上文说到Unmanaged、BufferedBinary和BufferedString是NativeBuffering支持的三个基本数据类型,其实我们也可以说NativeBuffering只支持Unmanaged和IReadOnlyBufferedObject
一、IReadOnlyBufferedObject一、IReadOnlyBufferedObject
二、集合三、字典四、为什么不直接返回接口?
顾名思义,IReadOnlyBufferedObject
(资料图片)
public interface IReadOnlyBufferedObjectwhere T: IReadOnlyBufferedObject { static abstract T Parse(NativeBuffer buffer);}public unsafe readonly struct NativeBuffer{ public byte[] Bytes { get; } public void* Start { get; } public NativeBuffer(byte[] bytes, void* start) { Bytes = bytes ?? throw new ArgumentNullException(nameof(bytes)); Start = start; } public NativeBuffer(byte[] bytes, int index = 0) { Bytes = bytes ?? throw new ArgumentNullException(nameof(bytes)); Start = Unsafe.AsPointer(ref bytes[index]); }}
由于IReadOnlyBufferedObject
[BufferedMessageSource]public partial class Contact{ public Contact(string id, string name, Address address) { Id = id; Name = name; ShipAddress = address; } public string Id { get; } public string Name { get; } public Address ShipAddress { get; }}[BufferedMessageSource]public partial class Address{ public string Province { get; } public string City { get; } public string District { get; } public string Street { get; } public Address(string province, string city, string district, string street) { Province = province ?? throw new ArgumentNullException(nameof(province)); City = city ?? throw new ArgumentNullException(nameof(city)); District = district ?? throw new ArgumentNullException(nameof(district)); Street = street ?? throw new ArgumentNullException(nameof(street)); }}
Contact具有Id、Name和ShipAddress 三个数据成员,ShipAddress 对应的Address又是一个复合类型,具有四个表示省、市、区和介绍的字符串类型成员。现在我们为Contact和Address这两个类型生成对应的ContactBufferedMessage和AddressBufferedMessage。
public unsafe readonly struct ContactBufferedMessage : IReadOnlyBufferedObject{ public NativeBuffer Buffer { get; } public ContactBufferedMessage(NativeBuffer buffer) => Buffer = buffer; public static ContactBufferedMessage Parse(NativeBuffer buffer) => new ContactBufferedMessage(buffer); public BufferedString Id => Buffer.ReadBufferedObjectField (0); public BufferedString Name => Buffer.ReadBufferedObjectField (1); public AddressBufferedMessage ShipAddress => Buffer.ReadBufferedObjectField (2);}public unsafe readonly struct AddressBufferedMessage : IReadOnlyBufferedObject { public NativeBuffer Buffer { get; } public AddressBufferedMessage(NativeBuffer buffer) => Buffer = buffer; public static AddressBufferedMessage Parse(NativeBuffer buffer) => new AddressBufferedMessage(buffer); public BufferedString Province => Buffer.ReadBufferedObjectField (0); public BufferedString City => Buffer.ReadBufferedObjectField (1); public BufferedString District => Buffer.ReadBufferedObjectField (2); public BufferedString Street => Buffer.ReadBufferedObjectField (3);}
如下的程序演示了如何将一个Contact对象转换成字节数组,然后利用这这段字节序列生成一个ContactBufferedMessage对象。给出的调试断言验证了Contact和ContactBufferedMessage对象承载了一样的数据,fixed关键字是为了将字节数组“固定住”。(源代码从这里下载)
