000. */
int dictIndex = GetDictionaryIndex(length);
Stack<PooledWriter> stack;
//There is already one pooled.
if (_lengthPool.TryGetValue(dictIndex, out stack) && stack.Count > 0)
{
PooledWriter result = stack.Pop();
result.Reset(networkManager);
return result;
}
//Not pooled yet.
else
{
//Get any ol' writer.
PooledWriter writer = GetWriter(networkManager);
/* Ensure length to fill it's bracket.
* Increase index by 1 since 0 index would
* just return 0 as the capacity. */
int requiredCapacity = (dictIndex + 1) * LENGTH_BRACKET;
writer.EnsureBufferCapacity(requiredCapacity);
return writer;
}
}
/// <summary>
/// Returns a writer to the appropriate length pool.
/// Writers must be a minimum of 1000 bytes in length to be sorted by length.
/// Writers which do not meet the minimum will be resized to 1000 bytes.
/// </summary>
public static void RecycleLength(PooledWriter writer)
{
int capacity = writer.Capacity;
/* If capacity is less than 1000 then the writer
* does not meet the minimum length bracket. This should never
* be the case unless the user perhaps manually calls this method. */
if (capacity < LENGTH_BRACKET)
{
capacity = LENGTH_BRACKET;
writer.EnsureBufferCapacity(LENGTH_BRACKET);
}
/* When getting the recycle index subtract one from
* the dictionary index. This is because the writer being
* recycled must meet the minimum for that index.
* EG: if LENGTH_BRACKET is 1000....
* 1200 / 1000 = 1(after flooring).
* However, each incremeent in index should have a capacity
* of 1000, so index 1 should have a minimum capacity of 2000,
* which 1200 does not meet. By subtracting 1 from the index
* 1200 will now be placed in index 0 meeting the capacity for that index. */
int dictIndex = GetDictionaryIndex(capacity) - 1;
Stack<PooledWriter> stack;
if (!_lengthPool.TryGetValue(dictIndex, out stack))
{
stack = new Stack<PooledWriter>();
_lengthPool[dictIndex] = stack;
}
stack.Push(writer);
}
/// <summary>
/// Returns a writer to the pool.
/// </summary>
public static void Recycle(PooledWriter writer)
{
_pool.Push(writer);
}
}
}

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using FishNet.Documenting;
using System;
using System.Text;
namespace FishNet.Serializing
{
/// <summary>
/// Writes data to a buffer.
/// </summary>
[APIExclude]
internal class WriterStatics
{
/* Since serializing occurs on the main thread this value may
* be shared among all writers. //multithread
*/
#region Private.
/// <summary>
/// Encoder for strings.
/// </summary>
private static readonly UTF8Encoding _encoding = new UTF8Encoding(false, true);
/// <summary>
/// StringBuffer to use with encoding.
/// </summary>
private static byte[] _stringBuffer = new byte[64];
#endregion
/// <summary>
/// Gets the string buffer ensuring proper length, and outputs size in bytes of string.
/// </summary>
public static byte[] GetStringBuffer(string str, out int size)
{
int strLength = str.Length;
int valueMaxBytes = _encoding.GetMaxByteCount(strLength);
if (valueMaxBytes >= _stringBuffer.Length)
{
int nextSize = (_stringBuffer.Length * 2) + valueMaxBytes;
Array.Resize(ref _stringBuffer, nextSize);
}
size = _encoding.GetBytes(str, 0, strLength, _stringBuffer, 0);
return _stringBuffer;
}
/// <summary>
/// Ensures the string buffer is of a minimum length and returns the buffer.
/// </summary>
public static byte[] GetStringBuffer(string str)
{
int valueMaxBytes = _encoding.GetMaxByteCount(str.Length);
if (valueMaxBytes >= _stringBuffer.Length)
{
int nextSize = (_stringBuffer.Length * 2) + valueMaxBytes;
Array.Resize(ref _stringBuffer, nextSize);
}
return _stringBuffer;
}
}
}

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