Comments (7)
@JoshuaStrunk suggested created a NakamaID struct or class of some sort that wraps the byte[]. We could then just compare the objects if(nakamaID1 == nakamaID2)
, use them as keys for dictionarys
Dictionary<NakamaID,SomeOtherType>
, store lists of them List<NakamaID>
, etc.
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I usually compare them as strings:
if (System.Text.Encoding.Default.GetString(Id) == System.Text.Encoding.Default.GetString(OtherId))
Debug.Log("Match!");
Though this might be prone to errors...
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The issue isn't how to compare byte arrays, but that there isn't really a nice simple and quick way to do it out of the box :) Your example is fine, though it generate a lot of garbage and that could be a problem is code that is run, say, every frame. I just have a static helper method that takes 2 byte [] and compares them element by element.
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We want to be able to:
- Compare them
- Use them as keys for dictionaries
- Store them in Hashsets to see if we an incoming ID is within the set already.
Very common use cases, ones I've come across a lot personally, but none of them are possible "out of the box" with a byte[]
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also you can use this extension method
`public static bool ByteArrayCompare(this byte[] a1, byte[] a2)
{
if (a1.Length != a2.Length)
return false;
for (int i = 0; i < a1.Length; i++)
if (a1[i] != a2[i])
return false;
return true;
}`
or convert them to a hex string and compare strings
public static string ByteArrayToString(this byte[] ba) { string hex = System.BitConverter.ToString(ba); return hex.Replace("-", ""); }
public static byte[] StringToByteArray(this string hex) { int NumberChars = hex.Length; byte[] bytes = new byte[NumberChars / 2]; for (int i = 0; i < NumberChars; i += 2) bytes[i / 2] = System.Convert.ToByte(hex.Substring(i, 2), 16); return bytes; }
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@prodigga @brinca @Amir-LooLoo I've opened a pull request to add methods you've requested. There's both a helper class called NIds
and an extension method on the byte array value type. I've not created a custom type to represent IDs (for use in maps and lists) because it'd break the current API. I think the change is valuable but might as well be deferred until Unity 2017 is available. Lets move the discussion onto the pull request - #29
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I've added a helper class for this use case. This work is now on master at 9e087ad. If you have any questions drop into the community channel.
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