TaiZhouCangChu_VRanime/Library/PackageCache/com.unity.multiplayer-hlapi.../Runtime/NetworkReader.cs

741 lines
23 KiB
C#

using System;
using System.Text;
using UnityEngine;
namespace UnityEngine.Networking
{
/// <summary>
/// General purpose serializer for UNET (for reading byte arrays).
/// <para>This class works with NetworkWriter and is used for serializing data for UNet commands, RPC calls, events and low level messages.</para>
/// <code>
/// using UnityEngine;
/// using UnityEngine.Networking;
///
/// public class ExampleScript : MonoBehaviour
/// {
/// // Writing data to a NetworkWriter and then
/// // Converting this to a NetworkReader.
/// void Start()
/// {
/// // The data you add to your writer must be prefixed with a message type.
/// // This is in the form of a short.
/// short myMsgType = 143;
/// NetworkWriter writer = new NetworkWriter();
/// // You start the message in your writer by passing in the message type.
/// // This is a short meaning that it will take up 2 bytes at the start of
/// // your message.
/// writer.StartMessage(myMsgType);
/// // You can now begin your message. In this case we will just use strings.
/// writer.Write("Test data 1");
/// writer.Write("Test data 2");
/// writer.Write("Test data 3");
/// // Make sure to end your message with FinishMessage()
/// writer.FinishMessage();
/// // You can now access the data in your writer. ToArray() returns a copy
/// // of the bytes that the writer is using and AsArray() returns the
/// // internal array of bytes, not a copy.
/// byte[] writerData = writer.ToArray();
/// CreateNetworkReader(writerData);
/// }
///
/// void CreateNetworkReader(byte[] data)
/// {
/// // We will create the NetworkReader using the data from our previous
/// // NetworkWriter.
/// NetworkReader networkReader = new NetworkReader(data);
/// // The first two bytes in the buffer represent the size
/// // of the message. This is equal to the NetworkReader.Length
/// // minus the size of the prefix.
/// byte[] readerMsgSizeData = networkReader.ReadBytes(2);
/// short readerMsgSize = (short)((readerMsgSizeData[1] &lt;&lt; 8) + readerMsgSizeData[0]);
/// Debug.Log(readerMsgSize);
/// // The message type added in NetworkWriter.StartMessage
/// // is to be read now. It is a short and so consists of
/// // two bytes. It is the second two bytes on the buffer.
/// byte[] readerMsgTypeData = networkReader.ReadBytes(2);
/// short readerMsgType = (short)((readerMsgTypeData[1] &lt;&lt; 8) + readerMsgTypeData[0]);
/// Debug.Log(readerMsgType);
/// // If all of your data is of the same type (in this case the
/// // data on our buffer is comprised of only strings) you can
/// // read all the data from the buffer using a loop like so.
/// while (networkReader.Position &lt; networkReader.Length)
/// {
/// Debug.Log(networkReader.ReadString());
/// }
/// }
/// }
/// </code>
/// </summary>
[Obsolete("The high level API classes are deprecated and will be removed in the future.")]
public class NetworkReader
{
NetBuffer m_buf;
const int k_MaxStringLength = 1024 * 32;
const int k_InitialStringBufferSize = 1024;
static byte[] s_StringReaderBuffer;
static Encoding s_Encoding;
/// <summary>
/// Creates a new NetworkReader object.
/// </summary>
public NetworkReader()
{
m_buf = new NetBuffer();
Initialize();
}
/// <summary>
/// Creates a new NetworkReader object.
/// </summary>
/// <param name="writer">A buffer to construct the reader with, this buffer is NOT copied.</param>
public NetworkReader(NetworkWriter writer)
{
m_buf = new NetBuffer(writer.AsArray());
Initialize();
}
public NetworkReader(byte[] buffer)
{
m_buf = new NetBuffer(buffer);
Initialize();
}
static void Initialize()
{
if (s_Encoding == null)
{
s_StringReaderBuffer = new byte[k_InitialStringBufferSize];
s_Encoding = new UTF8Encoding();
}
}
/// <summary>
/// The current position within the buffer.
/// <para>See <see cref="NetworkReader">NetworkReader</see> for a code example.</para>
/// </summary>
public uint Position { get { return m_buf.Position; } }
/// <summary>
/// The current length of the buffer.
