Interface IReaderWriter
Interface for an implementation of one side of a two-way serializer
Namespace: Unity.Netcode
Assembly: Unity.Netcode.Runtime.dll
Syntax
public interface IReaderWriter
Properties
IsReader
Check whether this implementation is a "reader" - if it's been constructed to deserialize data
Declaration
bool IsReader { get; }
Property Value
Type | Description |
---|---|
bool |
IsWriter
Check whether this implementation is a "writer" - if it's been constructed to serialize data
Declaration
bool IsWriter { get; }
Property Value
Type | Description |
---|---|
bool |
Methods
GetFastBufferReader()
Get the underlying FastBufferReader struct. Only valid when IsReader == true
Declaration
FastBufferReader GetFastBufferReader()
Returns
Type | Description |
---|---|
FastBufferReader | underlying FastBufferReader |
GetFastBufferWriter()
Get the underlying FastBufferWriter struct. Only valid when IsWriter == true
Declaration
FastBufferWriter GetFastBufferWriter()
Returns
Type | Description |
---|---|
FastBufferWriter | underlying FastBufferWriter |
PreCheck(int)
Performs an advance check to ensure space is available to read/write one or more values. This provides a performance benefit for serializing multiple values using the SerializeValuePreChecked methods. But note that the benefit is small and only likely to be noticeable if serializing a very large number of items.
Declaration
bool PreCheck(int amount)
Parameters
Type | Name | Description |
---|---|---|
int | amount |
Returns
Type | Description |
---|---|
bool |
SerializeNetworkSerializable<T>(ref T)
Read or write a NetworkSerializable value. SerializeValue() is the preferred method to do this - this is provided for backward compatibility only.
Declaration
void SerializeNetworkSerializable<T>(ref T value) where T : INetworkSerializable, new()
Parameters
Type | Name | Description |
---|---|---|
T | value | The value to read/write |
Type Parameters
Name | Description |
---|---|
T | The network serializable type |
SerializeValue(ref byte)
Read or write a single byte
Declaration
void SerializeValue(ref byte value)
Parameters
Type | Name | Description |
---|---|---|
byte | value | The value to read/write |
SerializeValue(ref string, bool)
Read or write a string
Declaration
void SerializeValue(ref string s, bool oneByteChars = false)
Parameters
Type | Name | Description |
---|---|---|
string | s | The value to read/write |
bool | oneByteChars | If true, characters will be limited to one-byte ASCII characters |
SerializeValue(ref Color32)
Read or write a Color32 value
Declaration
void SerializeValue(ref Color32 value)
Parameters
Type | Name | Description |
---|---|---|
Color32 | value | The value to read/write |
SerializeValue(ref Color32[])
Read or write an array of Color32 values
Declaration
void SerializeValue(ref Color32[] value)
Parameters
Type | Name | Description |
---|---|---|
Color32[] | value | The values to read/write |
SerializeValue(ref Color)
Read or write a Color value
Declaration
void SerializeValue(ref Color value)
Parameters
Type | Name | Description |
---|---|---|
Color | value | The value to read/write |
SerializeValue(ref Color[])
Read or write an array of Color values
Declaration
void SerializeValue(ref Color[] value)
Parameters
Type | Name | Description |
---|---|---|
Color[] | value | The values to read/write |
SerializeValue(ref Quaternion)
Read or write a Quaternion value
Declaration
void SerializeValue(ref Quaternion value)
Parameters
Type | Name | Description |
---|---|---|
Quaternion | value | The value to read/write |
SerializeValue(ref Quaternion[])
Read or write an array of Quaternion values
Declaration
void SerializeValue(ref Quaternion[] value)
Parameters
Type | Name | Description |
---|---|---|
Quaternion[] | value | The values to read/write |
SerializeValue(ref Ray2D)
Read or write a Ray2D value
Declaration
void SerializeValue(ref Ray2D value)
Parameters
Type | Name | Description |
---|---|---|
Ray2D | value | The value to read/write |
SerializeValue(ref Ray2D[])
Read or write an array of Ray2D values
Declaration
void SerializeValue(ref Ray2D[] value)
Parameters
Type | Name | Description |
---|---|---|
Ray2D[] | value | The values to read/write |
SerializeValue(ref Ray)
Read or write a Ray value
Declaration
void SerializeValue(ref Ray value)
Parameters
Type | Name | Description |
---|---|---|
Ray | value | The value to read/write |
SerializeValue(ref Ray[])
