feat: Adds a memory mirrored ring buffer for networking. (#1533)
## Breaking Changes
Incoming packet registration signature has changed to:
```cs
delegate* void OnReceiveCallback(NetState state, SpanReader reader, int packetLength);
IncomingPackets.Register(int packetID, int length, bool ingame, OnReceiveCallback onReceive);
```
For example, an incoming packet handler signature would now look like this:
```cs
public static void SomeIncomingPacket(NetState state, SpanReader reader, int packetLength)
{
// Parse the data
}
```
## Summary
Updates the network Pipe class to use a mirrored memory technique. This technique involves mapping the same physical memory to two contiguous virtual memory spaces so the byte buffer appears duplicated. This allows writing to a double-sized array to wrap around without the need for the `CircularBuffer` classes.
In practice this allows us to use `Span<byte>` as if the buffer was a regular array.
### Bug Fixes
- [X] Fixes bad fixed length string parsing
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83 changed files with 958 additions and 2432 deletions
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@ -13,15 +13,17 @@
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* along with this program. If not, see <http://www.gnu.org/licenses/>. *
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*************************************************************************/
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using System.Buffers;
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namespace Server.Network;
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public ref struct EncodedReader
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{
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private CircularBufferReader _reader;
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private SpanReader _reader;
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public EncodedReader(CircularBufferReader reader) => _reader = reader;
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public EncodedReader(SpanReader reader) => _reader = reader;
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public void Trace(NetState state) => _reader.Trace(state);
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public void Trace(NetState state) => state.Trace(_reader.Buffer);
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public int ReadInt32() => _reader.ReadByte() != 0 ? 0 : _reader.ReadInt32();
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