/// <para>See <see cref="NetworkReader">NetworkReader</see> for a code example.</para>
/// </summary>
public int Length { get { return m_buf.Length; } }
/// <summary>
/// Sets the current position of the reader's stream to the start of the stream.
/// </summary>
public void SeekZero()
{
m_buf.SeekZero();
}
internal void Replace(byte[] buffer)
{
m_buf.Replace(buffer);
}
// http://sqlite.org/src4/doc/trunk/www/varint.wiki
// NOTE: big endian.
/// <summary>
/// Reads a 32-bit variable-length-encoded value.
/// </summary>
/// <returns>The 32 bit value read.</returns>
public UInt32 ReadPackedUInt32()
{
byte a0 = ReadByte();
if (a0 < 241)
{
return a0;
}
byte a1 = ReadByte();
if (a0 >= 241 && a0 <= 248)
{
return (UInt32)(240 + 256 * (a0 - 241) + a1);
}
byte a2 = ReadByte();
if (a0 == 249)
{
return (UInt32)(2288 + 256 * a1 + a2);
}
byte a3 = ReadByte();
if (a0 == 250)
{
return a1 + (((UInt32)a2) << 8) + (((UInt32)a3) << 16);
}
byte a4 = ReadByte();
if (a0 >= 251)
{
return a1 + (((UInt32)a2) << 8) + (((UInt32)a3) << 16) + (((UInt32)a4) << 24);
}
throw new IndexOutOfRangeException("ReadPackedUInt32() failure: " + a0);
}
/// <summary>
/// Reads a 64-bit variable-length-encoded value.
/// </summary>
/// <returns>The 64 bit value read.</returns>
public UInt64 ReadPackedUInt64()
{
byte a0 = ReadByte();
if (a0 < 241)
{
return a0;
}
byte a1 = ReadByte();
if (a0 >= 241 && a0 <= 248)
{
return 240 + 256 * (a0 - ((UInt64)241)) + a1;
}
byte a2 = ReadByte();
if (a0 == 249)
{
return 2288 + (((UInt64)256) * a1) + a2;
}
byte a3 = ReadByte();
if (a0 == 250)
{
return a1 + (((UInt64)a2) << 8) + (((UInt64)a3) << 16);
}
byte a4 = ReadByte();
if (a0 == 251)
{
return a1 + (((UInt64)a2) << 8) + (((UInt64)a3) << 16) + (((UInt64)a4) << 24);
}
byte a5 = ReadByte();
if (a0 == 252)
{
return a1 + (((UInt64)a2) << 8) + (((UInt64)a3) << 16) + (((UInt64)a4) << 24) + (((UInt64)a5) << 32);
}
byte a6 = ReadByte();
if (a0 == 253)
{
return a1 + (((UInt64)a2) << 8) + (((UInt64)a3) << 16) + (((UInt64)a4) << 24) + (((UInt64)a5) << 32) + (((UInt64)a6) << 40);
}
byte a7 = ReadByte();
if (a0 == 254)
{
return a1 + (((UInt64)a2) << 8) + (((UInt64)a3) << 16) + (((UInt64)a4) << 24) + (((UInt64)a5) << 32) + (((UInt64)a6) << 40) + (((UInt64)a7) << 48);
}
byte a8 = ReadByte();
if (a0 == 255)
{
return a1 + (((UInt64)a2) << 8) + (((UInt64)a3) << 16) + (((UInt64)a4) << 24) + (((UInt64)a5) << 32) + (((UInt64)a6) << 40) + (((UInt64)a7) << 48) + (((UInt64)a8) << 56);
}
throw new IndexOutOfRangeException("ReadPackedUInt64() failure: " + a0);
}
/// <summary>
/// Reads a NetworkInstanceId from the stream.
/// </summary>
/// <returns>The NetworkInstanceId read.</returns>
public NetworkInstanceId ReadNetworkId()
{
return new NetworkInstanceId(ReadPackedUInt32());
}
/// <summary>
/// Reads a NetworkSceneId from the stream.
/// </summary>
/// <returns>The NetworkSceneId read.</returns>
public NetworkSceneId ReadSceneId()
{
return new NetworkSceneId(ReadPackedUInt32());
}
/// <summary>
/// Reads a byte from the stream.