Read or write an array of Ray values
Declaration
void SerializeValue(ref Ray[] value)
Parameters
Type | Name | Description |
---|---|---|
Ray[] | value | The values to read/write |
SerializeValue(ref Vector2)
Read or write a Vector2 value
Declaration
void SerializeValue(ref Vector2 value)
Parameters
Type | Name | Description |
---|---|---|
Vector2 | value | The value to read/write |
SerializeValue(ref Vector2Int)
Read or write a Vector2Int value
Declaration
void SerializeValue(ref Vector2Int value)
Parameters
Type | Name | Description |
---|---|---|
Vector2Int | value | The value to read/write |
SerializeValue(ref Vector2Int[])
Read or write an array of Vector2Int values
Declaration
void SerializeValue(ref Vector2Int[] value)
Parameters
Type | Name | Description |
---|---|---|
Vector2Int[] | value | The values to read/write |
SerializeValue(ref Vector2[])
Read or write an array of Vector2 values
Declaration
void SerializeValue(ref Vector2[] value)
Parameters
Type | Name | Description |
---|---|---|
Vector2[] | value | The values to read/write |
SerializeValue(ref Vector3)
Read or write a Vector3 value
Declaration
void SerializeValue(ref Vector3 value)
Parameters
Type | Name | Description |
---|---|---|
Vector3 | value | The value to read/write |
SerializeValue(ref Vector3Int)
Read or write a Vector3Int value
Declaration
void SerializeValue(ref Vector3Int value)
Parameters
Type | Name | Description |
---|---|---|
Vector3Int | value | The value to read/write |
SerializeValue(ref Vector3Int[])
Read or write an array of Vector3Int values
Declaration
void SerializeValue(ref Vector3Int[] value)
Parameters
Type | Name | Description |
---|---|---|
Vector3Int[] | value | The values to read/write |
SerializeValue(ref Vector3[])
Read or write an array of Vector3 values
Declaration
void SerializeValue(ref Vector3[] value)
Parameters
Type | Name | Description |
---|---|---|
Vector3[] | value | The values to read/write |
SerializeValue(ref Vector4)
Read or write a Vector4 value
Declaration
void SerializeValue(ref Vector4 value)
Parameters
Type | Name | Description |
---|---|---|
Vector4 | value | The value to read/write |
SerializeValue(ref Vector4[])
Read or write an array of Vector4 values
Declaration
void SerializeValue(ref Vector4[] value)
Parameters
Type | Name | Description |
---|---|---|
Vector4[] | value | The values to read/write |
SerializeValuePreChecked(ref byte)
Serialize a byte, "pre-checked", which skips buffer checks. In debug and editor builds, a check is made to ensure you've called "PreCheck" before calling this. In release builds, calling this without calling "PreCheck" may read or write past the end of the buffer, which will cause memory corruption and undefined behavior.
Declaration
void SerializeValuePreChecked(ref byte value)
Parameters
Type | Name | Description |
---|---|---|
byte | value | The value to read/write |
SerializeValuePreChecked(ref string, bool)
Serialize a string, "pre-checked", which skips buffer checks. In debug and editor builds, a check is made to ensure you've called "PreCheck" before calling this. In release builds, calling this without calling "PreCheck" may read or write past the end of the buffer, which will cause memory corruption and undefined behavior.
Declaration
void SerializeValuePreChecked(ref string s, bool oneByteChars = false)
Parameters
Type | Name | Description |
---|---|---|
string | s | The value to read/write |
bool | oneByteChars | If true, characters will be limited to one-byte ASCII characters |
SerializeValuePreChecked(ref Color32)
Serialize a Color32, "pre-checked", which skips buffer checks. In debug and editor builds, a check is made to ensure you've called "PreCheck" before calling this. In release builds, calling this without calling "PreCheck" may read or write past the end of the buffer, which will cause memory corruption and undefined behavior.
Declaration
void SerializeValuePreChecked(ref Color32 value)
Parameters
Type | Name | Description |
---|---|---|
Color32 | value | The value to read/write |
SerializeValuePreChecked(ref Color32[])
Serialize a Color32 array, "pre-checked", which skips buffer checks. In debug and editor builds, a check is made to ensure you've called "PreCheck" before calling this. In release builds, calling this without calling "PreCheck" may read or write past the end of the buffer, which will cause memory corruption and undefined behavior.
