deltavr multiplayer 2.0
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68
Assets/FishNet/Runtime/Serializing/ReaderPool.cs
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68
Assets/FishNet/Runtime/Serializing/ReaderPool.cs
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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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namespace FishNet.Serializing
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{
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/// <summary>
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/// Reader which is reused to save on garbage collection and performance.
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/// </summary>
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public sealed class PooledReader : Reader, IDisposable
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{
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internal PooledReader(byte[] bytes, NetworkManager networkManager) : base(bytes, networkManager) { }
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internal PooledReader(ArraySegment<byte> segment, NetworkManager networkManager) : base(segment, networkManager) { }
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public void Dispose() => ReaderPool.Recycle(this);
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}
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/// <summary>
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/// Collection of PooledReader. Stores and gets PooledReader.
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/// </summary>
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public static class ReaderPool
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{
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#region Private.
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/// <summary>
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/// Pool of readers.
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/// </summary>
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private static readonly Stack<PooledReader> _pool = new Stack<PooledReader>();
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#endregion
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/// <summary>
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/// Get the next reader in the pool
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/// <para>If pool is empty, creates a new Reader</para>
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/// </summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static PooledReader GetReader(byte[] bytes, NetworkManager networkManager)
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{
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return GetReader(new ArraySegment<byte>(bytes), networkManager);
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}
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/// <summary>
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/// Get the next reader in the pool or creates a new one if none are available.
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/// </summary>
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public static PooledReader GetReader(ArraySegment<byte> segment, NetworkManager networkManager)
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{
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PooledReader result;
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if (_pool.Count > 0)
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{
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result = _pool.Pop();
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result.Initialize(segment, networkManager);
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}
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else
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{
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result = new PooledReader(segment, networkManager);
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}
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return result;
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}
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/// <summary>
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/// Puts reader back into pool
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/// <para>When pool is full, the extra reader is left for the GC</para>
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/// </summary>
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public static void Recycle(PooledReader reader)
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{
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_pool.Push(reader);
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}
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}
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}
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