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TODO
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TODO
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• the simple counting of how many packets got CE vs. how many
were there, in total, is possibly much too naïve, at least
the sizes are needed if not timestamping with in-flight calc
• Android 11 strict mode prüfen, falls möglich
• Warnungen:
– restlichen Gradle-6-Warnungen:
https://stackoverflow.com/q/65479693/2171120
– Obsolete custom lint check:
https://stackoverflow.com/q/65479506/2171120
(temporarily worked around)
• com.android.tools.build:gradle:4.1.1 unbrauchbar:
‣ https://youtrack.jetbrains.com/issue/IDEA-252823
‣ https://youtrack.jetbrains.com/issue/IDEA-252775
benötigt IDEA 2021.1, kein Backport auf 2020.x vorgesehen
• com.android.tools.build:gradle:4.0.2 unbrauchbar:
‣ https://youtrack.jetbrains.com/issue/IDEA-258598
• CodeQL vs. NDK
https://stackoverflow.com/q/65480083/2171120
• OWASP plugin for Gradle
https://github.com/jeremylong/dependency-check-gradle/issues/206
• Android/Unity
– import the four generated shared objects into Unity, assigning
Android support and the correct CPU to each, according to
https://docs.unity3d.com/Manual/AndroidNativePlugins.html
‣ maybe we can just import the AAR instead?
– Unity should not (currently) use stackalloc, apparently it’s
problematic in its VM; use #ifdef to heap-allocate (maybe use
a pool?) only on Unity, keeping stackalloc in proper .net/CLR?
– now [DllImport("ecn-bitw")] “should just work”, let’s hope it
selects the correct .so according to what platform it’s running on
- numerical SocketFlags flags
2 OutOfBand MSG_OOB
1 Peek MSG_PEEK
- Span<byte> bytes = stackalloc byte[length];
- ReadOnlySpan<int> span = new int[bufferSize];
fixed (int* ptr = &MemoryMarshal.GetReference(span)) {
return Native.Sum(Unsafe.AsRef<int>(ptr), (UIntPtr)span.Length);
}
vs fixed (int* ptr = span) {
return Native.Sum(ptr, span.Length);
- receive(0) → receive(1,|MSG_PEEK,&dummy_buf)
– Unity: might need to copy out built DLLs to Unity directory
structure, probably keep it there even through (n)make clean