Declaration
void SerializeValuePreChecked(ref Color32[] value)
Parameters
Type | Name | Description |
---|---|---|
Color32[] | value | The value to read/write |
SerializeValuePreChecked(ref Color)
Serialize a Color, "pre-checked", which skips buffer checks. In debug and editor builds, a check is made to ensure you've called "PreCheck" before calling this. In release builds, calling this without calling "PreCheck" may read or write past the end of the buffer, which will cause memory corruption and undefined behavior.
Declaration
void SerializeValuePreChecked(ref Color value)
Parameters
Type | Name | Description |
---|---|---|
Color | value | The value to read/write |
SerializeValuePreChecked(ref Color[])
Serialize a Color array, "pre-checked", which skips buffer checks. In debug and editor builds, a check is made to ensure you've called "PreCheck" before calling this. In release builds, calling this without calling "PreCheck" may read or write past the end of the buffer, which will cause memory corruption and undefined behavior.
Declaration
void SerializeValuePreChecked(ref Color[] value)
Parameters
Type | Name | Description |
---|---|---|
Color[] | value | The value to read/write |
SerializeValuePreChecked(ref Quaternion)
Serialize a Quaternion, "pre-checked", which skips buffer checks. In debug and editor builds, a check is made to ensure you've called "PreCheck" before calling this. In release builds, calling this without calling "PreCheck" may read or write past the end of the buffer, which will cause memory corruption and undefined behavior.
Declaration
void SerializeValuePreChecked(ref Quaternion value)
Parameters
Type | Name | Description |
---|---|---|
Quaternion | value | The value to read/write |
SerializeValuePreChecked(ref Quaternion[])
Serialize a Quaternion array, "pre-checked", which skips buffer checks. In debug and editor builds, a check is made to ensure you've called "PreCheck" before calling this. In release builds, calling this without calling "PreCheck" may read or write past the end of the buffer, which will cause memory corruption and undefined behavior.
Declaration
void SerializeValuePreChecked(ref Quaternion[] value)
Parameters
Type | Name | Description |
---|---|---|
Quaternion[] | value | The value to read/write |
SerializeValuePreChecked(ref Ray2D)
Serialize a Ray2D, "pre-checked", which skips buffer checks. In debug and editor builds, a check is made to ensure you've called "PreCheck" before calling this. In release builds, calling this without calling "PreCheck" may read or write past the end of the buffer, which will cause memory corruption and undefined behavior.
Declaration
void SerializeValuePreChecked(ref Ray2D value)
Parameters
Type | Name | Description |
---|---|---|
Ray2D | value | The value to read/write |
SerializeValuePreChecked(ref Ray2D[])
Serialize a Ray2D array, "pre-checked", which skips buffer checks. In debug and editor builds, a check is made to ensure you've called "PreCheck" before calling this. In release builds, calling this without calling "PreCheck" may read or write past the end of the buffer, which will cause memory corruption and undefined behavior.
Declaration
void SerializeValuePreChecked(ref Ray2D[] value)
Parameters
Type | Name | Description |
---|---|---|
Ray2D[] | value | The value to read/write |
SerializeValuePreChecked(ref Ray)
Serialize a Ray, "pre-checked", which skips buffer checks. In debug and editor builds, a check is made to ensure you've called "PreCheck" before calling this. In release builds, calling this without calling "PreCheck" may read or write past the end of the buffer, which will cause memory corruption and undefined behavior.
Declaration
void SerializeValuePreChecked(ref Ray value)
Parameters
Type | Name | Description |
---|---|---|
Ray | value | The value to read/write |
SerializeValuePreChecked(ref Ray[])
Serialize a Ray array, "pre-checked", which skips buffer checks. In debug and editor builds, a check is made to ensure you've called "PreCheck" before calling this. In release builds, calling this without calling "PreCheck" may read or write past the end of the buffer, which will cause memory corruption and undefined behavior.
Declaration
void SerializeValuePreChecked(ref Ray[] value)
Parameters
Type | Name | Description |
---|---|---|
Ray[] | value | The value to read/write |
SerializeValuePreChecked(ref Vector2)
Serialize a Vector2, "pre-checked", which skips buffer checks. In debug and editor builds, a check is made to ensure you've called "PreCheck" before calling this. In release builds, calling this without calling "PreCheck" may read or write past the end of the buffer, which will cause memory corruption and undefined behavior.
