fix(serializing): reuse larger pooled writers - #1054
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FirstGearGames merged 1 commit intoAug 9, 2026
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Length-pooled writers can be stored under a larger capacity bucket than the requested length bucket. Reusing the nearest larger bucket prevents pooled writers from staying rooted in the static length pool under variable payload sizes.
sqdbruh
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June 25, 2026 12:29
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Good find, thank you! |
FirstGearGames
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Sep 2, 2026
- Fixed ZigZagDecode improperly decoding values in IL2CPP with specific backing CPP libraries. - Fixed Scene object expecting prefab ID (#1032). - Fixed eliminated or significantly reduced wobble in local reconcile resimulations on server-authoritative objects. - Fixed NetworkAnimator delay/desync on host owned object, observed by clients (#1062). - Fixed NetworkCollider/2D tick comparison error (#1041). - Fixed prefab objects generator cannot include folders with spaces in the path (#1045). - Fixed large writers pooling incorrectly, causing them to not be re-used (#1054). - Fixed LiteNetLib wrong data length after BasePacketLayer modification (#1064). - Fixed NetworkTrigger2D by uncommenting entire file. - Fixed nested NetworkObjects not spawning recursively when spawned via OnStartServer of their parent. - Fixed SyncType values being reset to default before OnStopServer as clientHost (#1036). - Fixed disconnecting clients not being cleared on Transport shutdown (#1044). - Fixed Quaternion ScaleToFloat helper math, cause of marginal rotational errors (#1067). - Fixed loading scenes by path not loading the scene for clients under certain conditions (#1060). - Obsoleted SceneLookupData.Name in favor of SceneLookupData.FullName. - Added NetworkBehaviour.ToString null safety (#1046). - Added Unity 6.5 scene handle change support (#1052 / #1051 merge). - Added Unity 6.5 GetEntityId/GetInstanceId support. - Added NetworkCollider2D use PhysicsScene2D.OverlapCollider as a fallback (#1042). - Added NetworkCollider/2D.RemoveEnteredCollider. - Added NetworkCollider/2D InvokeStayOnEnter. - Added NetworkAnimator channel option - under Beta menu, Animator Channel (#1039).
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Summary
This changes
WriterPool.Retrieve(length)so it can reuse a writer from the closest larger length bucket when the exact bucket is empty.The exact-bucket path stays the same. The fallback only runs when there is no writer available for the requested bucket, and empty buckets are removed after popping.
Background
I ran into this on a long-running Minecraft-like server with chunk streaming and large, variable payload sizes. Each player reconnect caused FishNet to retain some memory even after all player-owned resources were cleaned up. After enough reconnects, memory usage kept climbing until the server eventually ran out of RAM.
The issue is that a writer can be returned to the length pool under a bucket based on its actual capacity, which may be larger than the bucket requested later. Since
Retrieve(length)only checked the exact bucket, larger cached writers could sit in_lengthPooland remain strongly referenced instead of being reused.Reusing the nearest larger bucket fixed the retained allocation growth in that workload and kept memory usage stable across repeated reconnects.