using NativeBuffering;using System.Diagnostics;var address = new Address("Jiangsu", "Suzhou", "Industory Park", "#328, Xinghu St");var contact = new Contact("123456789", "John Doe", address);var size = contact.CalculateSize();var bytes = new byte[size];var context = new BufferedObjectWriteContext(bytes);contact.Write(context);unsafe{ fixed (byte* _ = bytes) { var contactMessage = ContactBufferedMessage.Parse(new NativeBuffer(bytes)); Debug.Assert(contactMessage.Id == "123456789"); Debug.Assert(contactMessage.Name == "John Doe"); Debug.Assert(contactMessage.ShipAddress.Province == "Jiangsu"); Debug.Assert(contactMessage.ShipAddress.City == "Suzhou"); Debug.Assert(contactMessage.ShipAddress.District == "Industory Park"); Debug.Assert(contactMessage.ShipAddress.Street == "#328, Xinghu St"); }}二、集合
NativeBuffering同样支持集合。由于Unmanaged和IReadOnlyBufferedObject
以如下所示的Entity为例,它具有两个数组类型的属性成员Collection1和Collection2,数组元素类型分别为Foobar和double,它们分别代表了上述的两种集合类型。
[BufferedMessageSource]public partial class Entity{ public Foobar[] Collection1 { get; } public double[] Collection2 { get; } public Entity(Foobar[] collection1, double[] collection2) { Collection1 = collection1; Collection2 = collection2; }}[BufferedMessageSource]public partial class Foobar{ public int Foo { get; } public string Bar { get; } public Foobar(int foo, string bar) { Foo = foo; Bar = bar; }}
NativeBuffering.Generator会将作为“源类型”的Entity和Foobar类型的生成对应的BufferedMessage类型(EntityBufferredMessage和FoobarBufferedMessage)。从EntityBufferredMessage类型的定义可以看出,两个集合属性的分别是ReadOnlyVariableLengthTypeList
public unsafe readonly struct EntityBufferedMessage : IReadOnlyBufferedObject{ public NativeBuffer Buffer { get; } public EntityBufferedMessage(NativeBuffer buffer) => Buffer = buffer; public static EntityBufferedMessage Parse(NativeBuffer buffer) => new EntityBufferedMessage(buffer); public ReadOnlyVariableLengthTypeList Collection1 => Buffer.ReadBufferedObjectCollectionField (0); public ReadOnlyFixedLengthTypedList Collection2 => Buffer.ReadUnmanagedCollectionField (1);}public unsafe readonly struct FoobarBufferedMessage : IReadOnlyBufferedObject { public NativeBuffer Buffer { get; } public FoobarBufferedMessage(NativeBuffer buffer) => Buffer = buffer; public static FoobarBufferedMessage Parse(NativeBuffer buffer) => new FoobarBufferedMessage(buffer); public System.Int32 Foo => Buffer.ReadUnmanagedField (0); public BufferedString Bar => Buffer.ReadBufferedObjectField (1);}
两个集合类型都实现了IEnumerable
using NativeBuffering;using System.Diagnostics;var entity = new Entity( collection1: new Foobar[] { new Foobar(1, "foo"), new Foobar(2, "bar") }, collection2: new double[] { 1.1, 2.2 });var bytes = new byte[entity.CalculateSize()];var context = new BufferedObjectWriteContext(bytes);entity.Write(context);unsafe{ fixed (byte* p = bytes) { var entityMessage = EntityBufferedMessage.Parse(new NativeBuffer(bytes)); var foobar = entityMessage.Collection1[0]; Debug.Assert(foobar.Foo == 1); Debug.Assert(foobar.Bar == "foo"); foobar = entityMessage.Collection1[1]; Debug.Assert(foobar.Foo == 2); Debug.Assert(foobar.Bar == "bar"); Debug.Assert(entityMessage.Collection2[0] == 1.1); Debug.Assert(entityMessage.Collection2[1] == 2.2); }}三、字典
从数据的存储来看,字典就是键值对的集合,所以我们采用与集合一致的存储形式。NativeBuffering对集合的Key作了限制,要求其类型只能是Unmanaged和字符串(String/BufferredString)。按照Key和Value的类型组合,我们一共定义了四种类型的字典类型,它们分别是:
ReadOnlyUnmanagedUnmanagedDictionary如果Key和Value的类型都是Unmanaged,键值对就是定长类型,所以我们会采用类似于ReadOnlyFixedLengthTypedList
