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112
Assets/Mirror/Core/Tools/Extensions.cs
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112
Assets/Mirror/Core/Tools/Extensions.cs
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using System;
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using System.Collections.Concurrent;
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using System.Collections.Generic;
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using System.Runtime.CompilerServices;
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using UnityEngine;
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namespace Mirror
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{
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public static class Extensions
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{
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public static string ToHexString(this ArraySegment<byte> segment) =>
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BitConverter.ToString(segment.Array, segment.Offset, segment.Count);
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// string.GetHashCode is not guaranteed to be the same on all
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// machines, but we need one that is the same on all machines.
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// Uses fnv1a as hash function for more uniform distribution http://www.isthe.com/chongo/tech/comp/fnv/
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// Tests: https://softwareengineering.stackexchange.com/questions/49550/which-hashing-algorithm-is-best-for-uniqueness-and-speed
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// NOTE: Do not call this from hot path because it's slow O(N) for long method names.
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// - As of 2012-02-16 There are 2 design-time callers (weaver) and 1 runtime caller that caches.
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public static int GetStableHashCode(this string text)
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{
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unchecked
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{
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uint hash = 0x811c9dc5;
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uint prime = 0x1000193;
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for (int i = 0; i < text.Length; ++i)
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{
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byte value = (byte)text[i];
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hash = hash ^ value;
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hash *= prime;
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}
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//UnityEngine.Debug.Log($"Created stable hash {(ushort)hash} for {text}");
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return (int)hash;
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}
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}
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// smaller version of our GetStableHashCode.
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// careful, this significantly increases chance of collisions.
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public static ushort GetStableHashCode16(this string text)
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{
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// deterministic hash
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int hash = GetStableHashCode(text);
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// Gets the 32bit fnv1a hash
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// To get it down to 16bit but still reduce hash collisions we cant just cast it to ushort
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// Instead we take the highest 16bits of the 32bit hash and fold them with xor into the lower 16bits
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// This will create a more uniform 16bit hash, the method is described in:
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// http://www.isthe.com/chongo/tech/comp/fnv/ in section "Changing the FNV hash size - xor-folding"
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return (ushort)((hash >> 16) ^ hash);
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}
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// previously in DotnetCompatibility.cs
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// leftover from the UNET days. supposedly for windows store?
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internal static string GetMethodName(this Delegate func)
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{
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#if NETFX_CORE
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return func.GetMethodInfo().Name;
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#else
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return func.Method.Name;
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#endif
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}
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// helper function to copy to List<T>
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// C# only provides CopyTo(T[])
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static void CopyTo<T>(this IEnumerable<T> source, List<T> destination)
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{
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// foreach allocates. use AddRange.
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destination.AddRange(source);
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}
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#if !UNITY_2021_OR_NEWER
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// Unity 2020 and earlier don't have Queue.TryDequeue which we need for batching.
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public static bool TryDequeue<T>(this Queue<T> source, out T element)
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{
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if (source.Count > 0)
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{
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element = source.Dequeue();
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return true;
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}
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element = default;
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return false;
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}
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#endif
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#if !UNITY_2021_OR_NEWER
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// Unity 2020 and earlier don't have ConcurrentQueue.Clear which we need for ThreadedTransport.
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public static void Clear<T>(this ConcurrentQueue<T> source)
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{
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// while count > 0 risks deadlock if other thread write at the same time.
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// our safest solution is a best-effort approach to clear 'Count' once.
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int count = source.Count; // get it only once
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for (int i = 0; i < count; ++i)
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{
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source.TryDequeue(out _);
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}
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}
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#endif
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#if !UNITY_2021_3_OR_NEWER
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// Unity 2021.2 and earlier don't have transform.GetPositionAndRotation which we use for performance in some places
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public static void GetPositionAndRotation(this Transform transform, out Vector3 position, out Quaternion rotation)
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{
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position = transform.position;
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rotation = transform.rotation;
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}
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#endif
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}
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}
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