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