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