using System.IO;
namespace Unity.RenderStreaming.InputSystem
{
///
///
///
static class MessageSerializer
{
///
///
///
///
///
public static byte[] Serialize(ref InputRemoting.Message message)
{
var stream = new MemoryStream();
var writer = new BinaryWriter(stream);
writer.Write(message.participantId);
writer.Write((int)message.type);
writer.Write(message.data.Length);
writer.Write(message.data);
return stream.ToArray();
}
///
///
///
///
///
public static void Deserialize(byte[] bytes, out InputRemoting.Message message)
{
var reader = new BinaryReader(new MemoryStream(bytes));
message = default;
message.participantId = reader.ReadInt32();
message.type = (InputRemoting.MessageType)reader.ReadInt32();
int length = reader.ReadInt32();
message.data = reader.ReadBytes(length);
}
}
}
// #endif