但是这仅仅解决了字段数据存储的问题,字典基于哈希检索定位的功能是没有办法实现的。这里我们不得不作出妥协,四种字典的索引均不能提供时间复杂度O(1)的哈希检索方式。为了在现有的数据结构上使针对Key的查找尽可能高效,在生成字节内容之前,我们会按照Key对键值对进行排序,这样我们至少可以采用二分法的形式进行检索,所以四种类型的字典的索引在根据指定的Key查找对应Value,对应的时间复杂度为Log(N)。如果字典包含的元素比较多,这样的查找方式不能满足我们的需求,我们可以I将它们转换成普通的Dictionary
我们照例编写一个简答的程序来演示针对字典的使用。我们定义了如下这个Entity作为“源类型”,它的四个属性对应的字典类型刚好对应上述四种键值对的组合。从生成的EntityBufferedMessage类型可以看出,四个成员的类型正好对应上述的四种字典类型。
[BufferedMessageSource]public partial class Entity{ public DictionaryDictionary1 { get; set; } public Dictionary Dictionary2 { get; set; } public Dictionary Dictionary3 { get; set; } public Dictionary Dictionary4 { get; set; }}public unsafe readonly struct EntityBufferedMessage : IReadOnlyBufferedObject { public NativeBuffer Buffer { get; } public EntityBufferedMessage(NativeBuffer buffer) => Buffer = buffer; public static EntityBufferedMessage Parse(NativeBuffer buffer) => new EntityBufferedMessage(buffer); public ReadOnlyUnmanagedUnmanagedDictionary Dictionary1 => Buffer.ReadUnmanagedUnmanagedDictionaryField (0); public ReadOnlyUnmanagedBufferedObjectDictionary Dictionary2 => Buffer.ReadUnmanagedBufferedObjectDictionaryField (1); public ReadOnlyStringUnmanagedDictionary Dictionary3 => Buffer.ReadStringUnmanagedDictionaryField (2); public ReadOnlyStringBufferedObjectDictionary Dictionary4 => Buffer.ReadStringBufferedObjectDictionaryField (3);}
如下的代码演示了基于四种字典类型基于“索引”的检索方式(源代码从这里下载)。
using NativeBuffering;using System.Diagnostics;var entity = new Entity{ Dictionary1 = new Dictionary四、为什么不直接返回接口{ { 1, 1 }, { 2, 2 }, { 3, 3 } }, Dictionary2 = new Dictionary { { 1, "foo" }, { 2, "bar" }, { 3, "baz" } }, Dictionary3 = new Dictionary { { "foo", 1 }, { "bar", 2 }, { "baz", 3 } }, Dictionary4 = new Dictionary { { "a", "foo" }, { "b", "bar" }, { "c", "baz" } }};var bytes = new byte[entity.CalculateSize()];var context = new BufferedObjectWriteContext(bytes);entity.Write(context);unsafe{ fixed (void* _ = bytes) { var bufferedMessage = EntityBufferedMessage.Parse(new NativeBuffer(bytes)); ref var value1 = ref bufferedMessage.Dictionary1.AsRef(1); Debug.Assert(value1 == 1); ref var value2 = ref bufferedMessage.Dictionary3.AsRef("baz"); Debug.Assert(value2 == 3); var dictionary1 = bufferedMessage.Dictionary1; Debug.Assert(dictionary1[1] == 1); Debug.Assert(dictionary1[2] == 2); Debug.Assert(dictionary1[3] == 3); var dictionary2 = bufferedMessage.Dictionary2; Debug.Assert(dictionary2[1] == "foo"); Debug.Assert(dictionary2[2] == "bar"); Debug.Assert(dictionary2[3] == "baz"); var dictionary3 = bufferedMessage.Dictionary3; Debug.Assert(dictionary3["foo"] == 1); Debug.Assert(dictionary3["bar"] == 2); Debug.Assert(dictionary3["baz"] == 3); var dictionary4 = bufferedMessage.Dictionary4; Debug.Assert(dictionary4["a"] == "foo"); Debug.Assert(dictionary4["b"] == "bar"); Debug.Assert(dictionary4["c"] == "baz"); }}
针对集合,NativeBuffering提供了两种类型;针对字典,更是定义了四种类型,为什么不直接返回IList
public readonly unsafe struct ReadOnlyFixedLengthTypedList: IReadOnlyList , IReadOnlyBufferedObject > where T: unmanaged{ public readonly ref T AsRef(int index); ...}public unsafe readonly struct ReadOnlyUnmanagedUnmanagedDictionary : IReadOnlyDictionary , IReadOnlyBufferedObject > where TKey : unmanaged, IComparable where TValue : unmanaged{ public readonly ref TValue AsRef(TKey index) ; ...}
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