/// </summary>
/// <returns>The value read.</returns>
public byte ReadByte()
{
return m_buf.ReadByte();
}
/// <summary>
/// Reads a signed byte from the stream.
/// </summary>
/// <returns>Value read</returns>
public sbyte ReadSByte()
{
return (sbyte)m_buf.ReadByte();
}
/// <summary>
/// Reads a signed 16 bit integer from the stream.
/// </summary>
/// <returns>Value read</returns>
public short ReadInt16()
{
ushort value = 0;
value |= m_buf.ReadByte();
value |= (ushort)(m_buf.ReadByte() << 8);
return (short)value;
}
/// <summary>
/// Reads an unsigned 16 bit integer from the stream.
/// </summary>
/// <returns>Value read</returns>
public ushort ReadUInt16()
{
ushort value = 0;
value |= m_buf.ReadByte();
value |= (ushort)(m_buf.ReadByte() << 8);
return value;
}
/// <summary>
/// Reads a signed 32bit integer from the stream.
/// </summary>
/// <returns>Value read</returns>
public int ReadInt32()
{
uint value = 0;
value |= m_buf.ReadByte();
value |= (uint)(m_buf.ReadByte() << 8);
value |= (uint)(m_buf.ReadByte() << 16);
value |= (uint)(m_buf.ReadByte() << 24);
return (int)value;
}
/// <summary>
/// Reads an unsigned 32 bit integer from the stream.
/// </summary>
/// <returns>Value read</returns>
public uint ReadUInt32()
{
uint value = 0;
value |= m_buf.ReadByte();
value |= (uint)(m_buf.ReadByte() << 8);
value |= (uint)(m_buf.ReadByte() << 16);
value |= (uint)(m_buf.ReadByte() << 24);
return value;
}
/// <summary>
/// Reads a signed 64 bit integer from the stream.
/// </summary>
/// <returns>Value read</returns>
public long ReadInt64()
{
ulong value = 0;
ulong other = m_buf.ReadByte();
value |= other;
other = ((ulong)m_buf.ReadByte()) << 8;
value |= other;
other = ((ulong)m_buf.ReadByte()) << 16;
value |= other;
other = ((ulong)m_buf.ReadByte()) << 24;
value |= other;
other = ((ulong)m_buf.ReadByte()) << 32;
value |= other;
other = ((ulong)m_buf.ReadByte()) << 40;
value |= other;
other = ((ulong)m_buf.ReadByte()) << 48;
value |= other;
other = ((ulong)m_buf.ReadByte()) << 56;
value |= other;
return (long)value;
}
/// <summary>
/// Reads an unsigned 64 bit integer from the stream.
/// </summary>
/// <returns>Value read</returns>
public ulong ReadUInt64()
{
ulong value = 0;
ulong other = m_buf.ReadByte();
value |= other;
other = ((ulong)m_buf.ReadByte()) << 8;
value |= other;
other = ((ulong)m_buf.ReadByte()) << 16;
value |= other;
other = ((ulong)m_buf.ReadByte()) << 24;
value |= other;
other = ((ulong)m_buf.ReadByte()) << 32;
value |= other;
other = ((ulong)m_buf.ReadByte()) << 40;
value |= other;
other = ((ulong)m_buf.ReadByte()) << 48;
value |= other;
other = ((ulong)m_buf.ReadByte()) << 56;
value |= other;
return value;
}
/// <summary>
/// Reads a decimal from the stream.
/// </summary>
/// <returns>Value read</returns>
public decimal ReadDecimal()
{
Int32[] bits = new Int32[4];
bits[0] = ReadInt32();
bits[1] = ReadInt32();
bits[2] = ReadInt32();
bits[3] = ReadInt32();
return new decimal(bits);
}
/// <summary>
/// Reads a float from the stream.
/// </summary>
/// <returns>Value read</returns>
public float ReadSingle()
{
uint value = ReadUInt32();
return FloatConversion.ToSingle(value);
}
/// <summary>
/// Reads a double from the stream.
/// </summary>
/// <returns>Value read</returns>
public double ReadDouble()
{
ulong value = ReadUInt64();
return FloatConversion.ToDouble(value);
}
/// <summary>
/// Reads a string from the stream. (max of 32k bytes).
