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				https://github.com/DerTyp7/defrain-shooter-unity.git
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			464 lines
		
	
	
		
			16 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			464 lines
		
	
	
		
			16 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
using System;
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using System.Collections.Generic;
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using System.Runtime.CompilerServices;
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using System.Text;
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using UnityEngine;
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namespace Mirror
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{
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    /// <summary>Helper class that weaver populates with all writer types.</summary>
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    // Note that c# creates a different static variable for each type
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    // -> Weaver.ReaderWriterProcessor.InitializeReaderAndWriters() populates it
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    public static class Writer<T>
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    {
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        public static Action<NetworkWriter, T> write;
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    }
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    /// <summary>Network Writer for most simple types like floats, ints, buffers, structs, etc. Use NetworkWriterPool.GetReader() to avoid allocations.</summary>
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    public class NetworkWriter
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    {
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        public const int MaxStringLength = 1024 * 32;
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        // create writer immediately with it's own buffer so no one can mess with it and so that we can resize it.
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        // note: BinaryWriter allocates too much, so we only use a MemoryStream
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        // => 1500 bytes by default because on average, most packets will be <= MTU
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        byte[] buffer = new byte[1500];
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        /// <summary>Next position to write to the buffer</summary>
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        public int Position;
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        /// <summary>Reset both the position and length of the stream</summary>
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        // Leaves the capacity the same so that we can reuse this writer without
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        // extra allocations
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        public void Reset()
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        {
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            Position = 0;
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        }
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        [MethodImpl(MethodImplOptions.AggressiveInlining)]
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        void EnsureCapacity(int value)
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        {
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            if (buffer.Length < value)
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            {
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                int capacity = Math.Max(value, buffer.Length * 2);
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                Array.Resize(ref buffer, capacity);
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            }
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        }
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        /// <summary>Copies buffer until 'Position' to a new array.</summary>
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        public byte[] ToArray()
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        {
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            byte[] data = new byte[Position];
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            Array.ConstrainedCopy(buffer, 0, data, 0, Position);
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            return data;
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        }
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        /// <summary>Returns allocation-free ArraySegment until 'Position'.</summary>
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        public ArraySegment<byte> ToArraySegment()
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        {
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            return new ArraySegment<byte>(buffer, 0, Position);
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        }
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        public void WriteByte(byte value)
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        {
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            EnsureCapacity(Position + 1);
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            buffer[Position++] = value;
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        }
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        // for byte arrays with consistent size, where the reader knows how many to read
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        // (like a packet opcode that's always the same)
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        public void WriteBytes(byte[] buffer, int offset, int count)
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        {
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            EnsureCapacity(Position + count);
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            Array.ConstrainedCopy(buffer, offset, this.buffer, Position, count);
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            Position += count;
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        }
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        /// <summary>Writes any type that mirror supports. Uses weaver populated Writer(T).write.</summary>
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        public void Write<T>(T value)
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        {
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            Action<NetworkWriter, T> writeDelegate = Writer<T>.write;
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            if (writeDelegate == null)
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            {
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                Debug.LogError($"No writer found for {typeof(T)}. This happens either if you are missing a NetworkWriter extension for your custom type, or if weaving failed. Try to reimport a script to weave again.");
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            }
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            else
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            {
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                writeDelegate(this, value);
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            }
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        }
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    }
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    // Mirror's Weaver automatically detects all NetworkWriter function types,
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    // but they do all need to be extensions.