Declaration
void SerializeValuePreChecked(ref Vector2 value)
Parameters
Type | Name | Description |
---|---|---|
Vector2 | value | The value to read/write |
SerializeValuePreChecked(ref Vector2Int)
Serialize a Vector2Int, "pre-checked", which skips buffer checks. In debug and editor builds, a check is made to ensure you've called "PreCheck" before calling this. In release builds, calling this without calling "PreCheck" may read or write past the end of the buffer, which will cause memory corruption and undefined behavior.
Declaration
void SerializeValuePreChecked(ref Vector2Int value)
Parameters
Type | Name | Description |
---|---|---|
Vector2Int | value | The value to read/write |
SerializeValuePreChecked(ref Vector2Int[])
Serialize a Vector2Int array, "pre-checked", which skips buffer checks. In debug and editor builds, a check is made to ensure you've called "PreCheck" before calling this. In release builds, calling this without calling "PreCheck" may read or write past the end of the buffer, which will cause memory corruption and undefined behavior.
Declaration
void SerializeValuePreChecked(ref Vector2Int[] value)
Parameters
Type | Name | Description |
---|---|---|
Vector2Int[] | value | The values to read/write |
SerializeValuePreChecked(ref Vector2[])
Serialize a Vector2 array, "pre-checked", which skips buffer checks. In debug and editor builds, a check is made to ensure you've called "PreCheck" before calling this. In release builds, calling this without calling "PreCheck" may read or write past the end of the buffer, which will cause memory corruption and undefined behavior.
Declaration
void SerializeValuePreChecked(ref Vector2[] value)
Parameters
Type | Name | Description |
---|---|---|
Vector2[] | value | The values to read/write |
SerializeValuePreChecked(ref Vector3)
Serialize a Vector3, "pre-checked", which skips buffer checks. In debug and editor builds, a check is made to ensure you've called "PreCheck" before calling this. In release builds, calling this without calling "PreCheck" may read or write past the end of the buffer, which will cause memory corruption and undefined behavior.
Declaration
void SerializeValuePreChecked(ref Vector3 value)
Parameters
Type | Name | Description |
---|---|---|
Vector3 | value | The value to read/write |
SerializeValuePreChecked(ref Vector3Int)
Serialize a Vector3Int, "pre-checked", which skips buffer checks. In debug and editor builds, a check is made to ensure you've called "PreCheck" before calling this. In release builds, calling this without calling "PreCheck" may read or write past the end of the buffer, which will cause memory corruption and undefined behavior.
Declaration
void SerializeValuePreChecked(ref Vector3Int value)
Parameters
Type | Name | Description |
---|---|---|
Vector3Int | value | The value to read/write |
SerializeValuePreChecked(ref Vector3Int[])
Serialize a Vector3Int array, "pre-checked", which skips buffer checks. In debug and editor builds, a check is made to ensure you've called "PreCheck" before calling this. In release builds, calling this without calling "PreCheck" may read or write past the end of the buffer, which will cause memory corruption and undefined behavior.
Declaration
void SerializeValuePreChecked(ref Vector3Int[] value)
Parameters
Type | Name | Description |
---|---|---|
Vector3Int[] | value | The value to read/write |
SerializeValuePreChecked(ref Vector3[])
Serialize a Vector3 array, "pre-checked", which skips buffer checks. In debug and editor builds, a check is made to ensure you've called "PreCheck" before calling this. In release builds, calling this without calling "PreCheck" may read or write past the end of the buffer, which will cause memory corruption and undefined behavior.
Declaration
void SerializeValuePreChecked(ref Vector3[] value)
Parameters
Type | Name | Description |
---|---|---|
Vector3[] | value | The values to read/write |
SerializeValuePreChecked(ref Vector4)
Serialize a Vector4, "pre-checked", which skips buffer checks. In debug and editor builds, a check is made to ensure you've called "PreCheck" before calling this. In release builds, calling this without calling "PreCheck" may read or write past the end of the buffer, which will cause memory corruption and undefined behavior.
Declaration
void SerializeValuePreChecked(ref Vector4 value)
Parameters
Type | Name | Description |
---|---|---|
Vector4 | value | The value to read/write |
SerializeValuePreChecked(ref Vector4[])
Serialize a Vector4 array, "pre-checked", which skips buffer checks. In debug and editor builds, a check is made to ensure you've called "PreCheck" before calling this. In release builds, calling this without calling "PreCheck" may read or write past the end of the buffer, which will cause memory corruption and undefined behavior.