/// <para>See <see cref="NetworkReader">NetworkReader</see> for a code example.</para>
/// </summary>
/// <returns>Value read.</returns>
public string ReadString()
{
UInt16 numBytes = ReadUInt16();
if (numBytes == 0)
return "";
if (numBytes >= k_MaxStringLength)
{
throw new IndexOutOfRangeException("ReadString() too long: " + numBytes);
}
while (numBytes > s_StringReaderBuffer.Length)
{
s_StringReaderBuffer = new byte[s_StringReaderBuffer.Length * 2];
}
m_buf.ReadBytes(s_StringReaderBuffer, numBytes);
char[] chars = s_Encoding.GetChars(s_StringReaderBuffer, 0, numBytes);
return new string(chars);
}
/// <summary>
/// Reads a char from the stream.
/// </summary>
/// <returns>Value read.</returns>
public char ReadChar()
{
return (char)m_buf.ReadByte();
}
/// <summary>
/// Reads a boolean from the stream.
/// </summary>
/// <returns>The value read.</returns>
public bool ReadBoolean()
{
int value = m_buf.ReadByte();
return value == 1;
}
/// <summary>
/// Reads a number of bytes from the stream.
/// <para>See <see cref="NetworkReader">NetworkReader</see> for a code example.</para>
/// </summary>
/// <param name="count">Number of bytes to read.</param>
/// <returns>Bytes read. (this is a copy).</returns>
public byte[] ReadBytes(int count)
{
if (count < 0)
{
throw new IndexOutOfRangeException("NetworkReader ReadBytes " + count);
}
//TODO: Allocation!
byte[] value = new byte[count];
m_buf.ReadBytes(value, (uint)count);
return value;
}
/// <summary>
/// This read a 16-bit byte count and a array of bytes of that size from the stream.
/// <para>The format used by this function is the same as NetworkWriter.WriteBytesAndSize().</para>
/// </summary>
/// <returns>The bytes read from the stream.</returns>
public byte[] ReadBytesAndSize()
{
ushort sz = ReadUInt16();
if (sz == 0)
return new byte[0];
return ReadBytes(sz);
}
/// <summary>
/// Reads a Unity Vector2 object.
/// </summary>
/// <returns>The vector read from the stream.</returns>
public Vector2 ReadVector2()
{
return new Vector2(ReadSingle(), ReadSingle());
}
/// <summary>
/// Reads a Unity Vector3 objects.
/// </summary>
/// <returns>The vector read from the stream.</returns>
public Vector3 ReadVector3()
{
return new Vector3(ReadSingle(), ReadSingle(), ReadSingle());
}
/// <summary>
/// Reads a Unity Vector4 object.
/// </summary>
/// <returns>The vector read from the stream</returns>
public Vector4 ReadVector4()
{
return new Vector4(ReadSingle(), ReadSingle(), ReadSingle(), ReadSingle());
}
/// <summary>
/// Reads a unity Color objects.
/// </summary>
/// <returns>The color read from the stream.</returns>
public Color ReadColor()
{
return new Color(ReadSingle(), ReadSingle(), ReadSingle(), ReadSingle());
}
/// <summary>
/// Reads a unity color32 objects.
/// </summary>
/// <returns>The color read from the stream.</returns>
public Color32 ReadColor32()
{
return new Color32(ReadByte(), ReadByte(), ReadByte(), ReadByte());
}
/// <summary>
/// Reads a Unity Quaternion object.
/// </summary>
/// <returns>The quaternion read from the stream.</returns>
public Quaternion ReadQuaternion()
{
return new Quaternion(ReadSingle(), ReadSingle(), ReadSingle(), ReadSingle());
}
/// <summary>
/// Reads a Unity Rect object.
/// </summary>
/// <returns>The rect read from the stream.</returns>
public Rect ReadRect()
{
return new Rect(ReadSingle(), ReadSingle(), ReadSingle(), ReadSingle());
}
/// <summary>
/// Reads a unity Plane object.
/// </summary>
/// <returns>The plane read from the stream.</returns>
public Plane ReadPlane()
{
return new Plane(ReadVector3(), ReadSingle());
}
/// <summary>
/// Reads a Unity Ray object.
