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

View file

@ -76,7 +76,7 @@ public static class AssistantHandler
_handshakes[m] = Timer.DelayCall(TimeSpan.FromSeconds(30), OnTimeout, m);
}
public static void AssistVersion(NetState state, CircularBufferReader reader, int packetLength)
public static void AssistVersion(NetState state, SpanReader reader, int packetLength)
{
// We are not supporting the old UOAssist protocol
// var assistVersion = reader.ReadInt32();
@ -87,7 +87,7 @@ public static class AssistantHandler
state.Assistant = assistVersion.ContainsOrdinal(' ') ? assistVersion : $"RazorCE {assistVersion}";
}
private static void HandshakeResponse(NetState state, CircularBufferReader reader, int packetLength)
private static void HandshakeResponse(NetState state, SpanReader reader, int packetLength)
{
Mobile m = state.Mobile;