Declaration
void SerializeValuePreChecked(ref Vector4[] value)
Parameters
Type | Name | Description |
---|---|---|
Vector4[] | value | The value to read/write |
SerializeValuePreChecked<T>(ref NativeArray<T>, Allocator, ForGeneric)
Serialize a NativeArray of structs, "pre-checked", which skips buffer checks. In debug and editor builds, a check is made to ensure you've called "PreCheck" before calling this. In release builds, calling this without calling "PreCheck" may read or write past the end of the buffer, which will cause memory corruption and undefined behavior.
Declaration
void SerializeValuePreChecked<T>(ref NativeArray<T> value, Allocator allocator, FastBufferWriter.ForGeneric unused = default) where T : unmanaged
Parameters
Type | Name | Description |
---|---|---|
NativeArray<T> | value | The values to read/write |
Allocator | allocator | The allocator to use to construct the resulting NativeArray when reading |
FastBufferWriter.ForGeneric | unused | An unused parameter that can be used for enabling overload resolution based on generic constraints |
Type Parameters
Name | Description |
---|---|
T | The type being serialized |
SerializeValuePreChecked<T>(ref T, ForEnums)
Serialize an enum, "pre-checked", which skips buffer checks. In debug and editor builds, a check is made to ensure you've called "PreCheck" before calling this. In release builds, calling this without calling "PreCheck" may read or write past the end of the buffer, which will cause memory corruption and undefined behavior.
Declaration
void SerializeValuePreChecked<T>(ref T value, FastBufferWriter.ForEnums unused = default) where T : unmanaged, Enum
Parameters
Type | Name | Description |
---|---|---|
T | value | The value to read/write |
FastBufferWriter.ForEnums | unused | An unused parameter that can be used for enabling overload resolution based on generic constraints |
Type Parameters
Name | Description |
---|---|
T | The type being serialized |
SerializeValuePreChecked<T>(ref T, ForFixedStrings)
Serialize a FixedString, "pre-checked", which skips buffer checks. In debug and editor builds, a check is made to ensure you've called "PreCheck" before calling this. In release builds, calling this without calling "PreCheck" may read or write past the end of the buffer, which will cause memory corruption and undefined behavior.
Declaration
void SerializeValuePreChecked<T>(ref T value, FastBufferWriter.ForFixedStrings unused = default) where T : unmanaged, INativeList<byte>, IUTF8Bytes
Parameters
Type | Name | Description |
---|---|---|
T | value | The value to read/write |
FastBufferWriter.ForFixedStrings | unused | An unused parameter that can be used for enabling overload resolution based on generic constraints |
Type Parameters
Name | Description |
---|---|
T | The type being serialized |
SerializeValuePreChecked<T>(ref T, ForPrimitives)
Serialize a primitive, "pre-checked", which skips buffer checks. In debug and editor builds, a check is made to ensure you've called "PreCheck" before calling this. In release builds, calling this without calling "PreCheck" may read or write past the end of the buffer, which will cause memory corruption and undefined behavior.
Declaration
void SerializeValuePreChecked<T>(ref T value, FastBufferWriter.ForPrimitives unused = default) where T : unmanaged, IComparable, IConvertible, IComparable<T>, IEquatable<T>
Parameters
Type | Name | Description |
---|---|---|
T | value | The value to read/write |
FastBufferWriter.ForPrimitives | unused | An unused parameter that can be used for enabling overload resolution based on generic constraints |
Type Parameters
Name | Description |
---|---|
T | The type being serialized |
SerializeValuePreChecked<T>(ref T, ForStructs)
Serialize a struct, "pre-checked", which skips buffer checks. In debug and editor builds, a check is made to ensure you've called "PreCheck" before calling this. In release builds, calling this without calling "PreCheck" may read or write past the end of the buffer, which will cause memory corruption and undefined behavior.
Declaration
void SerializeValuePreChecked<T>(ref T value, FastBufferWriter.ForStructs unused = default) where T : unmanaged, INetworkSerializeByMemcpy
Parameters
Type | Name | Description |
---|---|---|
T | value | The value to read/write |
FastBufferWriter.ForStructs | unused | An unused parameter that can be used for enabling overload resolution based on generic constraints |
Type Parameters
Name | Description |
---|---|
T | The type being serialized |
SerializeValuePreChecked<T>(ref T[], ForEnums)
Serialize an array of enums, "pre-checked", which skips buffer checks. In debug and editor builds, a check is made to ensure you've called "PreCheck" before calling this. In release builds, calling this without calling "PreCheck" may read or write past the end of the buffer, which will cause memory corruption and undefined behavior.