/// </summary>
/// <returns>The ray read from the stream.</returns>
public Ray ReadRay()
{
return new Ray(ReadVector3(), ReadVector3());
}
/// <summary>
/// Reads a unity Matrix4x4 object.
/// </summary>
/// <returns>The matrix read from the stream.</returns>
public Matrix4x4 ReadMatrix4x4()
{
Matrix4x4 m = new Matrix4x4();
m.m00 = ReadSingle();
m.m01 = ReadSingle();
m.m02 = ReadSingle();
m.m03 = ReadSingle();
m.m10 = ReadSingle();
m.m11 = ReadSingle();
m.m12 = ReadSingle();
m.m13 = ReadSingle();
m.m20 = ReadSingle();
m.m21 = ReadSingle();
m.m22 = ReadSingle();
m.m23 = ReadSingle();
m.m30 = ReadSingle();
m.m31 = ReadSingle();
m.m32 = ReadSingle();
m.m33 = ReadSingle();
return m;
}
/// <summary>
/// Reads a NetworkHash128 assetId.
/// </summary>
/// <returns>The assetId object read from the stream.</returns>
public NetworkHash128 ReadNetworkHash128()
{
NetworkHash128 hash;
hash.i0 = ReadByte();
hash.i1 = ReadByte();
hash.i2 = ReadByte();
hash.i3 = ReadByte();
hash.i4 = ReadByte();
hash.i5 = ReadByte();
hash.i6 = ReadByte();
hash.i7 = ReadByte();
hash.i8 = ReadByte();
hash.i9 = ReadByte();
hash.i10 = ReadByte();
hash.i11 = ReadByte();
hash.i12 = ReadByte();
hash.i13 = ReadByte();
hash.i14 = ReadByte();
hash.i15 = ReadByte();
return hash;
}
/// <summary>
/// Reads a reference to a Transform from the stream.
/// <para>The game object of this Transform must have a NetworkIdentity.</para>
/// </summary>
/// <returns>The transform object read.</returns>
public Transform ReadTransform()
{
NetworkInstanceId netId = ReadNetworkId();
if (netId.IsEmpty())
{
return null;
}
GameObject go = ClientScene.FindLocalObject(netId);
if (go == null)
{
if (LogFilter.logDebug) { Debug.Log("ReadTransform netId:" + netId); }
return null;
}
return go.transform;
}
/// <summary>
/// Reads a reference to a GameObject from the stream.
/// </summary>
/// <returns>The GameObject referenced.</returns>
public GameObject ReadGameObject()
{
NetworkInstanceId netId = ReadNetworkId();
if (netId.IsEmpty())
{
return null;
}
GameObject go;
if (NetworkServer.active)
{
go = NetworkServer.FindLocalObject(netId);
}
else
{
go = ClientScene.FindLocalObject(netId);
}
if (go == null)
{
if (LogFilter.logDebug) { Debug.Log("ReadGameObject netId:" + netId + "go: null"); }
}
return go;
}
/// <summary>
/// Reads a reference to a NetworkIdentity from the stream.
/// </summary>
/// <returns>The NetworkIdentity object read.</returns>
public NetworkIdentity ReadNetworkIdentity()
{
NetworkInstanceId netId = ReadNetworkId();
if (netId.IsEmpty())
{
return null;
}
GameObject go;
if (NetworkServer.active)
{
go = NetworkServer.FindLocalObject(netId);
}
else
{
go = ClientScene.FindLocalObject(netId);
}
if (go == null)
{
if (LogFilter.logDebug) { Debug.Log("ReadNetworkIdentity netId:" + netId + "go: null"); }
return null;
}
return go.GetComponent<NetworkIdentity>();
}
/// <summary>
/// Returns a string representation of the reader's buffer.
/// </summary>
/// <returns>Buffer contents.</returns>
public override string ToString()
{
return m_buf.ToString();
}
/// <summary>
/// This is a utility function to read a typed network message from the stream.
/// </summary>
/// <typeparam name="TMsg">The type of the Network Message, must be derived from MessageBase.</typeparam>
/// <returns></returns>
public TMsg ReadMessage<TMsg>() where TMsg : MessageBase, new()
{
var msg = new TMsg();
msg.Deserialize(this);
return msg;
}
};
}