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
This commit is contained in:
Kamron Batman 2023-10-09 00:57:53 -07:00 • committed by GitHub
parent 629a5008c3
commit 10a69bf754
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83 changed files with 958 additions and 2432 deletions

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@ -13,6 +13,7 @@
* along with this program. If not, see <http://www.gnu.org/licenses/>. *
*************************************************************************/
using System.Buffers;
using System.Runtime.CompilerServices;
namespace Server.Network;
@ -25,7 +26,7 @@ public static class IncomingPackets
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static unsafe void Register(int packetID, int length, bool ingame,
delegate*<NetState, CircularBufferReader, int, void> onReceive) =>
delegate*<NetState, SpanReader, int, void> onReceive) =>
Register(new PacketHandler(packetID, length, ingame, onReceive));
public static void Register(PacketHandler packetHandler)