using FishNet.Managing;
using FishNet.Managing.Logging;
using FishNet.Managing.Transporting;
using FishNet.Serializing;
using FishNet.Utility.Performance;
using System;
using System.Collections.Generic;
using UnityEngine;
namespace FishNet.Connection
{
///
/// A byte buffer that automatically resizes.
///
internal class ByteBuffer
{
///
/// How many more bytes may fit into the buffer.
///
internal int Remaining => (Size - Length);
///
/// Buffer data.
///
internal byte[] Data { get; private set; }
///
/// How many bytes currently into Data. This will include the reserve.
///
internal int Length { get; private set; }
///
/// Size of the buffer. Data.Length may exceed this value as it uses a pooled array.
///
internal int Size { get; private set; }
///
/// True if data has been written.
///
internal bool HasData { get; private set; }
///
/// Bytes to reserve when resetting.
///
private int _reserve;
internal ByteBuffer(int size, int reserve = 0)
{
Data = ByteArrayPool.Retrieve(size);
Size = size;
_reserve = reserve;
Reset();
}
public void Dispose()
{
if (Data != null)
ByteArrayPool.Store(Data);
Data = null;
}
///
/// Resets instance without clearing Data.
///
internal void Reset()
{
Length = _reserve;
HasData = false;
}
///
/// Copies segments without error checking, including tick for the first time data is added.
///
///
internal void CopySegment(uint tick, ArraySegment segment)
{
/* If data has not been written to buffer yet
* then write tick to the start. */
if (!HasData)
{
int pos = 0;
WriterExtensions.WriteUInt32(Data, tick, ref pos);
}
Buffer.BlockCopy(segment.Array, segment.Offset, Data, Length, segment.Count);
Length += segment.Count;
HasData = true;
}
///
/// Copies segments without error checking.
///
///
internal void CopySegment(ArraySegment segment)
{
Buffer.BlockCopy(segment.Array, segment.Offset, Data, Length, segment.Count);
Length += segment.Count;
HasData = true;
}
}
internal class PacketBundle
{
///
/// True if data has been written.
///
internal bool HasData => _buffers[0].HasData;
///
/// All buffers written. Collection is not cleared when reset but rather the index in which to write is.
///
private List _buffers = new List();
///
/// Buffer which is being written to.
///
private int _bufferIndex;
///
/// Maximum size packet the transport can handle.
///
private int _maximumTransportUnit;
///
/// Number of buffers written to. Will return 0 if nothing has been written.
///
public int WrittenBuffers => (!HasData) ? 0 : (_bufferIndex + 1);
///
/// Number of bytes to reserve at the beginning of each buffer.
///
private int _reserve;
///
/// NetworkManager this is for.
///
private NetworkManager _networkManager;
internal PacketBundle(NetworkManager manager, int mtu, int reserve = 0)
{
//Allow bytes for the tick.
reserve += TransportManager.TICK_BYTES;
_networkManager = manager;
_maximumTransportUnit = mtu;
_reserve = reserve;
AddBuffer();
Reset();
}
public void Dispose()
{
for (int i = 0; i < _buffers.Count; i++)
_buffers[i].Dispose();
}
///
/// Adds a buffer using current settings.
///
private ByteBuffer AddBuffer()
{
ByteBuffer ba = new ByteBuffer(_maximumTransportUnit, _reserve);
_buffers.Add(ba);
return ba;
}
///
/// Resets using current settings.
///
internal void Reset()
{
_bufferIndex = 0;
for (int i = 0; i < _buffers.Count; i++)
_buffers[i].Reset();
}
///
/// Writes a segment to this packet bundle using the current WriteIndex.
///
/// True to force data into a new buffer.
internal void Write(ArraySegment segment, bool forceNewBuffer = false)
{
//Nothing to be written.
if (segment.Count == 0)
return;
/* If the segment count is larger than the mtu then
* something went wrong. Nothing should call this method
* directly except the TransportManager, which will automatically
* split packets that exceed MTU into reliable ordered. */
if (segment.Count > _maximumTransportUnit)
{
_networkManager.LogError($"Segment is length of {segment.Count} while MTU is {_maximumTransportUnit}. Packet was not split properly and will not be sent.");
return;
}
ByteBuffer ba = _buffers[_bufferIndex];
/* Make a new buffer if...
* forcing a new buffer and data has already been written to the current.
* or---
* segment.Count is more than what is remaining in the buffer. */
bool useNewBuffer = (forceNewBuffer && ba.Length > _reserve) ||
(segment.Count > ba.Remaining);
if (useNewBuffer)
{
_bufferIndex++;
//If need to make a new buffer then do so.
if (_buffers.Count <= _bufferIndex)
{
ba = AddBuffer();
}
else
{
ba = _buffers[_bufferIndex];
ba.Reset();
}
}
uint tick = _networkManager.TimeManager.LocalTick;
ba.CopySegment(tick, segment);
}
///
/// Gets a buffer for the specified index. Returns true and outputs the buffer if it was successfully found.
///
/// Index of the buffer to retrieve.
/// Buffer retrieved from the list. Null if the specified buffer was not found.
internal bool GetBuffer(int index, out ByteBuffer bb)
{
bb = null;
if (index >= _buffers.Count || index < 0)
{
_networkManager.LogError($"Index of {index} is out of bounds. There are {_buffers.Count} available.");
return false;
}
if (index > _bufferIndex)
{
_networkManager.LogError($"Index of {index} exceeds the number of written buffers. There are {WrittenBuffers} written buffers.");
return false;
}
bb = _buffers[index];
return bb.HasData;
}
///
/// Returns a PacketBundle for a channel. ResetPackets must be called afterwards.
///
///
/// True if PacketBundle is valid on the index and contains data.
internal static bool GetPacketBundle(int channel, List bundles, out PacketBundle mtuBuffer)
{
//Out of bounds.
if (channel >= bundles.Count)
{
mtuBuffer = null;
return false;
}
mtuBuffer = bundles[channel];
return mtuBuffer.HasData;
}
}
}