[Add] FishNet
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using FishNet.Managing;
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using System;
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using System.Collections.Generic;
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using System.Runtime.CompilerServices;
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using GameKit.Dependencies.Utilities;
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namespace FishNet.Serializing
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{
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/// <summary>
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/// Writer which is reused to save on garbage collection and performance.
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/// </summary>
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public sealed class PooledWriter : Writer
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{
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public void Store() => WriterPool.Store(this);
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public void StoreLength() => WriterPool.StoreLength(this);
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[Obsolete("Use Clear instead.")]
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public void ResetState() => Clear();
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[Obsolete("This does not function.")]
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public void InitializeState() { }
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}
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/// <summary>
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/// Collection of PooledWriter. Stores and gets PooledWriter.
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/// </summary>
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public static class WriterPool
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{
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#region Private.
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/// <summary>
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/// Pool of writers where length is the minimum and increased at runtime.
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/// </summary>
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private static readonly Stack<PooledWriter> _pool = new();
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/// <summary>
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/// Pool of writers where length is of minimum key and may be increased at runtime.
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/// </summary>
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private static readonly Dictionary<int, Stack<PooledWriter>> _lengthPool = new();
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#endregion
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#region Const.
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/// <summary>
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/// Length of each bracket when using the length based writer pool.
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/// </summary>
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internal const int LENGTH_BRACKET = 1000;
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#endregion
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/// <summary>
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/// Gets a writer from the pool.
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/// </summary>
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public static PooledWriter Retrieve(NetworkManager networkManager)
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{
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PooledWriter result;
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if (!_pool.TryPop(out result))
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result = new();
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result.Clear(networkManager);
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return result;
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}
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/// Gets a writer from the pool.
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/// </summary>
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public static PooledWriter Retrieve()
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{
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return Retrieve(null);
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}
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/// <summary>
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/// Gets the next writer in the pool of minimum length.
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/// </summary>
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/// <param name = "length">Minimum length the writer buffer must be.</param>
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public static PooledWriter Retrieve(int length)
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{
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return Retrieve(null, length);
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}
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/// <summary>
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/// Gets the next writer in the pool of minimum length.
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/// </summary>
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/// <param name = "length">Minimum length the writer buffer must be.</param>
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public static PooledWriter Retrieve(NetworkManager networkManager, int length)
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{
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/* The index returned will be for writers which have
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* length as a minimum capacity.
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* EG: if length is 1200 / 1000 (length_bracket) result
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* will be index 1. Index 0 will be up to 1000, while
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* index 1 will be up to 2000. */
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int index = GetDictionaryIndex(length);
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Stack<PooledWriter> stack;
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PooledWriter result;
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// There is already one pooled.
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if (_lengthPool.TryGetValue(index, out stack) && stack.TryPop(out result))
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{
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result.Clear(networkManager);
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}
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// Not pooled yet or failed to pop.
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else
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{
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// Get any ol' writer.
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result = Retrieve(networkManager);
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/* Ensure length to fill it's bracket.
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* Increase index by 1 since 0 index would
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* just return 0 as the capacity. */
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int requiredCapacity = (index + 1) * LENGTH_BRACKET;
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result.EnsureBufferCapacity(requiredCapacity);
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}
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return result;
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}
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/// <summary>
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/// Returns a writer to the appropriate length pool.
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/// Writers must be a minimum of 1000 bytes in length to be sorted by length.
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/// Writers which do not meet the minimum will be resized to 1000 bytes.
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/// </summary>
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public static void StoreLength(PooledWriter writer)
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{
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int index = GetDictionaryIndex(writer);
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Stack<PooledWriter> stack;
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if (!_lengthPool.TryGetValue(index, out stack))
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{
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stack = new();
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_lengthPool[index] = stack;
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}
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stack.Push(writer);
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}
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/// <summary>
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/// Returns a writer to the pool.
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/// </summary>
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public static void Store(PooledWriter writer)
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{
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_pool.Push(writer);
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}
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/// <summary>
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/// Puts writer back into pool if not null, and nullifies source reference.
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/// </summary>
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public static void StoreAndDefault(ref PooledWriter writer)
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{
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if (writer != null)
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{
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_pool.Push(writer);
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writer = null;
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}
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}
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#region Dictionary indexes.
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/// <summary>
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/// Gets which index to use for length when retrieving a writer.
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/// </summary>
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private static int GetDictionaryIndex(int length)
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{
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/* The index returned will be for writers which have
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* length as a minimum capacity.
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* EG: if length is 1200 / 1000 (length_bracket) result
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* will be index 1. Index 0 will be up to 1000, while
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* index 1 will be up to 2000. So to accomodate 1200
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* length index 1 must be used as 0 has a maximum of 1000. */
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/* Examples if length_bracket is 1000, using floor:
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* 800 / 1000 = 0.
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* 1200 / 1000 = 1.
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* 1000 / 1000 = 1. But has 0 remainder so is reduced by 1, resulting in 0.
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*/
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int index = UnityEngine.Mathf.FloorToInt(length / LENGTH_BRACKET);
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if (index > 0 && length % LENGTH_BRACKET == 0)
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index--;
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// UnityEngine.Debug.Log($"Returning length {length} from index {index}");
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return index;
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}
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/// <summary>
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/// Gets which index to use for length when storing a writer.
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/// </summary>
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private static int GetDictionaryIndex(PooledWriter writer)
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{
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int capacity = writer.Capacity;
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/* If capacity is less than 1000 then the writer
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* does not meet the minimum length bracket. This should never
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* be the case unless the user perhaps manually calls this method. */
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if (capacity < LENGTH_BRACKET)
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{
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capacity = LENGTH_BRACKET;
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writer.EnsureBufferCapacity(LENGTH_BRACKET);
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}
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/* Since capacity is set to minimum of length_bracket
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* capacity / length_bracket will always be at least 1.
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*
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* Here are some result examples using floor:
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* 1000 / 1000 = 1.
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* 1200 / 1000 = 1.
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* 2400 / 1000 = 2.
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*/
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int index = UnityEngine.Mathf.FloorToInt(capacity / LENGTH_BRACKET);
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/* As mentioned the index will always be a minimum of 1. Because of this
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* we can safely reduce index by 1 and it not be negative.
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* This reduction also ensures the writer ends up in the proper pool.
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* Since index 0 ensures minimum of 1000, 1000-1999 would go there.
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* Just as 2000-2999 would go into 1. */
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index--;
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// UnityEngine.Debug.Log($"Storing capacity {capacity} at index {index}");
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return index;
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}
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#endregion
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}
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}
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