Skip to content
/ Riza Public

Lua string.pack/unpack implementation in C#, made primarily to assist the creation of private servers for Unity games with XLua backends.

License

Notifications You must be signed in to change notification settings

Alluseri/Riza

Folders and files

NameName
Last commit message
Last commit date

Latest commit

 

History

8 Commits
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Repository files navigation

Riza

Lua string.pack/unpack implementation in C#, made primarily to assist the creation of private servers for Unity games with XLua backends.

Only x64 systems. I have no respect towards nuint.

Please use MessagePack instead of Riza, unless you are using it purposefully(e.g. for XLua private servers). This project's intention and purpose is clear.

Major differences between string.pack and LuaPack

  • LuaPack.Pack does not care if the format option is signed or not, while Lua will raise an Integer Overflow error if the value indeed overflows:
print(string.pack(">b", 254)); -- input:1: bad argument #2 to 'pack' (integer overflow)
  • LuaPack does not and will most likely never support the ! and X options.
  • LuaPack does not support j, J, n and z options yet.
  • LuaPack allows you to use byte counts higher than 16 in i/I/s/c[n] options, unlike Lua.
  • All overloads of LuaPack.Unpack will NOT fail if the data feed ends prematurely.

Usage

Sample Class

WARNING: You cannot use struct with LuaPack directly because __makeref and imaginary constraints don't make my life any easier!

public class SampleClass {
  [RizaField(0)]
  public int SomeInt;
  [RizaField(1)]
  public string SomeString;
  [RizaField(2)]
  public ulong SomeUlong;
  public ulong NotDeserializedField;
  [RizaField(3)]
  public byte SomeByte;
}

Packing

Use LuaPack.Pack* just like you would use string.pack in Lua.

For this piece of code:

print(string.pack(">I4B<iLs", 1, 2, 3, 4, "abc"));

The direct LuaPack representation would be:

Console.WriteLine(LuaPack.PackToString(">I4B<iLs", 1, 2, 3, 4, "abc"));

Additionally, Riza supports packing entire objects:

Console.WriteLine(LuaPack.PackToString(">I4c8Lb", new SampleClass() {
  SomeInt = 58,
  SomeString = "abcdefgh",
  SomeUlong = 0xDEADC0DECAFEBABE,
  SomeByte = 210
}));

Unpacking

The primitive way, which is faster, but really annoying to work with, is this:

int SomeInt;
string SomeString;
ulong SomeUlong;
byte SomeByte;

List<object> Unpacked = LuaPack.Unpack(">I4c8Lb", SomePackedData);
SomeInt = (int) (ulong) Unpacked[0]; // You have to cast to ulong first... So bad.
SomeString = (string) Unpacked[1];
SomeUlong = (ulong) Unpacked[2];
SomeByte = (byte) Unpacked[3];

And the better way(but slower, since it uses reflection) is this:

SampleClass Sample = LuaPack.Unpack<SampleClass>(">I4c8Lb", SomePackedData); // T has a constraint of new()
SampleClass SameSample = LuaPack.Unpack<SampleClass>(">I4c8Lb", SomePackedData, new SampleClass());

Performance Benchmarks

  • CPU: AMD Ryzen 7 5800X
  • OS: tiny10 22H2
  • class SmallDummy (S):>fB<i4s>c12l<hd - 8 fields.
  • class LargeDummy (L): >bfB<i4Hs>c12I3l<Lhd - 12 fields.
  • class ExtraLargeDummy (XL): >bfB<i4Hs>c12I3l>Lhd<bfB>i4Hs<c12I3l>Lhd - 24 fields.

Pack vs Pack

Method Mean Error StdDev
ManualPackS 177.6 ns 3.38 ns 3.32 ns
ManualPackL 233.1 ns 2.72 ns 2.41 ns
ManualPackXL 427.7 ns 4.55 ns 3.80 ns
SerialPackS 5,390.1 ns 29.54 ns 23.06 ns
SerialPackL 7,996.1 ns 66.19 ns 55.27 ns
SerialPackXL 15,757.9 ns 164.70 ns 128.58 ns

Unpack vs Unpack

Method Mean Error StdDev
ManualUnpackS 177.1 ns 2.50 ns 2.09 ns
ManualUnpackL 238.9 ns 2.58 ns 2.29 ns
ManualUnpackXL 453.6 ns 9.10 ns 15.70 ns
SerialUnpackS 5,506.1 ns 23.41 ns 21.90 ns
SerialUnpackL 7,949.0 ns 110.08 ns 97.58 ns
SerialUnpackXL 16,144.7 ns 261.28 ns 231.62 ns

Endianness

Big Endian is fully supported when packing and unpacking, thus using the > flag is fully supported and will work; but options i/I/s/c[n] will not work correctly under a Big Endian memory layout (e.g. under Solaris).

The = flag is always defaulted to Little Endian.

About

Lua string.pack/unpack implementation in C#, made primarily to assist the creation of private servers for Unity games with XLua backends.

Topics

Resources

License

Stars

Watchers

Forks

Languages