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    public static class NetworkWriterExtensions
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    {
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        // cache encoding instead of creating it with BinaryWriter each time
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        // 1000 readers before:  1MB GC, 30ms
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        // 1000 readers after: 0.8MB GC, 18ms
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        static readonly UTF8Encoding encoding = new UTF8Encoding(false, true);
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        static readonly byte[] stringBuffer = new byte[NetworkWriter.MaxStringLength];
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        public static void WriteByte(this NetworkWriter writer, byte value) => writer.WriteByte(value);
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        public static void WriteSByte(this NetworkWriter writer, sbyte value) => writer.WriteByte((byte)value);
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        public static void WriteChar(this NetworkWriter writer, char value) => writer.WriteUShort(value);
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        public static void WriteBool(this NetworkWriter writer, bool value) => writer.WriteByte((byte)(value ? 1 : 0));
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        public static void WriteUShort(this NetworkWriter writer, ushort value)
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        {
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            writer.WriteByte((byte)value);
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            writer.WriteByte((byte)(value >> 8));
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        }
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        public static void WriteShort(this NetworkWriter writer, short value) => writer.WriteUShort((ushort)value);
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        public static void WriteUInt(this NetworkWriter writer, uint value)
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        {
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            writer.WriteByte((byte)value);
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            writer.WriteByte((byte)(value >> 8));
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            writer.WriteByte((byte)(value >> 16));
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            writer.WriteByte((byte)(value >> 24));
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        }
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        public static void WriteInt(this NetworkWriter writer, int value) => writer.WriteUInt((uint)value);
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        public static void WriteULong(this NetworkWriter writer, ulong value)
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        {
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            writer.WriteByte((byte)value);
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            writer.WriteByte((byte)(value >> 8));
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            writer.WriteByte((byte)(value >> 16));
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            writer.WriteByte((byte)(value >> 24));
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            writer.WriteByte((byte)(value >> 32));
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            writer.WriteByte((byte)(value >> 40));
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            writer.WriteByte((byte)(value >> 48));
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            writer.WriteByte((byte)(value >> 56));
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        }
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        public static void WriteLong(this NetworkWriter writer, long value) => writer.WriteULong((ulong)value);
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        public static void WriteFloat(this NetworkWriter writer, float value)
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        {
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            UIntFloat converter = new UIntFloat
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            {
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                floatValue = value
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            };
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            writer.WriteUInt(converter.intValue);
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        }
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        public static void WriteDouble(this NetworkWriter writer, double value)
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        {
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            UIntDouble converter = new UIntDouble
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            {
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                doubleValue = value
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            };
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            writer.WriteULong(converter.longValue);
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        }
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        public static void WriteDecimal(this NetworkWriter writer, decimal value)
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        {
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            // the only way to read it without allocations is to both read and
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            // write it with the FloatConverter (which is not binary compatible
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            // to writer.Write(decimal), hence why we use it here too)
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            UIntDecimal converter = new UIntDecimal
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            {
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                decimalValue = value
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            };
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            writer.WriteULong(converter.longValue1);
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            writer.WriteULong(converter.longValue2);
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        }
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        public static void WriteString(this NetworkWriter writer, string value)
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        {
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            // write 0 for null support, increment real size by 1
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            // (note: original HLAPI would write "" for null strings, but if a
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            //        string is null on the server then it should also be null
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            //        on the client)
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            if (value == null)
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            {
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                writer.WriteUShort(0);
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                return;
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            }
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            // write string with same method as NetworkReader
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            // convert to byte[]
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            int size = encoding.GetBytes(value, 0, value.Length, stringBuffer, 0);
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            // check if within max size
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            if (size >= NetworkWriter.MaxStringLength)
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            {
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                throw new IndexOutOfRangeException($"NetworkWriter.Write(string) too long: {size}. Limit: {NetworkWriter.MaxStringLength}");
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            }
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            // write size and bytes
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            writer.WriteUShort(checked((ushort)(size + 1)));
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            writer.WriteBytes(stringBuffer, 0, size);
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        }
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        // for byte arrays with dynamic size, where the reader doesn't know how many will come
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        // (like an inventory with different items etc.)