Declaration
void SerializeValuePreChecked<T>(ref T[] value, FastBufferWriter.ForEnums unused = default) where T : unmanaged, Enum
Parameters
Type | Name | Description |
---|---|---|
T[] | value | The values to read/write |
FastBufferWriter.ForEnums | unused | An unused parameter that can be used for enabling overload resolution based on generic constraints |
Type Parameters
Name | Description |
---|---|
T | The type being serialized |
SerializeValuePreChecked<T>(ref T[], ForPrimitives)
Serialize an array of primitives, "pre-checked", which skips buffer checks. In debug and editor builds, a check is made to ensure you've called "PreCheck" before calling this. In release builds, calling this without calling "PreCheck" may read or write past the end of the buffer, which will cause memory corruption and undefined behavior.
Declaration
void SerializeValuePreChecked<T>(ref T[] value, FastBufferWriter.ForPrimitives unused = default) where T : unmanaged, IComparable, IConvertible, IComparable<T>, IEquatable<T>
Parameters
Type | Name | Description |
---|---|---|
T[] | value | The values to read/write |
FastBufferWriter.ForPrimitives | unused | An unused parameter that can be used for enabling overload resolution based on generic constraints |
Type Parameters
Name | Description |
---|---|
T | The type being serialized |
SerializeValuePreChecked<T>(ref T[], ForStructs)
Serialize an array of structs, "pre-checked", which skips buffer checks. In debug and editor builds, a check is made to ensure you've called "PreCheck" before calling this. In release builds, calling this without calling "PreCheck" may read or write past the end of the buffer, which will cause memory corruption and undefined behavior.
Declaration
void SerializeValuePreChecked<T>(ref T[] value, FastBufferWriter.ForStructs unused = default) where T : unmanaged, INetworkSerializeByMemcpy
Parameters
Type | Name | Description |
---|---|---|
T[] | value | The values to read/write |
FastBufferWriter.ForStructs | unused | An unused parameter that can be used for enabling overload resolution based on generic constraints |
Type Parameters
Name | Description |
---|---|
T | The type being serialized |
SerializeValue<T>(ref NativeArray<T>, Allocator)
Read or write NativeArray of FixedString values
Declaration
void SerializeValue<T>(ref NativeArray<T> value, Allocator allocator) where T : unmanaged, INativeList<byte>, IUTF8Bytes
Parameters
Type | Name | Description |
---|---|---|
NativeArray<T> | value | The value to read/write |
Allocator | allocator | The allocator to use to construct the resulting NativeArray when reading |
Type Parameters
Name | Description |
---|---|
T | The type being serialized |
SerializeValue<T>(ref NativeArray<T>, Allocator, ForGeneric)
Read or write a NativeArray of struct values implementing ISerializeByMemcpy
Declaration
void SerializeValue<T>(ref NativeArray<T> value, Allocator allocator, FastBufferWriter.ForGeneric unused = default) where T : unmanaged
Parameters
Type | Name | Description |
---|---|---|
NativeArray<T> | value | The values to read/write |
Allocator | allocator | The allocator to use to construct the resulting NativeArray when reading |
FastBufferWriter.ForGeneric | unused | An unused parameter used for enabling overload resolution based on generic constraints |
Type Parameters
Name | Description |
---|---|
T | The type being serialized |
SerializeValue<T>(ref T, ForEnums)
Read or write an enum value
Declaration
void SerializeValue<T>(ref T value, FastBufferWriter.ForEnums unused = default) where T : unmanaged, Enum
Parameters
Type | Name | Description |
---|---|---|
T | value | The value to read/write |
FastBufferWriter.ForEnums | unused | An unused parameter used for enabling overload resolution based on generic constraints |
Type Parameters
Name | Description |
---|---|
T | The type being serialized |
SerializeValue<T>(ref T, ForFixedStrings)
Read or write a FixedString value
Declaration
void SerializeValue<T>(ref T value, FastBufferWriter.ForFixedStrings unused = default) where T : unmanaged, INativeList<byte>, IUTF8Bytes
Parameters
Type | Name | Description |
---|---|---|
T | value | The value to read/write |
FastBufferWriter.ForFixedStrings | unused | An unused parameter used for enabling overload resolution based on generic constraints |
Type Parameters
Name | Description |
---|---|
T | The type being serialized |
SerializeValue<T>(ref T, ForNetworkSerializable)
Read or write a struct or class value implementing INetworkSerializable
Declaration
void SerializeValue<T>(ref T value, FastBufferWriter.ForNetworkSerializable unused = default) where T : INetworkSerializable, new()
Parameters
Type | Name | Description |
---|---|---|
T | value | The value to read/write |
FastBufferWriter.ForNetworkSerializable | unused | An unused parameter used for enabling overload resolution based on generic constraints |
Type Parameters
Name | Description |
---|---|
T | The type being serialized |
SerializeValue<T>(ref T, ForPrimitives)
Read or write a primitive value (int, bool, etc) Accepts any value that implements the given interfaces, but is not guaranteed to work correctly on values that are not primitives.
