Пример #1
0
        public override void OnSerializeDelta(NetworkWriter writer)
        {
            // write all the queued up changes
            writer.WriteUInt((uint)changes.Count);

            for (int i = 0; i < changes.Count; i++)
            {
                Change change = changes[i];
                writer.WriteByte((byte)change.operation);

                switch (change.operation)
                {
                case Operation.OP_ADD:
                    writer.Write(change.item);
                    break;

                case Operation.OP_CLEAR:
                    break;

                case Operation.OP_REMOVEAT:
                    writer.WriteUInt((uint)change.index);
                    break;

                case Operation.OP_INSERT:
                case Operation.OP_SET:
                    writer.WriteUInt((uint)change.index);
                    writer.Write(change.item);
                    break;
                }
            }
        }
Пример #2
0
 public static void WriteNetworkIdentity(this NetworkWriter writer, NetworkIdentity value)
 {
     if (value == null)
     {
         writer.WriteUInt(0);
         return;
     }
     writer.WriteUInt(value.netId);
 }
Пример #3
0
 public static void WriteNetworkBehaviour(this NetworkWriter writer, NetworkBehaviour value)
 {
     if (value == null)
     {
         writer.WriteUInt(0);
         return;
     }
     writer.WriteUInt(value.netId);
     writer.WriteByte((byte)value.ComponentIndex);
 }
Пример #4
0
 // for byte arrays with dynamic size, where the reader doesn't know how many will come
 // (like an inventory with different items etc.)
 public static void WriteBytesAndSize(this NetworkWriter writer, byte[] buffer, int offset, int count)
 {
     // null is supported because [SyncVar]s might be structs with null byte[] arrays
     // write 0 for null array, increment normal size by 1 to save bandwidth
     // (using size=-1 for null would limit max size to 32kb instead of 64kb)
     if (buffer == null)
     {
         writer.WriteUInt(0u);
         return;
     }
     writer.WriteUInt(checked ((uint)count) + 1u);
     writer.WriteBytes(buffer, offset, count);
 }
Пример #5
0
        public override void OnSerializeAll(NetworkWriter writer)
        {
            // if init,  write the full list content
            writer.WriteUInt((uint)objects.Count);

            foreach (T obj in objects)
            {
                writer.Write(obj);
            }

            // all changes have been applied already
            // thus the client will need to skip all the pending changes
            // or they would be applied again.
            // So we write how many changes are pending
            writer.WriteUInt((uint)changes.Count);
        }
Пример #6
0
        public void OnSerializeAll(NetworkWriter writer)
        {
            // if init, write the full list content
            writer.WriteUInt((uint)objects.Count);

            foreach (KeyValuePair <TKey, TValue> syncItem in objects)
            {
                writer.Write(syncItem.Key);
                writer.Write(syncItem.Value);
            }

            // all changes have been applied already
            // thus the client will need to skip all the pending changes
            // or they would be applied again.
            // So we write how many changes are pending
            writer.WriteUInt((uint)changes.Count);
        }
Пример #7
0
 public static void WriteUIntNullable(this NetworkWriter writer, uint?value)
 {
     writer.WriteBool(value.HasValue);
     if (value.HasValue)
     {
         writer.WriteUInt(value.Value);
     }
 }
Пример #8
0
        public static void WriteFloat(this NetworkWriter writer, float value)
        {
            UIntFloat converter = new UIntFloat
            {
                floatValue = value
            };

            writer.WriteUInt(converter.intValue);
        }
Пример #9
0
        public static void WriteGameObject(this NetworkWriter writer, GameObject value)
        {
            if (value == null)
            {
                writer.WriteUInt(0);
                return;
            }
            NetworkIdentity identity = value.GetComponent <NetworkIdentity>();

            if (identity != null)
            {
                writer.WriteUInt(identity.netId);
            }
            else
            {
                Debug.LogWarning("NetworkWriter " + value + " has no NetworkIdentity");
                writer.WriteUInt(0);
            }
        }
Пример #10
0
        public static void WriteTransform(this NetworkWriter writer, Transform value)
        {
            if (value == null)
            {
                writer.WriteUInt(0);
                return;
            }
            NetworkIdentity identity = value.GetComponent <NetworkIdentity>();

            if (identity != null)
            {
                writer.WriteUInt(identity.netId);
            }
            else
            {
                Debug.LogWarning($"NetworkWriter {value} has no NetworkIdentity");
                writer.WriteUInt(0);
            }
        }
Пример #11
0
        public static void WriteNetworkIdentity(this NetworkWriter writer, NetworkIdentity value)
        {
            if (value == null)
            {
                writer.WriteUInt(0);
                return;
            }

            // users might try to use unspawned / prefab GameObjects in
            // rpcs/cmds/syncvars/messages. they would be null on the other
            // end, and it might not be obvious why. let's make it obvious.
            // https://github.com/vis2k/Mirror/issues/2060
            //
            // => warning (instead of exception) because we also use a warning
            //    if a GameObject doesn't have a NetworkIdentity component etc.
            if (value.netId == 0)
            {
                Debug.LogWarning($"Attempted to serialize unspawned GameObject: {value.name}. Prefabs and unspawned GameObjects would always be null on the other side. Please spawn it before using it in [SyncVar]s/Rpcs/Cmds/NetworkMessages etc.");
            }

            writer.WriteUInt(value.netId);
        }
Пример #12
0
        public static void WriteGameObject(this NetworkWriter writer, GameObject value)
        {
            if (value == null)
            {
                writer.WriteUInt(0);
                return;
            }

            // warn if the GameObject doesn't have a NetworkIdentity,
            NetworkIdentity identity = value.GetComponent <NetworkIdentity>();

            if (identity == null)
            {
                Debug.LogWarning($"NetworkWriter {value} has no NetworkIdentity");
            }

            // serialize the correct amount of data in any case to make sure
            // that the other end can read the expected amount of data too.
            writer.WriteNetworkIdentity(identity);
        }
Пример #13
0
 // serialization is needed by OnSerialize and by manual sending from authority
 // public only for tests
 public static void SerializeIntoWriter(NetworkWriter writer, Vector3 position, Quaternion rotation, Vector3 scale, bool compressRotation, bool syncScale)
 {
     // serialize position, rotation, scale
     // => compress rotation from 4*4=16 to 4 bytes
     // => less bandwidth = better CCU tests / scale
     writer.WriteVector3(position);
     if (compressRotation)
     {
         // smalles three compression for 3D
         writer.WriteUInt(Compression.CompressQuaternion(rotation));
     }
     else
     {
         // uncompressed for 2D
         writer.WriteQuaternion(rotation);
     }
     if (syncScale)
     {
         writer.WriteVector3(scale);
     }
 }
Пример #14
0
 public static void WriteInt(this NetworkWriter writer, int value) => writer.WriteUInt((uint)value);
Пример #15
0
 public static void WriteUInt32(this NetworkWriter writer, uint value) => writer.WriteUInt(value);