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        public static void WriteBytesAndSize(this NetworkWriter writer, byte[] buffer, int offset, int count)
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        {
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            // null is supported because [SyncVar]s might be structs with null byte[] arrays
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            // write 0 for null array, increment normal size by 1 to save bandwidth
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            // (using size=-1 for null would limit max size to 32kb instead of 64kb)
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            if (buffer == null)
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            {
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                writer.WriteUInt(0u);
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                return;
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            }
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            writer.WriteUInt(checked((uint)count) + 1u);
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            writer.WriteBytes(buffer, offset, count);
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        }
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        // Weaver needs a write function with just one byte[] parameter
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        // (we don't name it .Write(byte[]) because it's really a WriteBytesAndSize since we write size / null info too)
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        public static void WriteBytesAndSize(this NetworkWriter writer, byte[] buffer)
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        {
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            // buffer might be null, so we can't use .Length in that case
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            writer.WriteBytesAndSize(buffer, 0, buffer != null ? buffer.Length : 0);
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        }
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        public static void WriteBytesAndSizeSegment(this NetworkWriter writer, ArraySegment<byte> buffer)
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        {
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            writer.WriteBytesAndSize(buffer.Array, buffer.Offset, buffer.Count);
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        }
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        public static void WriteVector2(this NetworkWriter writer, Vector2 value)
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        {
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            writer.WriteFloat(value.x);
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            writer.WriteFloat(value.y);
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        }
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        public static void WriteVector3(this NetworkWriter writer, Vector3 value)
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        {
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            writer.WriteFloat(value.x);
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            writer.WriteFloat(value.y);
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            writer.WriteFloat(value.z);
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        }
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        // TODO add nullable support to weaver instead
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        public static void WriteVector3Nullable(this NetworkWriter writer, Vector3? value)
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        {
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            writer.WriteBool(value.HasValue);
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            if (value.HasValue)
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                writer.WriteVector3(value.Value);
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        }
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        public static void WriteVector4(this NetworkWriter writer, Vector4 value)
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        {
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            writer.WriteFloat(value.x);
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            writer.WriteFloat(value.y);
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            writer.WriteFloat(value.z);
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            writer.WriteFloat(value.w);
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        }
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        public static void WriteVector2Int(this NetworkWriter writer, Vector2Int value)
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        {
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            writer.WriteInt(value.x);
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            writer.WriteInt(value.y);
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        }
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        public static void WriteVector3Int(this NetworkWriter writer, Vector3Int value)
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        {
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            writer.WriteInt(value.x);
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            writer.WriteInt(value.y);
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            writer.WriteInt(value.z);
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        }
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        public static void WriteColor(this NetworkWriter writer, Color value)
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        {
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            writer.WriteFloat(value.r);
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            writer.WriteFloat(value.g);
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            writer.WriteFloat(value.b);
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            writer.WriteFloat(value.a);
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        }
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        // TODO add nullable support to weaver instead
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        public static void WriteColorNullable(this NetworkWriter writer, Color? value)
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        {
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            writer.WriteBool(value.HasValue);
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            if (value.HasValue)
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                writer.WriteColor(value.Value);
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        }
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        public static void WriteColor32(this NetworkWriter writer, Color32 value)
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        {
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            writer.WriteByte(value.r);
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            writer.WriteByte(value.g);
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            writer.WriteByte(value.b);
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            writer.WriteByte(value.a);
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        }
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        // TODO add nullable support to weaver instead
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        public static void WriteColor32Nullable(this NetworkWriter writer, Color32? value)
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        {
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            writer.WriteBool(value.HasValue);
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            if (value.HasValue)
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                writer.WriteColor32(value.Value);
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        }
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        public static void WriteQuaternion(this NetworkWriter writer, Quaternion value)
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        {
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            writer.WriteFloat(value.x);
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            writer.WriteFloat(value.y);
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            writer.WriteFloat(value.z);
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            writer.WriteFloat(value.w);
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        }
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        // TODO add nullable support to weaver instead
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        public static void WriteQuaternionNullable(this NetworkWriter writer, Quaternion? value)
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        {
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            writer.WriteBool(value.HasValue);
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            if (value.HasValue)
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                writer.WriteQuaternion(value.Value);
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        }
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        public static void WriteRect(this NetworkWriter writer, Rect value)
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        {
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            writer.WriteFloat(value.xMin);
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            writer.WriteFloat(value.yMin);
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            writer.WriteFloat(value.width);
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            writer.WriteFloat(value.height);
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        }
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        public static void WritePlane(this NetworkWriter writer, Plane value)