Declaration
void SerializeValue<T>(ref T value, FastBufferWriter.ForPrimitives unused = default) where T : unmanaged, IComparable, IConvertible, IComparable<T>, IEquatable<T>
Parameters
Type | Name | Description |
---|---|---|
T | value | The value to read/write |
FastBufferWriter.ForPrimitives | unused | An unused parameter used for enabling overload resolution based on generic constraints |
Type Parameters
Name | Description |
---|---|
T | The type being serialized |
SerializeValue<T>(ref T, ForStructs)
Read or write a struct value implementing ISerializeByMemcpy
Declaration
void SerializeValue<T>(ref T value, FastBufferWriter.ForStructs unused = default) where T : unmanaged, INetworkSerializeByMemcpy
Parameters
Type | Name | Description |
---|---|---|
T | value | The value to read/write |
FastBufferWriter.ForStructs | unused | An unused parameter used for enabling overload resolution based on generic constraints |
Type Parameters
Name | Description |
---|---|
T | The type being serialized |
SerializeValue<T>(ref T[], ForEnums)
Read or write an array of enum values
Declaration
void SerializeValue<T>(ref T[] value, FastBufferWriter.ForEnums unused = default) where T : unmanaged, Enum
Parameters
Type | Name | Description |
---|---|---|
T[] | value | The value to read/write |
FastBufferWriter.ForEnums | unused | An unused parameter used for enabling overload resolution based on generic constraints |
Type Parameters
Name | Description |
---|---|
T | The type being serialized |
SerializeValue<T>(ref T[], ForNetworkSerializable)
Read or write an array of struct or class values implementing INetworkSerializable
Declaration
void SerializeValue<T>(ref T[] value, FastBufferWriter.ForNetworkSerializable unused = default) where T : INetworkSerializable, new()
Parameters
Type | Name | Description |
---|---|---|
T[] | value | The values to read/write |
FastBufferWriter.ForNetworkSerializable | unused | An unused parameter used for enabling overload resolution based on generic constraints |
Type Parameters
Name | Description |
---|---|
T | The type being serialized |
SerializeValue<T>(ref T[], ForPrimitives)
Read or write an array of primitive values (int, bool, etc) Accepts any value that implements the given interfaces, but is not guaranteed to work correctly on values that are not primitives.
Declaration
void SerializeValue<T>(ref T[] value, FastBufferWriter.ForPrimitives unused = default) where T : unmanaged, IComparable, IConvertible, IComparable<T>, IEquatable<T>
Parameters
Type | Name | Description |
---|---|---|
T[] | value | The values to read/write |
FastBufferWriter.ForPrimitives | unused | An unused parameter used for enabling overload resolution based on generic constraints |
Type Parameters
Name | Description |
---|---|
T | The type being serialized |
SerializeValue<T>(ref T[], ForStructs)
Read or write an array of struct values implementing ISerializeByMemcpy
Declaration
void SerializeValue<T>(ref T[] value, FastBufferWriter.ForStructs unused = default) where T : unmanaged, INetworkSerializeByMemcpy
Parameters
Type | Name | Description |
---|---|---|
T[] | value | The values to read/write |
FastBufferWriter.ForStructs | unused | An unused parameter used for enabling overload resolution based on generic constraints |
Type Parameters
Name | Description |
---|---|
T | The type being serialized |