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        {
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            writer.WriteVector3(value.normal);
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            writer.WriteFloat(value.distance);
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        }
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        public static void WriteRay(this NetworkWriter writer, Ray value)
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        {
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            writer.WriteVector3(value.origin);
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            writer.WriteVector3(value.direction);
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        }
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        public static void WriteMatrix4x4(this NetworkWriter writer, Matrix4x4 value)
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        {
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            writer.WriteFloat(value.m00);
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            writer.WriteFloat(value.m01);
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            writer.WriteFloat(value.m02);
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            writer.WriteFloat(value.m03);
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            writer.WriteFloat(value.m10);
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            writer.WriteFloat(value.m11);
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            writer.WriteFloat(value.m12);
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            writer.WriteFloat(value.m13);
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            writer.WriteFloat(value.m20);
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            writer.WriteFloat(value.m21);
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            writer.WriteFloat(value.m22);
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            writer.WriteFloat(value.m23);
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            writer.WriteFloat(value.m30);
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            writer.WriteFloat(value.m31);
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            writer.WriteFloat(value.m32);
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            writer.WriteFloat(value.m33);
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        }
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        public static void WriteGuid(this NetworkWriter writer, Guid value)
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        {
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            byte[] data = value.ToByteArray();
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            writer.WriteBytes(data, 0, data.Length);
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        }
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        public static void WriteNetworkIdentity(this NetworkWriter writer, NetworkIdentity value)
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        {
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            if (value == null)
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            {
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                writer.WriteUInt(0);
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                return;
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            }
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            writer.WriteUInt(value.netId);
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        }
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        public static void WriteNetworkBehaviour(this NetworkWriter writer, NetworkBehaviour value)
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        {
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            if (value == null)
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            {
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                writer.WriteUInt(0);
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                return;
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            }
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            writer.WriteUInt(value.netId);
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            writer.WriteByte((byte)value.ComponentIndex);
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        }
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        public static void WriteTransform(this NetworkWriter writer, Transform value)
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        {
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            if (value == null)
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            {
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                writer.WriteUInt(0);
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                return;
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            }
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            NetworkIdentity identity = value.GetComponent<NetworkIdentity>();
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            if (identity != null)
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            {
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                writer.WriteUInt(identity.netId);
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            }
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            else
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            {
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                Debug.LogWarning($"NetworkWriter {value} has no NetworkIdentity");
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                writer.WriteUInt(0);
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            }
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        }
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        public static void WriteGameObject(this NetworkWriter writer, GameObject value)
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        {
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            if (value == null)
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            {
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                writer.WriteUInt(0);
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                return;
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            }
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            NetworkIdentity identity = value.GetComponent<NetworkIdentity>();
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            if (identity != null)
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            {
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                writer.WriteUInt(identity.netId);
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            }
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            else
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            {
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                Debug.LogWarning($"NetworkWriter {value} has no NetworkIdentity");
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                writer.WriteUInt(0);
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            }
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        }
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        public static void WriteUri(this NetworkWriter writer, Uri uri)
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        {
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            writer.WriteString(uri?.ToString());
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        }
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        public static void WriteList<T>(this NetworkWriter writer, List<T> list)
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        {
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            if (list is null)
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            {
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                writer.WriteInt(-1);
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                return;
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            }
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            writer.WriteInt(list.Count);
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            for (int i = 0; i < list.Count; i++)
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                writer.Write(list[i]);
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        }
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        public static void WriteArray<T>(this NetworkWriter writer, T[] array)
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        {
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            if (array is null)
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            {
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                writer.WriteInt(-1);
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                return;
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            }
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            writer.WriteInt(array.Length);
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            for (int i = 0; i < array.Length; i++)
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                writer.Write(array[i]);
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        }
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        public static void WriteArraySegment<T>(this NetworkWriter writer, ArraySegment<T> segment)
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        {
 | 
						|
            int length = segment.Count;
 | 
						|
            writer.WriteInt(length);
 | 
						|
            for (int i = 0; i < length; i++)
 | 
						|
            {
 | 
						|
                writer.Write(segment.Array[segment.Offset + i]);
 | 
						|
            }
 | 
						|
        }
 | 
						|
    }
 | 
						|
}
 |